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Posts posted by Thor110
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1 hour ago, Obi Wan Pere said:Some time ago I used this tutorial for make my own Loadscreen. It's for KotOR 1 and can't assure it works for TSL but I guess it's the same process. I hope it helps you.
https://web.archive.org/web/20121204062100/http://www.lucasforums.com/showthread.php?t=194903
They are looking to add custom loading screen hints which are story specific, these are listed in loadstoryhints.2da and seem to be unlocked by area / planet, but I couldn't determine which numbers corresponded to which planet / area or how the game determines / checks if / when you have been there.
I need to do it at some point so when I look into it I will let you know for sure.
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25 minutes ago, Neville said:KotOR Items in TSL
View File
It always bothered me that TSL changes textures and stats of weapons from KotOR. I have restored most ranged weapons and some armors. I will try to change more. Put the .uti files in your Override folder to have these items back.
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Submitter
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Submitted05/04/2021
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Category
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TSLRCM CompatibleYes
Congrats / that's ironic I was considering releasing this myself as I just ported all KotOR items to TSL that were not present. Did you make them upgradeable as well?
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For creating a portrait I think most people load the model up in Blender and place a simple shaded / coloured background behind them.
Though you could always use gimp or photoshop to edit it and give it a similar background to the other portraits in the game.
As far as I know portraits are listed in the portraits.2da file
and then referenced by the associated number in .utc files by PortraitID
I use K-GFF Editor and 2DA Editor to access these filetypes, the above is an example of the Yuthura Portrait added in my port of KotOR1 to KotOR2.
This should be everything you need to add a custom portrait besides the making of the portrait itself.
Perhaps you could edit one of these.
SpoilerHopefully that helps, you may need to edit it somewhat.
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Expanded Galaxy Project 1.0.7 Update ( Project & Patches available on ModDB, NexusMods & Discord ) Demo Available on DeadlyStream.
https://deadlystream.com/files/file/1717-expanded-galaxy-demo/
Currently that I know of RoR, K1 & K2 can now all be played through in full under the same installation using the templates I provide to swap between them. ( I haven't tested the RoR demo in a little while now but it should still all work fine, I have tested K1 in full multiple times throughout the course of working on 1.0.6 & 1.0.7 as well as have tested K2 up to leaving Telos Academy and tested the latter half of the game multiple times before )
I also have a template that works and allows you to install TJM at the same time as well, but I am awaiting permission to release it.
It is also now possible to use the RoR heads in K1 & K2, by installing the Expanded Galaxy Project ( you don't have to install the port, but the templates will be required to swap between K1, K2 or RoR.
To do this simply install Expanded Galaxy Project for K2, then install RoR on top of that, then use the template from the Port to swap back to K2 ( K2E Install Template )
Then copy appearance.2da, heads.2da and portraits.2da from the RoR template or install over to the override folder.
https://drive.google.com/file/d/1K3RvDkG5n_8Dp66Gd3KX5FYlitwKmbZy/view?usp=sharing
The above template allows you to swap back to playing RoR.
Hopefully this makes sense to people and is a valid enough excuse to bump my own topic.
The overall goal of the project once again is to improve both games as much as physically possible within the limitations of the original engine.
SpoilerK2 Main Expanded Galaxy Project ( 1.0.7 )
Patch Notes
Spoilerthe damaged section of the ebon hawk has been converted into a placeable object
Ebon Hawk Armband Added ( given during council quest starter on coruscant or the ebon hawk )
one of the unused doors has been restored to genericdoors.2da
galaxy map should be correctly set to telos after leaving the academy now
K1 Port Expanded Galaxy Project ( 1.0.7 )
Patch Notes
SpoilerManaan, Kashyyyk, Korriban, Lehon, the Leviathan and the Star Forge balancing issues have been resolved
Trask set back to Level 4 on the Endar Spire
Alien Dialog should be fixed on all planets now
Taris & Ebon Hawk Armbands now allow you to select your party when returning to your previous location.
