Thor110

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Everything posted by Thor110

  1. The RoR GUI is not fully coloured, it is even less so than the above examples with a lot more of the original KotOR2 green remaining. Thanks for the heads up though.
  2. So I have been working with the KotOR 2 GUI files for sometime now. Thanks to another user for making a tool that can replace all the colour values in a .gui file in one go I have recoloured the majority of the menu's to be blue to match KotOR1's GUI for the port I have been working on. However it seems somethings are either hard-coded or difficult to locate, there are also issues with some textures that cause the item list to be slightly wrong. Given that this will eventually be a template for others to use to make the GUI into any colour they want, I wanted to reach out and see if anybody could help solve or determine for certain whether or not they even can be altered and if not, I may look into hex editing the .exe if it is even possible to locate the colour value amongst the compiled binary. So far I have recoloured nearly everything in the gui files, including the textures that are used. The following images detail what elements of the GUI I have not been able to recolour so far, though I haven't looked in a little while now I was hoping somebody else might have more luck tracking them down. As well as that I was hoping for feedback on the idea of releasing a simple modified gui-set that is say white as well as provide a guide and possibly the tools to easily recolour all of them to your liking. Thor110 I will continue to go through them in my own time and figure out what I can, but I was hoping a fresh set of eyes to look at the problem might help as well as get feedback on if it would be worth releasing variations or a tutorial for colouring the gui. UPDATE : Something I forgot to note was that all of the mouse icons / pointers are baked into the .exe, but I believe replacing the icons with those from the first game shouldn't be too difficult. NOTE : The following are the colour values used for the default green's seen in the game's menu's. Dark Green 0.050980,0.349020,0.270588 Light green 0.101961,0.698039,0.549020 Text Green 0.101961,0.698039,0.549020 These are the colour values displayed in the KotOR GUI Editor and contained within the GFF filetype .gui file's. When I have recoloured all of the icon's again I will release a basic template GUI for people to use to make their own GUI recolours for KotOR2. As for the mouse pointers, this will require a direct hexedit of the .exe which might not be so straightforward for everybody. Again I will work out the details and provide a tutorial to follow.
  3. Interesting idea, I am sure it could be done. There is a mod called "Operation Kill Bastila" that gives Bastila a disguise she must wear, but it uses new armour altogether.
  4. I would imagine a lot could be done in the way of differentiating characters using armour/clothing. For a while I have been thinking about turning some of the basic clothing types into armours but it would be quite a lengthy task to get into. So in short, it's definitely possible. At least I am pretty sure!
  5. It could just be that you need to pan across to the texture paint window, though they will not show if they were not inside the folder from which you imported the ascii model. I found the easiest way to do this for my own project where I sometimes need access to any old random model in either game was to create a folder for both games and then fill them up with the .mdl/.mdx/.wok/.lyt & the .tga textures. ( .lyt files incase I want to load an entire level ) In order to obtain every texture in .tga format I had to extract them all in .tpc format using KotOR Tool and then use Xoreos Tools to convert them all at once. Otherwise you would have to manually locate and re-apply the textures every time.
  6. I don't experience it much and I think if you make sure that your character actually uses the item it isn't a problem. Where as if you use it in the menu sometimes it bugs out and doesn't apply, at least I think. Since I first played this game a long time ago, I became use to regularly saving in case of save corruption and bugs because I had heard that saves corrupted regularly on xbox though I played on PC I was still sure to save regularly lol and since I started modding it I made sure to save even more, just because it makes sense to. My suggestion would be less mods or more mods, there is a super large working build list / guide on reddit.
  7. I have heard some people say that medpacs not working is a base-game issue, though I always feel like it is because the medpac is applied at the end of the round which can sometimes make it feel as if it hasn't been applied because by the time it has you have also taken damage. But I might be wrong about this, you would have to review the combat logs and check to be sure.
  8. Ok I caved and released the Brotherhood port early, at least for testers. I am also looking at putting together a writing team.

