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Everything posted by Thor110
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Update : Health duplication bug has been fixed, while I wasn't planning to start working on the project again until around April next year I will try to get out a new release before Christmas if I can resolve the balancing issues as well. K2 Expanded Galaxy. ( rough story plans ) I have taken quite a break from the project overall which has been refreshing and allowed me time to gather my thoughts somewhat. The general premise of the story is that these new worlds are revealed to you when you journey to Coruscant, finding the temple in ruins you will discover the co-ordinates to these other worlds. You will then search these other worlds for even more Jedi Council Members or possibly some Jedi Padawans ( not fully decided yet ) Each world will have it's own story that will eventually be influenced by the events of KotOR1 making use of the save importer. Tatooines "Sand People Enclave" will belong to the Jawas or the Sand People accordingly depending on whether LS or DS in K1, eventually I will also make it so that it is also purely dependant on what your actions actually were on Tatooine. Kashyyyk will either be being run by Czerka or the Wookies again dependant upon your actions in K1 or to begin with whether the ending was LS or DS. Yavin Station will be similar to K1 in that it will contain a Vendor whose stock changes with the progression of the main story of K2. Sleheyron has a problem with people disappearing as well as a gambling problem with the gladiator rings, new combatants that seemingly come out of nowhere to face off in the combat arena, some winning, some losing, somehow always making it so that the Hutts rake in the credits. Coincidence or the Hutts? You'll have to find out when it's complete. Lehon the Unknown World will again reflect the choices made in K1 at first using the LS / DS method and in future using your actual choices from your save. Manaan will still be a very diplomatic world, neither the Sith or the Republic maintain a strong presence there anymore due to Manaan authorities restricting the amount of personnel from either faction due to the potential conflicts that could arise they are kept separate and the door leading towards their hanger will be welded shut because the Selkath plan the routes which their visitors can take to and from their respective holding facilities that the Selkath deliver Kolto to. Coruscant will remain the same for the best part besides the addition of something to each level to get the story started, I might also nerf some of the items there or lock a few of the doors unless you are a certain level, I might also be adding an undercity using parts of Taris but for the moment this has been put on hold so as to not give me a whole new area to work with, will likely return to it after this is all done. Everything is of course subject to change and I have likely forgotten details, will be focusing on the general feel of the worlds before really adding the stories that pass through them in order to make them feel as alive as possible as well as have their own quests and objectives unrelated to the Bonus Quest. All of this will be an optional part of the game, even one which you could return to after completing the game. M4-78 might end up becoming optional also, or I might continue working on improving it when I can spare the time. ( will likely return to this last as I also had an issue with my alterations to these levels so I have reverted to the originals from M478EP 1.5.1 for the time being ) I also have a droid vendor planned that will replace the Blackmarket droid on M478 once the game is complete allowing you to purchase war droids to fill the spare companion slots left at the end of the game. These droids will be permanent from there on out. ( I will either select a set of 10 droids or allow the player to preview every droid that exists in K2 if I get around to adding them all ) Some of this might have been mentioned here before or on the Discord, but I primarily wanted to drop a note here about stopping work on the port for a little while and ended up writing up all of this both to remind myself what's what and to leave it lying around for anyone else who might be interested to know what I have planned for it all. This is unfortunate news for me I feel, because I had hoped to finish porting and retrofitting K1 in K2 so that each of the players choices in K1 were adequately recorded and transferred across to K2 using the save importer, this way I will have to plan ahead and do what I can with K2 until I work my way back to fixing the port and then probably pass back through them both a few times. Still a lot of other random ideas and plans for the project floating around but will see what happens with them in time. Thor110
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In other words, get a PC and install it then transfer it... Rest assured this mod works fine on Android, as all will provided they are properly installed. It's just a matter of installing it on PC, then transferring the files across. To be honest, I think a patch could be made fairly easily that just includes the updated files for Android users so they can copy the tslpatchdata to their override along with six preconfigured files, but they would have to be set up for a specific type of installation, such as TSLRCM only or Vanilla only etc The files that would need preconfiguring are : dialog.tlk placeables.2da planetary.2da plc_crcrt.utp plc_lft1.utp galaxymap_p.gui I was thinking of setting up a compatibility patch for this, but the thing is... So many different users use so many different mods, I guess TSLRCM is the most likely to be installed first, but people use all sorts of different mods, which is why doing this sort of thing is impractical, because before you know it somebody wants the patch slightly altered so they can install a different set of mods and it goes on and on. Most people just bite the bullet and install on PC then transfer across to their mobile device.
