Thor110

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Posts posted by Thor110


  1. 2 minutes ago, JDub96 said:

    Well I know ERFEdit is supposed to let me modify RIM and MOD files. Those are all in the Modules folder in the directory and I've installed all my mods. I just can't seem to get ERFEdit to let me actually do anything.

    Have you tried double clicking the rim/mod filetypes and getting those filetypes to be associated with ERFEdit? That is what I did. ( What operating system are you on? )


  2. 24 minutes ago, JDub96 said:

    I was just more hoping for a crash course

    Excuse the odd distraction around the middle, but there is an hour or so of me going over some of the very basics, as well as other streams of me working on my project.

    24 minutes ago, JDub96 said:

    I'm trying to also remember what the best tool for modding the .uti/.utc files were.

    K-GFF Editor is the best for modifying the general feature format filetypes from .dlg, through .utc/.uti/.utp/.are/.git/.ifo and a fair few more

    24 minutes ago, JDub96 said:

    EDIT: I'm also having a hard time getting ERFEdit to work. I hit the 'Open' option and go into the Modules folder in my directory but the application isn't recognizing any files to open.

    The vanilla game doesn't come with any .mod files I don't think anyway, you'd have to check to be certain.


  3. 5 hours ago, JDub96 said:

    So... I recently decided to get back into the modding scene and was hoping for some info. I use a number of mods, including K1 Community Patch and SotOR, and was looking for ways to unpack and repack modules so I can edit the inventories of NPCs so the mods all work in tandem. Can anyone give me a refresher on what I need to do it?

    ERFEdit is what you are looking for, but I would suggest taking a look at the Tutorials section as there is some good info in there. As well as browsing the other available modding tools on the site.


  4. 12 minutes ago, Jj117 said:

    Thank you let me try this for myself. 

    Heh, see! You thought of a quicker way than I did, I don't know why I didn't think of just replacing the 2DA lines themselves instead of the number in the .utc's, I think it's because for my project I intend to keep every appearance in both games if possible, so I sort of skipped over the obvious solution! You should be done in no time! :D

    • Thanks 1

  5. On 6/1/2021 at 2:21 PM, Jj117 said:

    hey one problem. I am using the Kotor 2 mobile version. So how do i check it? Is this process very long to make? if so then would you be able to make them?

    hey one problem. I am using the Kotor 2 mobile version. So how do i check it? Is this process very long to make? if so then would you be able to make them?

     
    •  

    It would take a while to track down each and every TSF soldier and it's not something I want to spend my time making, sorry. You wouldn't be able to make it on a phone no.


  6. Go check out the tutorials section, or download my test rooms, find the appearance number you need and go hunt down each of the .utc files for the soldiers whose appearance you wish to change.

    You will need K-GFF Editor, KotOR Tool & ERFEdit, plus possibly KotOR Toolset to more easily track down the soldiers you wish to alter.

    • Like 1

  7. 45 minutes ago, Neville said:

    I had the CD version installed, but the script should have compiled anywhere.

    Scripts compile in the folder/directory of the first opened script in kotor scripting tool, for example if you open one script and then another in another folder, they will compile to the first folder, I find this frustrating but am use to it now.

    If you had the CD version installed then I am guessing you uninstalled it, which would have deleted the registry entry for it. lol

    You can either recreate the registry entry as shown in one of the links I posted or you can reinstall it.


  8. 4 minutes ago, Neville said:

    I have been looking all day. I have "nwscript.nss" in my Override folder, and I do not understand why the program stopped recognizing the Steam version.

    Just correct the registry entry or add another one specifically for KotOR Scripting Tool.

    Did you happen to install it from disc the other day and uninstall it? Pretty sure I read that you did in one of your posts from the other day.