liv_m99aa - Suvam Tan on Yavin Station now has the correct appearance
tar_m02ac - Kebla Yurt on Taris now has a placeholder appearance
tar_m02ab - T3-M4 joining now has the correct dialog
tar_m03ae - Canderous joining now has the correct dialog
tar_m04aa - Mission joining now has the correct dialog
tar_m05aa - Zaalbar joining now has the correct dialog
Dantooine Enclave Sublevel added
korr_m33aa Appearances for various characters fixed
tar_m08aa - ebon hawk ramp dialog fixed
Dantooine Kath Hound Sounds Fixed
all journal entries planet id's updated and various dialog.tlk file strings updated to contain mission location
to make up for the lack of an associated planetid for places like the Star Forge, the Ebon Hawk, Endar Spire or the Leviathanebo_m12aa - dialog for galaxy map fixed
kas_m25ab - lost shadowlands level and entrance to/from added
kas_m24aa - When Jolee joins it now has the correct dialog
Kashyyyk - katarns now have the right death sounds
danm17 - dantooine enclave sublevel added ( the laigrek, containers and items remain from k2 )
lev_m40ac - canderous dialog now has voiceover
after leaving the leviathan it no longer plays the animation taking off from the planet you just left
correct planet destination is now set on the galaxy map and leaving movie is set correctly also
can no longer leave dantooine early
dantooine is now stricken from the galaxy map after the leviathan sequence
A lot of the basic problems have now been worked out and though there is a lot left to fix and improve still, construction is well underway.
Random Desktop Backrounds!
Thanks to everybody that has helped the project so far and continues to do so, though it is still just me working on the project for the best part I continue to see new and interesting releases every day as well as receive useful / helpful advice from many, now with the majority of the issues out of the way I can finally begin building on the first game as much as possible and importing variables over from savedata that will allow for changes to be made to the second game using the save importer by lachjames which can easily be modified to import other variables.
It is my hope to have the overall outlook of each planet in the first game reflect the initial outlook of each planet in the second game.
As well as have a strong story revolving around the main character / companions and another simple galaxy crawl and search for this or that.
In the case of K2 that will be the Padawans to the Masters that were on Katarr during the devastation of the Jedi, or something along those lines.
For K1 that will be something surrounding getting in contact with the Council for better or for worse to discuss what happened to you.
For now the RoR heads / species is optional and do not have specific stat boosts in K1 or K2.
Thanks for reading and keeping up with the project.
This is a short trailer for the KotOR Port a part of the Expanded Galaxy Project, made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special it does highlight the state of the project quite well.
Note : The port is currently not available on DeadlyStream and is only available on ModDB or NexusMods.
Note : The port is an add-on for the Expanded Galaxy Project.UPDATE : Brotherhood Of Shadow : Solomons Revenge Preview
Upcoming Port Patch Notes ( Dialogs Fixed, Missing Scripts Decompiled & Recompiled + Animations Fixed & More )
Spoilersta_m45ad
some scripts cleaned up and recompiled
end_m01aa/001ebo
scripts cleaned up / recompiled
dialog NodeIDs sortedend_m01ab
scripts cleaned up / recompiled
dialog NodeIDs sortedtar_m02aa
tar_m02ab
tar_m02ac
tar_m02ad
tar_m02ae
tar_m02afdialog NodeIDs sorted
end_m01aa
dialog break fixed on the bridge with trask
dialog NodeIDs sortedend_m01ab
journal entry added at correct time
door to carth now opens properly
dialog NodeIDs sortedstunt_00
dialog NodeIDs sorted
with the NodeIDs sorted for all the dialog files in the above levels
everything for Endar Spire through the Stunt cutscene and all of Upper Taris
should be free of dialog skipping, further testing is required.Star Forge NodeIDs Sorted
Yavin Station NodeIDs Sorted
Leviathan NodeIDs Sorted
Stunt Module NodeIDs Sorted
tar_m03af - swoop announcer dialog fixed
tar_m02ac - lab station added to Zelkas Medical Facility
All Relevant K1 Items Updated to be Upgradeable
tar_m02ac - cantina door no longer shows security
endar spire - doors now have appropriate health values
zaalbars global dialog is fixed
t3m4s global dialog is fixed
hk47s global dialog is fixed
any scripts that exist in the override have been removed from modules to reduce install size by not much at all
Zone Catalogue Scripts Triggers & Placeables Removed from all levels
consular and sentinel classes should be properly granted now
Unknown World Temple Force Field can no longer be blasted with mines
Kashyyyk Force Field can no longer be blasted with mines
Dantooine correctly locked out after the leviathan sequence
Manaan is no longer absent from the galaxy map
