Thor110

Modders
  • Content Count

    710
  • Joined

  • Last visited

  • Days Won

    50

Everything posted by Thor110

  1. I still haven't properly worked it out properly, used it a couple of times to place some assets then let it sit for a while as I still have a lot of scripting left to do. But I know the RoR developer made a tutorial on using it, which I need to re-watch at some point. What I did at first was use K-GFF editor to quickly add lots of assets stacked on top of each other to the level, then used KotOR toolset to roughly place those assets and KotOR Level Editor to refine their positions, certainly was handy to be able to see what you are working with. Hopefully it's not too tricky to add a room under a room, as I have this strange feeling it won't play nice. But if it doesn't you could always cut it out and make it it's own room / module altogether. Thor110
  2. Another interesting thought, you might need to make a walkmesh for it as well as make the ceiling. But I am guessing you might know this already given the image you have chosen to use. Though sealing the room shouldn't prove to be too tricky, nor should adding a walkmesh if it requires one. Could definitely be an interesting training area or something, perhaps even add a doorway just for show but teleport the player down there. Edit : yeah doesn't look like it has a walkmesh down there, unless KotOR Toolset cannot generate it due to it being directly below another.
  3. Ah well that was a bit of a waste of time then. Nevermind. Basically from what I can tell, you need to spend a little longer looking around DeadlyStream at the various resources. ( it can take time, but there is more than enough to guide people to making pretty much anything in the game available on this site ) If at some point you have speakers you can always re-watch that part of the stream from my YouTube channel. As I don't think you mentioned that you had no speakers in your messages on Twitch. 1. The audio files need trimming of their fake headers, the program SithCodec can handle that or you can trim them manually with a hex editor. 2. Locating the audio files will require you open the dialog files and find the name of the file. 3. My tutorials cover placing NPCs and similar things. I think that covers the questions you asked.
  4. No worries, hopefully I answered your questions. Just text chat I believe on Twitch. I am a lot more active on Discord so if you need any more help feel free to reach out to me and I will do my best to answer whatever questions you have regarding KotOR, though I only really mod KotOR2 so it is possible that I might not be able to help regarding some things, but I am fairly sure I understand the basic differences between the two.
  5. If you have already managed to get Atris across then you shouldn't have much trouble, I wouldn't have thought anyway? Feel free to stop by my stream and ask me questions if you wish as I am currently streaming, not modding or playing KotOR though but I can try and answer any questions you might have. ( https://www.twitch.tv/thor110 )
  6. You just need to add them to the 2DA file ( appearance.2da ) if you look around enough, there is more than enough information, tutorials and resources on this site alone to get you started. Best thing I could suggest is stop using KotOR Tool for anything other than extracting files, pretty sure in my crash course video I went over the basics of each and every program I used in the creation of my project. There are also limitations to how many entries the appearance.2da can have, in KotOR2 at least, but that limit can also be bypassed by using TSLPatcher to add new entries. The UTC file is literally just a character sheet, that points to an entry in the appearance.2da as well as soundset.2da and some others as well as lists their feats, powers, items etc What I did back when I started my project was just download every tool available, from a hex editor to every last program made for modding KotOR1/2, some of which I didn't need in the end and just hacked away at the game until I got it the way I wanted it. Or close enough for the time being. It could also be worth going back through some of my streams and watching me work on my mod if you have the time to do so, though I can't exactly say what will and what won't be useful. I definitely covered basic 2DA editing in my crash course tutorial video as I just checked, though not sure which 2DA files I discussed. Perhaps if you really need it I could offer live modding assistance sometime as I have been planning to do it, it's just a matter of finding the time, organising myself a bit better and streaming on Twitch more regularly, plus I have been taking a lengthy break from kotor modding and my project at the moment anyway.
  7. Due to the chaotic amount of stuff I was working on, most mods I released were already a part of my overall project which I will likely always use. I think there are only a few silly ones I made that I don't use. ( Rakghoul Spawner Armband and Map Unlocking Armband ) I believe are the two I don't use, but I do have a lot of incomplete odds and ends lying around as well.
  8. I thought I wrote a tutorial about that but it seems I didn't. Thanks to @Effix for helping me figure this out some time ago. The basic process is to determine the supermodel of the original and then recompile that model using K2s supermodel instead. Oh wait I did write one, it is covered under "Blender Tutorial 03 - Character Editing" in my tutorial series, perhaps I should rename the title or improve it. - https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ It doesn't cover every step of the process but it should detail the basics. In-case it doesn't here is a short explanation. What I did for this was drop the original models and their supermodels into a folder, then convert them to ASCII using MDLEdit, I then put the ASCII and the K2 supermodels into another folder in order to recompile them using K2's supermodels and then deleted the leftovers.
  9. It could be that you need to make sure it has been set up right, did you set up the Aurora preferences etc? Have a little look through the KLE topic as I know others have had similar issues. I am also not 100% sure if it properly saves every last asset in a module, I know early on it didn't and what I did was use it to save the module and then extract the .git for the new coordinates. Hopefully that's all been ironed out, but I used it to place a few assets ages back and found it really handy. There are also a few video tutorials on how to use it made by the lead RoR developer. Also of note is that I am on an older version and it could be worth looking through the changes on GitHub and possibly rolling back to a specific version. Could be worth dropping a message in the topic for it to be sure.
  10. Yeah it can be very tricky and tedious to place objects this way, but it can also be done quickly / roughly first this way then KLE can be used to refine them down to the tiniest detail as well as visually being able to decorate areas and get a feel for them without having to load the game up just to have a look around.
  11. Looking good, how are you going about asset placement and have you considered using KLE (KotOR Level Editor) to get more accurate placement of objects? I presume you are doing things manually with the whereami armband or with KotOR Toolset.
  12. Given that it's a total conversion mod and not just a mod for K2, there's no reason to make it compatible. In my opinion. But perhaps they will think differently. ITSLRCM & M478EP + perhaps other large mods should really be the focus on compatibility for K2 I think. Plus maybe a few others I could think of.
  13. Revenge of Revan is a total conversion, it's even very possible they might be using that level themselves. Correct me if I am wrong, but I feel like that shouldn't be the first worry / stop in the road for compatibility. ( K1R / K1CP ) is probably the first stop. Especially if the end goal is for this to be a K1 mod, not a K2 mod. Because RoR is for K2.
  14. Feel free to make use of the modders resource I released of all the levels ported from K2 to K1 for this purpose if you wish, I also wrote a tutorial on porting levels if you wish to do it manually. Sounds like an interesting idea, I put the enclave sub-level into the port of K1 I was working on for a while ( currently I am focusing on my other project for a bit ) but haven't done anything with it yet. The door and ramp also already exists in the K1 level which means you don't have to warp in there etc Liking the look of it already, be interesting to see it in a new light. Thor110
  15. 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
  16. 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.
  17. Thor110

    Expanded Galaxy Demo

    Could be that you need the latest patch, as a temporary solution you could warp to 201TEL and it will initiate the cutscene. I will upload the latest version in a single package at some point.
  18. 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.
  19. 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.
  20. 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 )
  21. 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 )
  22. 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
  23. 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.