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Everything posted by Thor110
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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.
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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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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. Hopefully 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. 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 ) 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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? 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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I updated my KotOR Modding Tutorial series to cover some Blender basics. Should get into Blender more myself but really haven't had the time, these took but a few minutes and probably won't help anyone but they are there anyway. I believe the same or better in guidance is already available on the kotorblender download page.
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View File 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 Submitter Thor110 Submitted 04/27/2021 Category Mods TSLRCM Compatible Yes
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Version 1.0.5
366 downloads
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 -
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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I don't know what more to suggest, currently 2.92 and the latest version of kotorblender work well.
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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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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. I 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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View File 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.utc And 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 Submitter Thor110 Submitted 04/19/2021 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
135 downloads
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.utc And 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 -
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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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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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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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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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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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. https://deadlystream.com/topic/3419-kotor-1-dialog-editing/ https://deadlystream.com/topic/524-conditional-scripts/
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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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Guidance on First Mod: Companion Quest Rewards for K1
Thor110 replied to Masamune753's topic in General Kotor/TSL Modding
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