Workbench in temple on unknown world now has K2 functionality
Taris workbench now properly opens after the initial dialog
airlock doors on Manaan can no longer be blasted with mines
The mission by the name of "Energy Emitter Mk 3" is now correctly titles "Premium Merchant"
strings 49998 & 49999 are used in global.jrl instead of the previous strings 42??? & 43???Saving Hendar in the Taris undercity now correctly grants light side points when speaking to Hendar
Letting the Vulkar / Ex-Bek live in the Vulkar base now correctly grants light side points
Bastila now rejoins the party when added back to the party towards the end of the game
Ebon Hawk is now in space after leaving the leviathan
A lab station is now available on Manaan in the Kolto Distribution Center
A lab station is now available on Kashyyyk at the Czerka Facility
A lab station is now available on Dantooine at the Aratech Mercantile Store
A lab station is now available on Tatooine in the Droid Store
A lab station is now available on Korriban in the Sith Academies Interrogation Room
A lab station is now available in the Temple on the Unknown World in the Armory
A lab station is now present on the Ebon Hawk
The workbench on the Ebon Hawk now has the correct appearance of a workbench instead of a lab station
Sith Base Passcard is no longer a stack or an upgrade item and has its own unique strings 49996 & 49997
ebo_m12aa - Zaalbar, T3-M4 & Sasha now have audio for their dialog on the ebon hawk
ebo_m40aa - Zaalbar & T3-M4 dialog audio
ebo_m40ad - Zaalbar & T3-M4 dialog audio
ebo_m41aa - Zaalbar & T3-M4 dialog audiomore NodeIDs sorted ( entry, reply & starting lists in each entry of each dialog file )
Endar Spire, stunt_00 & All of Taris have the NodeIDs sorted properly
Hopefully dialog skipping will not occur anymore and I will also fix the rest eventuallyrepute.fac removed from levels where it was still present
all of the global dialog nodeid's sorted
NodeIDs sorted up to the first level of Dantooine...
k2 workbnch.dlg NodeIDs sorted
doors appropriately locked with a key required to prevent security being usable when it isn't needed
001ebo / end_m01aa
end_m01ab
tar_m02ac
tar_m02ab
tar_m03aa100% of the port's dialogs NodeID's sorted
000_medstation.dlg NodeIDs sorted
Some Animations Fixed and all models that contain animations have been reconverted with the proper supermodels
four files added to both templates ( these will be removed in future if possible to minimise bloat )
galaxymap_x.gui ( might not be needed )
l_drdprot02.mdl ( sort of fixes the protocol droids model on Taris )
l_drdprot02.mdx ( etc extension data for the above model file )
swoopup_p.gui ( coloured gui for the swoop upgrades )all levels recompiled with many missing scripts added
galaxy map script updated again
Construction Complete!
The Expanded Galaxy Project or at least it's foundations are finally! no longer under construction...
This means a lot of things.
It has also come to my attention that many people think Shadow should be voiced due to being such a main character.
Which means I might be starting to look for voice actors to help with the project. ( Primarily to voice Shadow and replace Voiceover from Brotherhood Of Shadow : Solomons Revenge )
As well as Writers, Modders, Modellers, Texture Artists and Testers.
From here on out I am looking to write a story or set of stories that tie both games together.
As well as continuing to enhance what already exists in both games as much as possible.
And beginning to focus on implementing new content and merging content from all three parts of the project in order to allow for greater freedom in future mods.
I will also be releasing all of the source from both projects or rather I will continue to package the .nss scripts with each and every module as well as the Override folder until the project is much more complete which means people can use all of it to learn from and use to make mods for the game.
If and where possible I will write more tutorials and continue to document whatever I work on for the project to the best of my ability.
Thor110
Quick Update :
I have fixed the broken walls of Sleheyron and Manaan!
Kashyyyk's broken level was fixed some time ago.
The only level that remains broken isn't even a part of the Port project, which is Taris from Brotherhood.
In which you get to play a random Twi'lek Jedi Captain of the Republic instead of a main character of BoSSR because I have not ported all of the characters yet.
UPDATE : I have finally got the Sleheyron Arena's working, I don't know why I stopped trying before must have been busy with other levels.
Awesome to finally run around these arena's myself too!
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6 hours ago, CarthOnasty said:No more running back and forth in Kash?!
? It is an armband item that you can use that warps you back to the Ebon Hawk 003EBO.mod in TSL or KotOR2
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Ebon Hawk Armband
NOTE : This is included with the Expanded Galaxy Project already.
