Thor110

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Everything posted by Thor110

  1. 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. 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. 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 The vanilla game doesn't come with any .mod files I don't think anyway, you'd have to check to be certain.
  3. 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. 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!
  5. 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.
  7. 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. 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 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. 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. That is why I said you need to change the registry entry for the game so that it will recognize the path to the Steam version of kotor...
  11. 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.
  12. 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. 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.
  13. 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.
  14. https://deadlystream.com/topic/4568-kotor-tool-wont-work/?tab=comments#comment-47386 You have to edit your registry, try having a good look around the site... almost all of your questions will have been answered somewhere.
  15. It sounds like either the string reference is wrong or outdated, or you have a mod from the Steam Workshop installed, or an old version of TSLRCM which had the HK factory as it's own planet.
  16. 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.
  17. Only the Coruscant one needs changing to 20, not both.
  18. Oh the ID of the Struct is wrongly set to #11 I have seen this done across most galaxymap_p.gui edits. So in other words, all the information the file needs is already there. But just to be safe here is the file with the ID changed to 20. It already contains the LEFT/TOP fields, it is just that the installer was looking for #20 while two entries existed that were #11 galaxymap_p.gui
  19. 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.
  20. 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.
  21. 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. 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.
  22. Did you install everything required for it / mentioned on the page for it? Sounds like a missed step. Thor110
  23. 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. 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. 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
  24. 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
  25. 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 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 I am also hoping to fix up the existing COOP levels for the game. 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. 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. Thor110