    1. Thor110

      Thor110

      sleheyron.thumb.png.2e683feaf2c902a23d7b05e6e4c0a53a.png

      All levels and animations have been fixed for the KotOR Port. ( Including the missing walls of Sleheyron & Manaan! )

      manaan.png.43a89569f830416a953cfb9bff56c8a6.png

      Kashyyyk's broken level was fixed some time ago.

      All that remains to be fixed is the Taris level from Brotherhood, for which the Skybox is broken but the level still plays fine.

      random.png.4198c154673bdc91556f7a669234d0ac.png

      Though I barely show it the skybox in the background is broken, but I get to play as this random Twi'lek Jedi Republic Captain looking sort instead of what is meant to be one of the main characters from Brotherhood Of Shadow : Solomons Revenge.

  9. I am not certain on the timing or how it is on the original Xbox, but I find it isn't as delayed if you force it by say clicking both mouse buttons or clicking a mouse button and pressing a movement key. What I usually do is use a mouse button to swing the camera around and then press the direction I want to change to going after I have clicked on an object, I find that works better than just trying one key. Maybe not, I will have to properly try it out on the original Xbox at some point but overall it seems to work fine for me and a second might even be me overstating it. Perhaps it is where an Analog would usually be in play on the Xbox but is not on the PC. Maybe it is just T3, I can't say I have tested or played that level in a while to be honest. No worries. Oh well that would make sense, I am surprised it wasn't and that you hadn't tried tweaking the settings. Either way it works now. That certainly would be great, but their are alternatives or open source engine reimplementation's for KotOR that are looking to be quite promising. I would say maybe one day they will but it is attached to the Star Wars IP so it is unlikely. Thor110
  10. I think you are imagining things. I find that you need to press the next movement button for at least a second before it will let you cancel the movement. I just ran a quick test with a footlocker, a swoop bike and an NPC and I have no problems cancelling out of the movement. So in short, I have never experienced this issue, but I have certainly noticed that it doesn't always feel like it lets you, but that's probably more down to the timing of everything than it is the game.
  11. All things are on the table for now, I am in no rush to get all of this done. I still most likely have most of the testing to do, coupled with whatever improvements I decide to make. I will check them out then, thanks for letting me know. Update : Yeah I will probably use that, the image is much higher quality of the Brotherhood cover, thanks
  12. Revenge of the Port! Yet another port.
  13. The porting madness continues! As many of you may have seen as I have made sure to post it around a bit in hopes of finding some more testers and maybe even people to help develop the project, I have not long completed my first playthrough of Brotherhood Of Shadow : Solomons Revenge and of course that lead me to porting it over along with the port of KotOR. Everything seems to work perfectly, which is great and should save me a lot of time. It can also easily be turned on or off by swapping between just a few files. Though I haven't released it yet, I am not sure how soon I will. However I wasn't expecting it to be done in but two nights where I devoted only a fraction of my time from the project to setting it up. Going on the above permission which can be found on Silveredge9's DeadlyStream profile which I only came across a few weeks ago Thor110
  14. I really enjoyed my Brotherhood Of Shadow : Solomons Revenge playthrough. Very good mod and definitely worth playing!

    1. Thor110

      Thor110

      So much so that...

      bossr.thumb.png.51cefe22ee2bcbed540ffd605de7a13a.png

    2. Thor110

      Thor110

      Drop a line in the work in progress topic for the project if anyone is interested in getting involved, things are finally moving towards where I have a platform from which I can fully develop the storys and start writing etc

      https://deadlystream.com/topic/6851-wipbeta-expanded-galaxy-project/page/5/#comments

      Also looking for people to get involved in the project as well as testers.

      Hoping to cut down and port two of the recreated visions from BoSSR over to my port of KotOR to replace the .bik movies.