WARNING : Using this in close proximity to an NPC can cause them to disappear when returning from the Ebon Hawk.
This armband acts like the Return to Hideout / Ebon Hawk Button on the map from the first game allowing you to return to the Ebon Hawk then quickly return to where you were, just wear it and use it like you would any shield or armband item.
For now you must cheat this item into the game using “giveitem ebon_armband"
To enable cheats add the following line "EnableCheats=1" anywhere under "[Game Options]"
so like below.
"[Game Options]
EnableCheats=1"Let me know how everybody gets on with it and where you all think I should place it in game.
Thor110
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Submitter
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Submitted04/27/2021
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Category
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TSLRCM CompatibleYes
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2 hours ago, Neville said:The tutorial seems to have become a video I cannot access.
The link is to an archive / backup of the lucasforums tutorials, unfortunately no screenshots, videos or attachments are likely to still be there..
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1 minute ago, Neville said:My first models were not for either KotOR game, but I used Blender 2.65. SithSpecter stated Blender would not work with game models.
I don't know what more to suggest, currently 2.92 and the latest version of kotorblender work well.
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Just now, Neville said:I do not understand the tutorials on creating a new character. Recruit mods seem focused on existing characters. Further, I really need to know how to correct lighting on new models. There should be something on how to do that. LucasForums was the only site to have related information.
Unfortunately so, hopefully somebody will write some one day but who knows. What is probably best is to just take some Blender tutorials and work it in.
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On 4/22/2021 at 5:08 AM, Neville said:My modeling was limited to pulling the helmet off the female TSF officer head. My texturing was using GIMP to merge three textures, and, with SithSpecter, applying TSF textures to a Republic helmet model. I mentioned I had difficulty with lighting.
That's honestly a good start, my modelling is limited to making a placeable by cutting it out of another model. ( See Ebon Hawk & Damaged Section ) ( Damaged Section is now a placeable )
Even then I have to clean it up as it still has some part's it doesn't need which are showing through on the floor.
You'll get there if you keep trying!
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So I came across some screenshots for KotOR that are dated 2002, I would imagine some or most people have seen them and that they might even be floating around here somewhere.
But I thought I would post them anyway just in-case they aren't.
SpoilerI figured seeing as there is some oddities to the screenshots as opposed to how things are now, that it might be a valuable resource or just a bit of fun to look at.
screen2, screen3, screen5 and screen8 show the most notable differences.
Thor110
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Spawn Rakghoul Armband for TSL
This was a very random mod I made simply because somebody said "you can't spawn demons" and I was like "weeelllllll" and made this for a random user that was seeking help getting mods onto the mobile version of the game without the use of a PC. ( Though this does require a PC if you plan to install on mobile as I had to do some custom tweaks to make it work for their setup )
Simple TSLPatcher install.
Consists of three files.
hhrakghoul.uti
hhrakghoul.ncs
rakghoul.utcAnd alters "spells.2da" to add the ability for the armband.
I was going to release it on Halloween or something, but that means waiting and remembering when it comes back around.
Thor110
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Submitter
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Submitted04/19/2021
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Category
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TSLRCM CompatibleYes
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59 minutes ago, JediPorg12 said:I'm planning on rebalancing, mostly buffing, the classes and party member's stats and equipment and stuff. But the game is already pretty easy, hence I wanted to buff the enemies to go along with it. Could I just modify the enemy utcs and call it a day, or would I need to rip em out from each module, buff them, and compile the module again?
Provided .utc names aren't reused anywhere along the line yes, but I would imagine some are.
So you might end up with a few odd results here and there, but for the most part yes you should be able to extract all the .utcs from each module and drop them into the override, along the way you will also notice if there are any filename conflicts and which modules you might need to recompile. ( use ERFEditor instead of KotOR Tool ) it's easier to open the modules, drop/replace and save as opposed to having to rebuild the module using KotOR Tool.
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I personally decided to bite the bullet and just use it even if it did seem a tad out of place / all of a sudden, I half-figured it could have been because you are looking for a new site layout / design.
Though I also worried it could have been dodgy but I figured I would message someone about it, then I forgot. lol woops
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1 hour ago, Razix said:I suspect this could actually be fixed, but it might be rather tedious and if the issue is what I think it is, then it would require a little time and an adjustment to each and every player model, unless the player has a supermodel which defines this that could then be used to recompile all the player models.