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Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
Well I guess I can't help there then either, sorry. -
Porting Madness Continues
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
Anyone and everyone is welcome to help, I will always give credit where credit is due. I believe the majority of .utc/.uti editing is done, though I do have one serious issue with the balancing still that is likely caused by the .utc files and I have not been able to determine what exactly is causing the balancing to be so off. After adjusting every .utc file in the game everything seemed to be okay up until around Dantooine and onwards, so it could be I missed something in some of the later .utc files. There is also a much more serious issue that I cannot seem to track down which is causing companions health to double every time they are swapped out using the party selection screen. To you and anyone else that feels they could lend a hand or help out I would say install the project, dig around in the files and message me with information or files regarding the changes made. The project has been getting on top of me for a while now which is why I have been taking a lengthy break from it. Given that I have finally finished my playthrough of a cancelled original Xbox game ( Stargate SG-1 : The Alliance ) I am sure I will be back at it in no time. -
Porting Madness Continues
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
Realistically enabling "Vanilla" at the moment only requires me to disable Yuthura and the extra planets. ( I think ) so it's likely I will do so. But I might have made changes or edits here and there that improve or fix things that might not be considered "Vanilla" The whole project is a bit of a mess to be honest, I had really hoped to get the rest of the KotOR modding community on-board with the project but there has been no real interest. So who knows. But also probably. -
Porting Madness Continues
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
How do you mean "vanilla only port" if you mean just K1 in K2 without all the extra content, that's sort of a maybe for now. But I will make sure to differentiate between releases as I start adding in new content. For now it is Vanilla with the only added feature of Yuthura being a companion. ( still lots to fix though ) -
Some nice variations on the standard Jedi Robe's you have there there was so much room for variation within the game's base items. I look forward to seeing how it all turns out. ( also, when you are done I might request permission to port them over to KotOR2 at some point so feel free to drop me a message before-hand if that would be agreeable with you )
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Modding dialogue soundset/animations
Thor110 replied to PirateofRohan's topic in General Kotor/TSL Modding
As far as I remember if the sound exists it will look for a lip file of the same name, alternatively if the VO_ResRef is different it will use that for the lip file. So the sound exists flag might be what calls for that, but sometimes I forget which way around it is. Edit : pretty sure I always think of this the wrong way around, for some reason the VO_ResRef is the reference to the sound file which can also come from the string in the dialog.tlk ( I thinki ) and the Sound entry is the reference to the lip file which can be left empty if the Sound Exists flag is on, at least I think. I always get tripped up figuring this one out and then never remember to take note of it when I figure out which way everything goes lol -
Porting Madness Continues
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
Wait??? you haven't seen it yet? I thought I had made more than enough posts about it for the whole world to have seen lol and sorry for the late reply it seems I did not actually receive a notification about your comment. -
Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
No idea, sorry. -
I should have probably noted I was on Dxun to check and that I didn't think to swap back to K2. Hehe
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You could use this. ( I released a version for people to use with TSL ) However I am not using just that, as you might be able to tell from Mission & Zaalbar being in the party. Edit / Note : misread your comment, it's not the TSL GUI in K1, just a colourised version of the K2 GUI for the K1 port I have been working on for some time.
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If I remember correctly, the problem that fixes is caused everywhere with fog by the Aspyr version, such as Dxun. Though I could be mis-remembering, I know that is a solution for the fog of M4-78 at least. Checked : yeah broken fog everywhere in the Aspyr version.
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Though it might not be the best solution as it comes with it's own problems. For a while I used the Aspyr patch which was cracked out of steam by a GoG user, besides hexediting the .exe this could be a viable solution for some people. But now I just use the Steam version directly. https://www.gog.com/forum/star_wars_knights_of_the_old_republic_series/kotor_ii_drmfree_steam_update/page1 However I know that it messes up the fog on certain levels as well as a few other bugs that were introduced to the game by Aspyr.
