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Everything posted by Thor110
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Mod requests: Enclave Sublevels for K1, Unmasked Revan Hologram for TSL (w. Mullet Man), Realistic DS Transitions for Revan’s Canon Face (DP version or not), Naga Sadow tomb overhaul, Korriban Academy Library, and Council Robes PC (revamped version/K1)
Thor110 replied to The Great Revan 101's topic in Mod Requests
What you are asking for might be a bit much, however I did suggest to someone a while back that they could add the Enclave Sublevels to K1's Dantooine. The main problem with that however is that they have the look they did in K2 and could use reskinning as well as their models editing to remove any damage in the area. Just adding them in is easy enough, creating the content to make use of it all is another thing altogether as I know all too well. I did always think it was weird that the doors to the Enclave were always there in the first game. ( the above is a screenshot of the first games levels in the second game ) -
No More Messengers After Xor Ambush -- FIXED!!!
Thor110 replied to Fair Strides's topic in General Kotor/TSL Modding
Drop it in your override folder. Or use KotOR Save Editor to set the variable "K_XOR_AMBUSH" to 3. -
Blog #107: Easy Portrait Making
Thor110 commented on Sith Holocron's blog entry in Sith Holocron's Blog
Cool stuff I wonder if it would be worth setting up a room where people could more easily take portrait images. For example : a room with a gradient coloured or grey background that a singular NPC sit's in front of. Could even include a few different camera angles, if & when I get the hang of Blender I might give it a go. Though I just spent hours stitching the floors walkmesh back together after deleting the Sandcrawler from tat_m18aa_03a.mdl and I am sure there would have been a quicker way to do it, ah well. -
Understood. There is no comprehensive change list of what was done to TSLRCM from what I remember seeing said somewhere around here, I think maybe it was on the KotOR modding discord. Have you just made your way to the Restoration Zone to check they aren't spawning there? Also there is a tad more information on the Obsidian forums : https://forums.obsidian.net/topic/42189-tsf-bounty-escaped-criminals/ Though still not all that much. Again I can understand that, perhaps I was a tad hot-heated earlier but I was essentially more than happy to sit and walk through the problem with you and probably even locate the variable for you to alter in KSE, but then I decided to go play some games instead and then get back to working on my own project. I believe these are the globals you need to alter, most likely the 200TEL_Killers_Dead, but you could try checking the other variables as well. Thor110
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Well these two statements conflict. From what I have seen of your other posts you also have a large number of other mods installed, which can make it a pain to diagnose issues. What I know for certain is that once you see them talking to Jana Lorso of Czerka they run off to the shuttle bay and then you face them off at the Telos Restoration Zone. Dude you just replied to a comment from 11 years ago on GameFaqs... what the hell is wrong with you. Are you that majorly pissed off that the game doesn't work that you are going to go and whine at every corner of the damned internet? - https://gamefaqs.gamespot.com/xbox/920194-star-wars-knights-of-the-old-republic-ii-the-sith-lords/answers/162307-how-do-i-complete-the-escaped-criminals-quest That is not going to help your situation in the slightest. It sounds like you ought to get off your ass and fix it yourself... That's my thinking, heck I did.
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Oh this is an awkward one, you have to catch them in the Czerka compound before the final fight there when helping Czerka. As for while helping the Ithorians I believe you run into them at the Restoration Zone... UPDATE : A quick google search could have solved your problem also... https://www.reddit.com/r/kotor/comments/896i42/kotor_2_escaped_criminals_quest/ All I googled was "ithorians escaped criminals kotor 2" and there were a lot of answers / links and a lot of people with the same problem as you.
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7zip extracted the "Movie Robe Reskin" fine for me. Just get 7zip.
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The RoR GUI is not fully coloured, it is even less so than the above examples with a lot more of the original KotOR2 green remaining. Thanks for the heads up though.
