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Everything posted by Thor110
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Brotherhood Of Shadow : Solomons Revenge
Thor110 added images to a gallery album in Screen of The Week
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From the album: Brotherhood Of Shadow : Solomons Revenge
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From the album: Brotherhood Of Shadow : Solomons Revenge
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From the album: Brotherhood Of Shadow : Solomons Revenge
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The porting madness continues! As many of you may have seen as I have made sure to post it around a bit in hopes of finding some more testers and maybe even people to help develop the project, I have not long completed my first playthrough of Brotherhood Of Shadow : Solomons Revenge and of course that lead me to porting it over along with the port of KotOR. Everything seems to work perfectly, which is great and should save me a lot of time. It can also easily be turned on or off by swapping between just a few files. Though I haven't released it yet, I am not sure how soon I will. However I wasn't expecting it to be done in but two nights where I devoted only a fraction of my time from the project to setting it up. Going on the above permission which can be found on Silveredge9's DeadlyStream profile which I only came across a few weeks ago Thor110
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I really enjoyed my Brotherhood Of Shadow : Solomons Revenge playthrough. Very good mod and definitely worth playing!
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Drop a line in the work in progress topic for the project if anyone is interested in getting involved, things are finally moving towards where I have a platform from which I can fully develop the storys and start writing etc
https://deadlystream.com/topic/6851-wipbeta-expanded-galaxy-project/page/5/#comments
Also looking for people to get involved in the project as well as testers.
Hoping to cut down and port two of the recreated visions from BoSSR over to my port of KotOR to replace the .bik movies.
While feature creep has been a bit of a thing for the project, the foundations of the main and port project are very nearly no longer under construction! ( RoR Heads & BoSSR Port : Complete, Main & Port Foundations : Complete )
I thought the above cropped screenshot was suitable.
On top of the main two parts of the project, Brotherhood of Shadow : Solomons Revenge ported over really nicely and seems to play with no problems, I have also made it so that it can easily be turned off with another small set of template files to swap between BoSSR & KotOR.
Thor110
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I have absolutely no idea as I don't do 3D modelling for the game, at least not yet. The most I have done is some simple edits and I messed them up myself lol
- 24 replies
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- kotor
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Yes, but you can edit your updates into previous posts as opposed to bumping them, otherwise your topic will end up nothing but posts by you and nobody is going to want to follow a thread written entirely or for the most part by one person. For example, I have countless updates for my project that I could post in my WIP topic, but I don't bump it unless there is really important information, such as a new patch, release or major bug fixes. Adding a row to a chart does not constitute an update regarding your modelling work. If the above message constitutes an update regarding your modelling work, then I must be blind. Look, it certainly sounds like you are slowly getting there, so keep it up. But if I updated my topic everytime I altered a 2DA file, I would be posting every five minutes.
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Edit your previous posts in future perhaps? Especially seeing as you have had so much flak for spamming already. Perhaps you ought to properly fill out your initial messages with your project details all tied up into one post? I know myself early on I did similar and had information all across my topic in varying posts by myself, but I tried to consolidate it into the initial message as well as that it makes it easier for others to follow. Also you really are stating the obvious here, you were actually told this the other day by another user... All you have to do is... Add New Entry, Copy existing Row to new Row, then alter as necessary. Literally a seconds worth of work and you made a post about it.
- 24 replies
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(Mod Request) KOTOR_Player_Soundset_Czerka_Protocol_Officer
Thor110 replied to FemmeIFatale's topic in Mod Requests
You're welcome, I wouldn't usually take on random requests but this took like 2 seconds and I wanted to avoid you or anyone else unfamiliar with kotor modding taking the time to cut up the audio only to realise that there was a much easier way to use that characters soundset. Guess I might release it in future as well, seems trivial / pointless, but I guess new soundsets probably change the game up a nice amount for some people. -
(Mod Request) KOTOR_Player_Soundset_Czerka_Protocol_Officer
Thor110 replied to FemmeIFatale's topic in Mod Requests
There is a much easier way to achieve this than cutting up the sounds from their dialogue, especially considering they already have their own soundset. I replaced the male and female player character sounds with the czerka officer sounds in the soundsets.2da file. Enjoy soundset.2da -
scroll along spells.2da and take a look "conjanim", there is also a "castanim" as well as an impact script that comes into play. This is set to hand for the conjure animation and self for the cast animation on #104 There is also an impact script which contains the following. ( below is part of the script that references 104 ) After the if/else statements is this It could be worth taking a look at the impact script, or trying the above effect instead of the talent you are applying. I am not sure why the hand animation is used, but it could be that the above overrides it by the time it has begun playing, I am not 100% certain but thought I would have a look into it quickly for you. Thor110
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Blog #106: Calling Out A Spammer (For what they are)
Thor110 commented on Sith Holocron's blog entry in Sith Holocron's Blog
Wow did I just read all that and @N-DReW25's entire message just for @Neville to not even respond to a single thing that had been said? @Neville As others have mentioned you really need to tear the game apart file by file and learn how it all works. ( this is the best approach to modding any video game in my opinion because then you know how it all fits together ) I had a similar experience when first arriving, my ideas outlandish or crazy ( though I don't think your ideas are crazy ) and possibly far out of my ability and it seemed not many wanted to listen or help, but I did get some help here and there which gave me headstart on learning, though at the same time before I knew it I was learning more by taking the game apart. Even now I know I am doing things wrong here and there, sometimes cutting corners, but regularly I go back to those cut corners, have a go at myself and try to fix them up. I wouldn't even be surprised if I talk too much or ask too much still from time to time ( as I know I do ) But sometimes you just got to take a step back, give yourself a kick up the backside and just carry on. Also it's generally considered nice to reply to what somebody has to say instead of once again repeating yourself... -
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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? )
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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.
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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.
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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!
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Onderon soldiers, Dantooine militia into TSF soldier
Thor110 replied to Jj117's topic in Mod Requests
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. -
Onderon soldiers, Dantooine militia into TSF soldier
Thor110 replied to Jj117's topic in Mod Requests
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. -
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.
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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.
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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...
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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...
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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.