Though I am not 100% sure on that.
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1 hour ago, Neville said:The model is in both games. I found the models when I started. I tried to combine textures. Insignia on the shoulders and chest of TSF armor is not easily covered with Republic armor textures, and the chinstrap is difficult to fit over another head model. I had difficulty with lighting retexturing SithSpecter's Republic helmet. I found an earlier form of Republic armor. This is an image of Republic soldiers during the Mandalorian Wars, but the armor would be more difficult to make than to merge textures. Note the armor plates and the different helmets with orange-tinted visors.
Seen in this image are variants:
Well that's the best suggestion I have along with all the information to get started, sorry if it's of no use to you.
There are more than enough tutorials and I have provided more than enough information for you to make a start on it, unfortunately I don't have the time or the skill to make this for you, I am no good with texturing or modelling.
Thor110
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4 hours ago, Neville said:I mentioned I found the head model and the base clothing model for Sarna. Does anyone know the designation for the model for the underclothes for the White Female Player Character, and does anyone have the skill to create a female variant of armor like that in the pictures I have posted? I was trying to modify Sith armor to resemble it. The visor on Sith armor starts below eye level.
It's quite unlikely that someone will do that for you, but it never hurts to ask I guess.
The female player designations are in appearance.2da ( shown in the spoiler box below ) and the model names / texture names highlighted within a red box on the right hand side.
I would personally suggest maybe taking the female TSF officer ( K2 ) and the Male Republic soldier ( K1 ) and making a combination of the two to achieve something similar to what you are after.
ie : Female TSF Officer with Male Republic Soldier texture / colours or along those lines, would likely need a fair bit of tweaking / editing.
Alternatively you could just nab this one from K2 and split it into a body and helmet. ( I am not sure if this model exists in K1 )
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7 hours ago, JediPorg12 said:I've decided to pick up my previous project again now that I'm freer, and wanted to modify the enemies to work with my intended player and party buffs. I don't think directly modifying the utc files would work, right?
I am not familiar with your intended player/party buffs, but I would imagine you will need to modify the k_ai_master script.
If your buff is a force power, you could give to them in the .uti's.
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12 hours ago, Neville said:I thought the number for Bastila was 0. I believe coordinates that would work for tat_m17ab would be (-11.17, -37.85, 0.00). Several years ago (2015), I tried creating a dialogue tree to recruit a new character. I asked Rece for help. He removed me from friends lists on three platforms because I often mentioned problems with textures and models without porting and took a long time to think of what a new character would say. FairStrides would not help due to porting rules. SithSpecter said he did not know how to create new armor. I tried to contact InyriForge. There exists the problem also that dialogue changes following recruitment.
That's not a problem if you learn how to do it, take apart the game or a level or two and figure out how to do these things following existing examples within the game.
All that you need to do is set a variable and check it as a conditional to change the dialog tree.
Porting rules I believe have changed now somewhat, I can't remember exactly the wording but I believe it was to allow assets from older games to be ported from and into one another.
Take apart the first three levels in their entirety ( end_m01aa, end_m01ab and tar_m02af ) and you should be able to learn everything you need to make levels in the game.
Good luck.
Edit : these might be helpful.
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6 hours ago, Neville said:I checked the files. One should consider the posted information is dated several years ago, but I am trying.
Which piece of posted information? If you mean the Steam Guide to cheats, nothing's changed in that regard.
I can personally verify that EnableCheats=1 works on the Steam version, add it under [Game Options]
As for the whereami armband, personally I don't use that and I use Fairstrides KotOR Toolset to quickly get the location of an asset within a level. Or even find a new set of coordinates.
Also the old tutorials are a valuable resource, they aren't really outdated in any way because the game is still running the same code, still contains the same bugs it did way back in the day.
Effectively all you need to do is add the dialog tree, lead it to a script which then adds the NPC to the party using their template.
AddAvailableNPCByTemplate(8, "sarna");
Is the line of code you will need in your script to add them to your party. ( The number applies to the slot you are putting them in and the string applies to the template resref which needs to be the same as the file name.
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It sounds like you already have a fair handle on things, there are a lot of tools required for modding the game currently, depending on what exactly it is you wish to do.
Personally I gathered them all and poked around until I decided which ones I needed over any other, that turned out to be the majority of them.