    Also as for

    6 hours ago, Neville said:

    I do not understand tutorials on destroying the original NPC,

    Spoiler

    void main() {
        if ((IsAvailableCreature(0) == 0)) {
            AddAvailableNPCByTemplate(0, "end_trask");
            SetAreaUnescapable(0);
            DelayCommand(0.1, ShowPartySelectionGUI("k_pend_reset", 0, 0xFFFFFFFF));
            DelayCommand(0.1, DestroyObject(OBJECT_SELF, 0.0, 1, 0.0));
            ActionStartConversation(GetFirstPC(), "end_trask01", 0, 0, 1, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0);
        }
    }
     

    Depending on what is firing

    If the character that you want to delete fires the script for example from a dialog initiated with them you would simply use the following line

    DestroyObject(OBJECT_SELF, 0.0, 1, 0.0);

    the above example is from the Endar Spire.

    It checks if slot 0 is free

    then adds trask to slot 0

    then sets the area to be unescapable ( can't change party )

    the next two lines are set to a short delay of 0.1 seconds.

    the first delayed line shows the party selection screen via a script and forces you to select slot 0, then sets the second forced slot to -1 or 0xFFFFFFFF

    the second delayed line then destroys itself ( this would be Trask )

    before starting the conversation with the player character using the dialog "end_trask01"

    which will start the dialog with yourself but because Trask is now present behind you after being added to the party, the conversation is started with them.

    I cut out a few lines from the above example that won't be relevant to you.

    The solution is fix the registry or install to the original directory. ( alternatively you could try dumping dialog.tlk, chitin.key and the override + nwscript.nss ) into the original directory, I am not sure how much of the game it actually needs.


  9. Just now, Neville said:

    How do I do that?

    Try following one of the links I sent you and forget about the fact it mentions kotor tool for a moment, read some of the other comments and see that people have the same problem as you, then continue reading to the comments that mention how to solve said issue...


  10. 30 minutes ago, Neville said:

    KotOR Tool is set to the proper directory. KotOR Scripting Tool will not recognize it, and now will not compile my original source script. I tried uninstalling the CD version of the game and the Scripting Tool, then reinstalling Scripting Tool. Scripts will not compile. KotOR Scripting Tool states it needs C:\Program Files\LucasArts\SWKotOR

    This is my script.

    void main()
    {
    object oTarget;
    oTarget = GetObjectByTag("tar02_sarna022");

       DelayCommand(1.5,DestroyObject(oTarget, 0.0));
         AddAvailableNPCByTemplate(0, "p_sarna");
         DelayCommand(1.5, ShowPartySelectionGUI(0));
    }

    Then follow the instructions to correct your registry like I linked to with my first reply...

    Or add another registry entry that matches the one required but points to your actual install location.


  11. 1 minute ago, Neville said:

    My spawn script compiled correctly with KotOR Scripting Tool, which uses NWNNSSComp. It had errors when I attempted to compile recruit script.

    Then presumably something is written wrong in the script... why don't you post the code for your recruit script instead.

    From reading your main post from what I can tell all you are trying to do is a few simple lines of code.

    Spoiler

    void main() { 
    AddAvailableNPCByTemplate(0, "end_trask");
    ShowPartySelectionGUI("", 0, 0xFFFFFFFF);
    }

    The first line adds the NPC by the template file named to slot 0

    The second line shows the party selection screen with slot 0 forcefully selected.

    The above script definitely compiles as I just checked it.

    Try recompiling your spawn script to see if kotor scripting tool itself is still set up properly, it sounds like you need to alter your registry.


  12. 11 minutes ago, Neville said:

    KotOR Tool is working. KotOR Scripting Tool will not allow scripts to be compiled, and there are other problems. I cannot clearly determine why recruit script will not compile.

    Again try looking around, there are multiple answers to the same question as well as suggestions to not be using the compiler you are using and to instead use nwnnsscomp.

    The above topic points to the first topic and both suggest updating your registry for the failed to find NWNStdLoader issue.

    I use KotOR Scripting Tool with NWNSSComp.