      While feature creep has been a bit of a thing for the project, the foundations of the main and port project are very nearly no longer under construction! ( RoR Heads & BoSSR Port Complete, Main & Port Foundations : Complete )

      535432566_underconstruction.png.b589ad58f92e221a8c8511b820e6a8f0.png

      I thought the above cropped screenshot was suitable.

      On top of the main two parts of the project, Brotherhood of Shadow : Solomons Revenge ported over really nicely and seems to play with no problems, I have also made it so that it can easily be turned off with another small set of template files to swap between BoSSR & KotOR.

      Thor110

  15. I have absolutely no idea as I don't do 3D modelling for the game, at least not yet. The most I have done is some simple edits and I messed them up myself lol
  16. Yes, but you can edit your updates into previous posts as opposed to bumping them, otherwise your topic will end up nothing but posts by you and nobody is going to want to follow a thread written entirely or for the most part by one person. For example, I have countless updates for my project that I could post in my WIP topic, but I don't bump it unless there is really important information, such as a new patch, release or major bug fixes. Adding a row to a chart does not constitute an update regarding your modelling work. If the above message constitutes an update regarding your modelling work, then I must be blind. Look, it certainly sounds like you are slowly getting there, so keep it up. But if I updated my topic everytime I altered a 2DA file, I would be posting every five minutes.
  17. Edit your previous posts in future perhaps? Especially seeing as you have had so much flak for spamming already. Perhaps you ought to properly fill out your initial messages with your project details all tied up into one post? I know myself early on I did similar and had information all across my topic in varying posts by myself, but I tried to consolidate it into the initial message as well as that it makes it easier for others to follow. Also you really are stating the obvious here, you were actually told this the other day by another user... All you have to do is... Add New Entry, Copy existing Row to new Row, then alter as necessary. Literally a seconds worth of work and you made a post about it.
  18. You're welcome, I wouldn't usually take on random requests but this took like 2 seconds and I wanted to avoid you or anyone else unfamiliar with kotor modding taking the time to cut up the audio only to realise that there was a much easier way to use that characters soundset. Guess I might release it in future as well, seems trivial / pointless, but I guess new soundsets probably change the game up a nice amount for some people.
  19. There is a much easier way to achieve this than cutting up the sounds from their dialogue, especially considering they already have their own soundset. I replaced the male and female player character sounds with the czerka officer sounds in the soundsets.2da file. Enjoy soundset.2da
  20. scroll along spells.2da and take a look "conjanim", there is also a "castanim" as well as an impact script that comes into play. This is set to hand for the conjure animation and self for the cast animation on #104 There is also an impact script which contains the following. ( below is part of the script that references 104 ) After the if/else statements is this It could be worth taking a look at the impact script, or trying the above effect instead of the talent you are applying. I am not sure why the hand animation is used, but it could be that the above overrides it by the time it has begun playing, I am not 100% certain but thought I would have a look into it quickly for you. Thor110
  21. Wow did I just read all that and @N-DReW25's entire message just for @Neville to not even respond to a single thing that had been said? @Neville As others have mentioned you really need to tear the game apart file by file and learn how it all works. ( this is the best approach to modding any video game in my opinion because then you know how it all fits together ) I had a similar experience when first arriving, my ideas outlandish or crazy ( though I don't think your ideas are crazy ) and possibly far out of my ability and it seemed not many wanted to listen or help, but I did get some help here and there which gave me headstart on learning, though at the same time before I knew it I was learning more by taking the game apart. Even now I know I am doing things wrong here and there, sometimes cutting corners, but regularly I go back to those cut corners, have a go at myself and try to fix them up. I wouldn't even be surprised if I talk too much or ask too much still from time to time ( as I know I do ) But sometimes you just got to take a step back, give yourself a kick up the backside and just carry on. Also it's generally considered nice to reply to what somebody has to say instead of once again repeating yourself...
  22. Thor110

    Expanded Galaxy Demo

    There is now a video that follows the installation process available on the Work In Progress topic for the project on the site.