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Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
Getting the modules over is easy enough to do thanks to the tools provided by the community. I myself ported every level from K2 to K1 and every level from K1 to K2. Though it was very messy and I would generally suggest people do it themselves to avoid the clutter I created. https://deadlystream.com/files/file/1455-module-templates-for-v040-full-update/ I wrote a tutorial on porting the levels from one game to the other, if you wish to pursue this feel free to do so. It definitely needs a reskin though, but I do wonder if that could be easily achieved by making use of the textures from the Enclave itself. -
Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
Definitely an interesting idea and something I am toying around with myself at the moment. However whatever I end up making won't be available for the first game and will only be for the second game and the port of the first game. I am sure somebody could port whatever I make backwards eventually though. Thor110 -
Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
What you are asking for might be a bit much, however I did suggest to someone a while back that they could add the Enclave Sublevels to K1's Dantooine. The main problem with that however is that they have the look they did in K2 and could use reskinning as well as their models editing to remove any damage in the area. Just adding them in is easy enough, creating the content to make use of it all is another thing altogether as I know all too well. I did always think it was weird that the doors to the Enclave were always there in the first game. ( the above is a screenshot of the first games levels in the second game ) -
No More Messengers After Xor Ambush -- FIXED!!!
Thor110 replied to Fair Strides's topic in General Kotor/TSL Modding
Drop it in your override folder. Or use KotOR Save Editor to set the variable "K_XOR_AMBUSH" to 3. -
Blog #107: Easy Portrait Making
Thor110 commented on Sith Holocron's blog entry in Sith Holocron's Blog
Cool stuff I wonder if it would be worth setting up a room where people could more easily take portrait images. For example : a room with a gradient coloured or grey background that a singular NPC sit's in front of. Could even include a few different camera angles, if & when I get the hang of Blender I might give it a go. Though I just spent hours stitching the floors walkmesh back together after deleting the Sandcrawler from tat_m18aa_03a.mdl and I am sure there would have been a quicker way to do it, ah well. -
Understood. There is no comprehensive change list of what was done to TSLRCM from what I remember seeing said somewhere around here, I think maybe it was on the KotOR modding discord. Have you just made your way to the Restoration Zone to check they aren't spawning there? Also there is a tad more information on the Obsidian forums : https://forums.obsidian.net/topic/42189-tsf-bounty-escaped-criminals/ Though still not all that much. Again I can understand that, perhaps I was a tad hot-heated earlier but I was essentially more than happy to sit and walk through the problem with you and probably even locate the variable for you to alter in KSE, but then I decided to go play some games instead and then get back to working on my own project. I believe these are the globals you need to alter, most likely the 200TEL_Killers_Dead, but you could try checking the other variables as well. Thor110
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Well these two statements conflict. From what I have seen of your other posts you also have a large number of other mods installed, which can make it a pain to diagnose issues. What I know for certain is that once you see them talking to Jana Lorso of Czerka they run off to the shuttle bay and then you face them off at the Telos Restoration Zone. Dude you just replied to a comment from 11 years ago on GameFaqs... what the hell is wrong with you. Are you that majorly pissed off that the game doesn't work that you are going to go and whine at every corner of the damned internet? - https://gamefaqs.gamespot.com/xbox/920194-star-wars-knights-of-the-old-republic-ii-the-sith-lords/answers/162307-how-do-i-complete-the-escaped-criminals-quest That is not going to help your situation in the slightest. It sounds like you ought to get off your ass and fix it yourself... That's my thinking, heck I did.
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Oh this is an awkward one, you have to catch them in the Czerka compound before the final fight there when helping Czerka. As for while helping the Ithorians I believe you run into them at the Restoration Zone... UPDATE : A quick google search could have solved your problem also... https://www.reddit.com/r/kotor/comments/896i42/kotor_2_escaped_criminals_quest/ All I googled was "ithorians escaped criminals kotor 2" and there were a lot of answers / links and a lot of people with the same problem as you.
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7zip extracted the "Movie Robe Reskin" fine for me. Just get 7zip.