  13. 4 minutes ago, Todd Hellid said:

    Which Coruscant one? I edited the galaxy map_gui file from Coruscant_Map_and_Textures mod.

    The one that contains gal_cor, the last one in the extent list which was set to 11 needs to be changed to 20.

    Not both of those in the list that are set to 11, it is a single list, if 2 number 20s would break it, 2 number 11s would too.


  14. 2 hours ago, Todd Hellid said:

    I'm confused neither of my galaxy map_gui files from Coruscant_Map_and_Textures and Jedi Temple Mod 1.0 look like yours. I don't know what to change?

    Upload the file here and I will take a look, only galaxymap_p.gui. Best thing to do is View > Fold All and then find what you are looking for alphabetically.

    So View > Fold All

    Struct + Controls + StructID ( likely the last one in the list )

    then ensure that it has the left/top values.


  15. 9 minutes ago, Todd Hellid said:

    How do I fix it with K-GFF ?

    Go to struct ID 20 and check that it has the LEFT / TOP fields under EXTENT, if it does not copy and paste them from another struct or create them with the relevant names / numbers / field types as shown in the above image. Essentially from the error log it appears the two entries highlighted inside a red box are missing.

    611539158_correferences.thumb.png.3b295925395b2152b2758262773f1bcf.png


  16. I don't know where that is quoted from, nor the relevance to the topic or the differences in version between 1.0 and whatever other versions might exist.

    It seems your galaxymap_p.gui is missing either the entire entry or just the left / top fields under EXTENT. ( I included a full screenshot of Coruscant's information, but things will probably be different for your file.

    751269158_correferences.thumb.png.6f0295970c73a6246136f9e2d2d527f0.png

    You could open it up with K-GFF and attempt to fix it yourself, alternatively you could try or see if any of the other fixes work as there are many Coruscant compatibility patches.

    If I am honest I do not know what the expansion actually adds to Coruscant, I thought it was just a new planet icon and texture.


  17. 36 minutes ago, Todd Hellid said:

     • Installation started 5/15/2021 6:02:01 PM...
     • Installing unmodified files...
     • Replacing file gal_cor_2.tga in the override folder...
     • Replacing file Gui_coruscnt.tga in the override folder...
     • Copying file Gui_coruscnt.txi to the override folder...
     • Copying file CM_coruscant.txi to the override folder...
     • Copying file CM_coruscant.tga to the override folder...
     • Modifying GFF format files...
     • Modifying file "galaxymap_p.gui" found in Override folder...
     • Modifying GFF file galaxymap_p.gui...
     • Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping...
     • Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping...
     • Warning: No changes could be applied to GFF file galaxymap_p.gui.
     • Done. Changes have been applied, but 3 warnings were encountered.

    https://deadlystream.com/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/

    Did you install everything required for it / mentioned on the page for it?

    Spoiler

    Requirements:
    In order for this mod to work, you need to have deathdisco's Coruscant Jedi Temple installed, that can be found here: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/
    You'll also need HK-42s Jedi Temple Expansion mod for the New Icon and Planet Texture mod to work. You can find it here: http://www.nexusmods.com/kotor2/mods/210/?
    If you have M4-78 EP installed as well, you'll also need to install the compability patch before installing this mod: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/
    And last but not least, you'll want to install bead-v's TSL Galaxy Map Fix, or installing the Coruscant AddOn would be pretty pointless: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/

    Sounds like a missed step.

    Thor110


  18. To be honest I hardly looked into it, I just wanted to give it a go and then decided to take a prod at Republic Commando because I have already been tinkering with the cooperative levels.

    1 hour ago, Malkior said:

    I see. I just looked up both of those upscaling techniques, and it might be easier to vary which is used on which type. For example, ESERGAN was trained to use Manga images (Which probably explains the oil painting results)

    Good to know I should definitely look into some of the other models available. If you know of any feel free to drop a link.

