Thor110

Modders
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Everything posted by Thor110

  1. Check out the tutorials section there are some fairly detailed ones in there as well as some simpler ones. Yes you create a .dlg file, link it in the conversation field of the .utc file, dialogs basically are cutscenes, so .dlg files are used to structure cutscenes. below is an example of a script I use to start a conversation with the lead rodian of the next example who just left that level. below is an example of a script I use to have four rodians leave the area and dissapear when they get to the door. It has all four of them walk through a set of locations before they get to the door, then has the lead rodian open the door as well as destroys them making them dissapear. Hopefully that helps or gives you some examples to work with, but there are some decent tutorials available worth checking out. Note : everything here is scripted for K2, so there may be slight differences to apply before it will compile. Thor110
  2. Is it just me or could you not just set the refresh rate of your monitor in windows before playing the game?
  3. Ah, I also noticed I can find it in a HexEditor near the top and realised why it wasn't converting because one uses Supermodel03 and the other uses the model that uses Supermodel03. Thanks for your help
  4. I was wondering, do you perhaps know the way to determine what supermodel a model should use? I myself just tried to follow your instructions, but no matter the supermodel I put into the folder it doesn't accept it. Though I am not trying to port this mod, I am looking at porting another. ( however I thought to avoid details and try to follow your instructions as I have been needing to convert a lot of models myself )
  5. You won't be able to just rename the files, the models will need either converting or recompiling using the K2 supermodel. Thor110
  6. I went with what I thought was best as a reply, sorry. As somebody mentioned above you might be ok with the editable executable from this site, I am not sure as I have not used it. I would rather not break any rules on this website, however I understand that you stated that you own the original game and fully intend to use it as legit as the site's rules themselves state should be the only way to do so, but I am not sure to what extent that first part truly applies to just discussion on the matter. As one one hand it says they might host them, but on the other hand it say's you can't even discuss them. I believe that means we can't or at least shouldn't discuss them but the site themselves can make a decision on whether or not to upload such content. ( that is how I interpreted that rule anyway )
  7. https://deadlystream.com/topic/7454-deadlystream-forum-rules/ 8. Illegal Material "Do not discuss or post links to illegal material or discuss where to obtain illegal material (i.e. where to get illegal cracks, etc.). Do not post magazine scans and other copyrighted material. This is prohibited. Discussions about how to perform activities that are illegal in the US are also prohibited (i.e. torrents to acquire the games illegally, etc.). Deadlystream may at times host files that circumvent DRM; in these instances, these files are only to enable the normal and legal use of the games they are made for. In all instances you must own the content you are using, and Deadlystream does not condone, promote, or enable piracy. Discussion about piracy is strictly prohibited." Unfortunately the best I can do is point you to the rules.
  8. Version 1.1.2

    440 downloads

    I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered )
  9. Thor110

    Screenshot_8

    From the album: KotOR Port

    In-game.
  10. Thor110

    Screenshot_7

    From the album: KotOR Port

    Loading screen.
  11. Thor110

    Screenshot_6

    From the album: KotOR Port

    Music menu.
  12. Thor110

    Screenshot_5

    From the album: KotOR Port

    Movie menu.
  13. Thor110

    Screenshot_4

    From the album: KotOR Port

    Load screen.
  14. Thor110

    Screenshot_3

    From the album: KotOR Port

    Character creation.
  15. Thor110

    Screenshot_2

    From the album: KotOR Port

    Looks surprisingly good actually. I didn't expect the blue to feel right.
  16. Thor110

    Screenshot_1

    From the album: KotOR Port

    Updated the majority of the GUI besides a few textures and whatever cannot be changed.
  17. Good thing you said, I checked again it seems that the second instance just stalls a fair bit more than the first so I am just impatient it seems
  18. This is a great tool! Really handy to be able to see the menus and their contents using a folder of the gui textures and .gui files, one thing I have noticed is that the program cannot be opened twice. Which could prove useful for my project and other people for transferring values from one file to another though actually I could just use K-GFF editor + this in order to easily transfer values for my project but I am not sure which way I will do it yet. Thanks for the awesome tool!
  19. Thor110

    Expanded Galaxy Demo

    They will need to be adapted, but I am going to do my best to make it as easy as possible for people to work with in the end. It can be installed manually to the Steam version just fine, I might look at adding it to the workshop later down the line but the Steam Workshop isn't very easy to work with and has a lot of conflicts because people leave themselves subscribed to mods or in this case might not subscribe to the right ones that are required for it already ( TSLRCM, M478EP & Coruscant )
  20. There are quite a few around the games levels, I made a pack that fixes any left in the second game : https://deadlystream.com/files/file/1706-visibility-file-fixes/ But I realise this is the first game, however if it annoys you like it did me perhaps you will require fixes for TSL in the future also :)
  21. I finally updated the first post to my topic for the Expanded Galaxy Project both yesterday and today to include the latest information and links for the project.

  22. wrong person @lachjames is the developer of this tool. I have just been privvy to it's development for a while so I have weighed in where I can to help people get it running.
  23. Did you consider looking up the required specifications for Unity itself? : https://docs.unity3d.com/2020.1/Documentation/Manual/system-requirements.html Also does the moduleout folder exist? Besides setting up the five destinations and the target game, opening the scene and clcking Load KotOR that should be all that's needed to get it working. That's all I can think of for now, if not hopefully the developer will be able to help when they get a chance.
  24. If you could provide a screenshot or copy of the error log I am sure the developer will be able to look into it, or somebody else might be able to help. Have you set up the Aurora Settings in the Unity Project Settings? K1 Location, K2 Location, K1 Save Location, K2 Save Location and moduleout save location. ( the moduleout location needs to actually exist ) so make sure you create a folder before pointing it to it, or after pointing it to a location create the folder. Also make sure to set TSL or KotOR as the target game. Then clicking Load KotOR should provide a list of levels that can be loaded underneath that button within the "Instance Editor" Oh, also have you opened the KotOR Unity Scene file?