In the tutorials I wrote is a link to a 2 hour video / stream that gives a rough overview of KotOR modding, not sure if that might be of any use to you.
Alternatively I would primarily suggest
KotOR Tool
K-GFF Editor
2DA Editor
ERFEdit
TLKEdit
Dialog Editor
KotOR Toolset
KotOR Find References Utility
There are a fair few beyond that that I have, but these are the main ones I use or have been using up until now.And of course there is also KLE ( KotOR Level Editor ) which is a fantastic new tool which has made life a lot easier for modding the games and is no doubt going to end up a very powerful tool for modding these games.
Hopefully that might help guide you in the right direction, though it sounds like you would have found your way to the right tools on your own eventually
Thor110
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8 hours ago, Black Show said:I have installed english version of TSL but problem still exist. For others everything works well and it's strange. I have one idea. Can you send me your TSL in email? I really dont know what to do with what.
I cannot and will not send a copy of the game in email.
Do you have any mods installed to the game? This could be the cause.
My currently installed mods are TSLRCM/M478EP/Coruscant and my own mods.-
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5 minutes ago, Black Show said:Could the problem be that I don't have the English version of the game?
Quite possibly but I can't say for sure.
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1 hour ago, Black Show said:I followed you advices. It is working , but if i tries to load level i see that error. Sometimes its working, but what does this error mean? And besides sometimes i can see ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: chunkLengthXmlException: Unexpected end of file has occurred. The following elements are not closed: tlk. Line 86141, position 1.
System.Xml.XmlTextReaderImpl.Throw (System.Exception e) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlTextReaderImpl.Throw (System.String res, System.String arg) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlTextReaderImpl.Throw (System.Int32 pos, System.String res, System.String arg) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlTextReaderImpl.ThrowUnclosedElements () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlTextReaderImpl.ParseElementContent () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlTextReaderImpl.Read () (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlLoader.LoadNode (System.Boolean skipOverWhitespace) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlLoader.LoadDocSequence (System.Xml.XmlDocument parentDoc) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
System.Xml.XmlDocument.LoadXml (System.String xml) (at <1d98d70bb7d8453b80c25aa561fdecd1>:0)
AuroraEngine.TLKObject..ctor (System.String xml) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/FileObjects/TLKObject.cs:30)
AuroraData.LoadBase () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/GameData.cs:145)
AuroraData..ctor (AuroraEngine.Game game, System.String moduleName, System.Boolean instantiateModule) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/GameData.cs:80)
AuroraEngine.Resources.Load (System.String moduleName, System.Boolean instantiateModule) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/ResourceLoader/Resources.cs:385)
LoadingSystem.Load (System.String levelName) (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Scripts/Systems/LoadingSystem.cs:84)
KLE.LoadModule () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Editor/KLE/KLE.cs:100)
KLE.OnGUI () (at C:/Users/thoma/Documents/GitHub/NorthernLights/Assets/Editor/KLE/KLE.cs:55)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEditor.DockArea.OldOnGUI () (at <1e441e8684a14fe4b8f8a926d91afc3a>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <3cdf672c21b849dea215f9c9aff21f77>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <a8eb1be68acb4659af00824c7808e2c0>:0)
I believe this is an issue with dialog.tlk files that are missing end of line information "The following elements are not closed: tlk. Line 86141" so for some reason a line or more in your dialog.tlk file isn't properly formatted.
Unfortunately I do not know of a quick solution to this other than using Xoreos Tools to convert to XML, figuring out which lines are wrong and why and either manually fixing them, or writing a script to repair any broken lines for you, however if any of the lines are broken in different ways to one another, then any logic you write for a script might only repair some broken lines and not others. ( Not An Easy Solution, But A Possible Solution )
I came across this issue myself early on, strangely my dialog.tlk still has this problem but doesn't throw an error when loading TSL for me. ( I am using the same version that I linked to above )
Sorry I can't be of any more help, hopefully somebody else can help clear up this issue.
Porting m14aa to Kotor 2
in General Kotor/TSL Modding
Posted
Unfortunately I have been unable to figure out where @Whyp is going wrong with this module or why parts of the map are not showing up.
As I understand it they have ported it from scratch several times and tried to use the files from my modders resource but everytime it comes around to changing the textures, parts of the map are no longer there and I am not sure why.