    1 hour ago, Malkior said:

    However, I understand that this would interfere with how quickly you accomplish these, so hopefully there's just an AI algorithm out there that can handle metal rather than adjusting them by hand. If not, at the very least your work on smaller things like switches and more natural decorations like the Kashyyk greenery will be able to be upscaled.

    This is essentially the plan, though either way picking and choosing what turns out the best is going to be a lengthy process.

    I am not so great with GIMP or Photoshop anyway, though once a technique is nailed down for the game's textures hopefully I can work through them all quite quickly.

    That looks good.

    The lengthy part at the moment is just me figuring out how to do things in GIMP that are probably really easy / simple to do.

    Specifically cutting out colour channels and recombining them after upscaling.

    Now I think back on reading up when ESRGAN came out, I remember reading that it was trained on Manga also, so thanks for checking that out / mentioning it as I may have just forgotten about what it was trained on and kept going.

    Thor110


  19. 8 minutes ago, Malkior said:

    Which upscale program are you using? I know some of them come with tweakable features, and while they generally sharpen fine details quite well, the algorithm will sometimes guess a little too much on what gradients look like and you're left with that oil painting look. 

    You could also open the before and after in Photoshop and remove the strange patterning by using a mask layer. (Gimp also has similar features, but I'm not as familiar with it)

    Always good to see Republic Commando getting a fresh coat of paint, though. :)

    I have been using Cupscale and ESRGAN.

    Currently toying around with it on stream ( twitch.tv/thor110 )

    For now I have split the textures into three categories, those that need the alpha channels removed or separated and eventually need recombing

    and then the bumpmaps,

    as well as those that don't need altering.

    For now I have just been upscaling them, applying a mean curvature blur and then the sharpen filter ( unsharp mask ) then exporting and importing them.

    Those with transparency or at least some of I have been able to upscale using the transparency option in Cupscale, however it doesn't play nice with all of them.

    Thor110


  20. Another favourite game of mine alongside the KotORs that I felt deserved some attention and upgrades.

    Slowly I have been working on AI Upscaling the textures for the game.

    Unfortunately many come out looking like oil paintings, however some appear to look a lot better than the originals.

    So it will take some time for me to pick and choose between the best upscales vs the original textures which look better in-game.

    Comparison Screenshots

    Spoiler

    Clones

    1611820793_clonescompare.thumb.png.4df85502b9430ac464c481d9d83f4920.png

    Computer Console

    compare.thumb.png.ea6ead1b5103f8f07df69d71faf0440a.png

    Geonosian Starship

    1090912838_geoscompare.thumb.png.64745d396bae0224338fc4bd65819fda.png

    Unfortunately it will take me quite some time to get through it all and being that I am not a texture artist they may still need some work.

    Transparency Issues

    Spoiler

    As ESRGAN doesn't handle transparency so well ( though there is an option and it has worked for some textures ) many textures will require manually editing in order to correct the transparency.

    transparency.png.6e67b62b7ed773dd004341fdf74b6023.png

    Though some textures have managed to upscale just fine even with transparency using ESRGAN which I find to be a little odd, nevermind.

    DC17mSniperScope.thumb.png.819018f17429fc60d4da3379a31f01c6.png

    I am also hoping to fix up the existing COOP levels for the game.

    COOP.thumb.png.c02b2480ca7e02a8122fcf4b4bf7fbf5.png

    Currently I have compiled a mod-list / build list of existing mods that heavily improve the game, introduce cooperative levels etc which is available on my Discord : https://discord.gg/S3YyfTjMV8

    It still needs a little work before it's ready for people to use.

    As for the texture pack I am not entirely sure if I will even release it yet, simply because so many textures come out looking kind of nasty or very much like an oil painting.

    oily.thumb.png.7b89026b5b71fd2e67a074e12beb86c4.png

    Which for some textures isn't noticeable but for others it stands out a mile off.

    It has also been brought to my attention that the BSP for many textures needs remaking by hand.

    BSP.thumb.png.1041599b3fc978489c48f618b304e294.png

    Thor110