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So I have been working with the KotOR 2 GUI files for sometime now. Thanks to another user for making a tool that can replace all the colour values in a .gui file in one go I have recoloured the majority of the menu's to be blue to match KotOR1's GUI for the port I have been working on. However it seems somethings are either hard-coded or difficult to locate, there are also issues with some textures that cause the item list to be slightly wrong. Given that this will eventually be a template for others to use to make the GUI into any colour they want, I wanted to reach out and see if anybody could help solve or determine for certain whether or not they even can be altered and if not, I may look into hex editing the .exe if it is even possible to locate the colour value amongst the compiled binary. So far I have recoloured nearly everything in the gui files, including the textures that are used. The following images detail what elements of the GUI I have not been able to recolour so far, though I haven't looked in a little while now I was hoping somebody else might have more luck tracking them down. As well as that I was hoping for feedback on the idea of releasing a simple modified gui-set that is say white as well as provide a guide and possibly the tools to easily recolour all of them to your liking. Thor110 I will continue to go through them in my own time and figure out what I can, but I was hoping a fresh set of eyes to look at the problem might help as well as get feedback on if it would be worth releasing variations or a tutorial for colouring the gui. UPDATE : Something I forgot to note was that all of the mouse icons / pointers are baked into the .exe, but I believe replacing the icons with those from the first game shouldn't be too difficult. NOTE : The following are the colour values used for the default green's seen in the game's menu's. Dark Green 0.050980,0.349020,0.270588 Light green 0.101961,0.698039,0.549020 Text Green 0.101961,0.698039,0.549020 These are the colour values displayed in the KotOR GUI Editor and contained within the GFF filetype .gui file's. When I have recoloured all of the icon's again I will release a basic template GUI for people to use to make their own GUI recolours for KotOR2. As for the mouse pointers, this will require a direct hexedit of the .exe which might not be so straightforward for everybody. Again I will work out the details and provide a tutorial to follow.
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Interesting idea, I am sure it could be done. There is a mod called "Operation Kill Bastila" that gives Bastila a disguise she must wear, but it uses new armour altogether.
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I would imagine a lot could be done in the way of differentiating characters using armour/clothing. For a while I have been thinking about turning some of the basic clothing types into armours but it would be quite a lengthy task to get into. So in short, it's definitely possible. At least I am pretty sure!
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It could just be that you need to pan across to the texture paint window, though they will not show if they were not inside the folder from which you imported the ascii model. I found the easiest way to do this for my own project where I sometimes need access to any old random model in either game was to create a folder for both games and then fill them up with the .mdl/.mdx/.wok/.lyt & the .tga textures. ( .lyt files incase I want to load an entire level ) In order to obtain every texture in .tga format I had to extract them all in .tpc format using KotOR Tool and then use Xoreos Tools to convert them all at once. Otherwise you would have to manually locate and re-apply the textures every time.
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Medpacs not healing while poisoned (TSL)
Thor110 replied to ZeldaTheSwordsman's topic in General Kotor/TSL Modding
I don't experience it much and I think if you make sure that your character actually uses the item it isn't a problem. Where as if you use it in the menu sometimes it bugs out and doesn't apply, at least I think. Since I first played this game a long time ago, I became use to regularly saving in case of save corruption and bugs because I had heard that saves corrupted regularly on xbox though I played on PC I was still sure to save regularly lol and since I started modding it I made sure to save even more, just because it makes sense to. My suggestion would be less mods or more mods, there is a super large working build list / guide on reddit. -
Medpacs not healing while poisoned (TSL)
Thor110 replied to ZeldaTheSwordsman's topic in General Kotor/TSL Modding
I have heard some people say that medpacs not working is a base-game issue, though I always feel like it is because the medpac is applied at the end of the round which can sometimes make it feel as if it hasn't been applied because by the time it has you have also taken damage. But I might be wrong about this, you would have to review the combat logs and check to be sure. -
Ok I caved and released the Brotherhood port early, at least for testers. I am also looking at putting together a writing team.
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All levels and animations have been fixed for the KotOR Port. ( Including the missing walls of Sleheyron & Manaan! )
Kashyyyk's broken level was fixed some time ago.
All that remains to be fixed is the Taris level from Brotherhood, for which the Skybox is broken but the level still plays fine.
Though I barely show it the skybox in the background is broken, but I get to play as this random Twi'lek Jedi Republic Captain looking sort instead of what is meant to be one of the main characters from Brotherhood Of Shadow : Solomons Revenge.
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I am not certain on the timing or how it is on the original Xbox, but I find it isn't as delayed if you force it by say clicking both mouse buttons or clicking a mouse button and pressing a movement key. What I usually do is use a mouse button to swing the camera around and then press the direction I want to change to going after I have clicked on an object, I find that works better than just trying one key. Maybe not, I will have to properly try it out on the original Xbox at some point but overall it seems to work fine for me and a second might even be me overstating it. Perhaps it is where an Analog would usually be in play on the Xbox but is not on the PC. Maybe it is just T3, I can't say I have tested or played that level in a while to be honest. No worries. Oh well that would make sense, I am surprised it wasn't and that you hadn't tried tweaking the settings. Either way it works now. That certainly would be great, but their are alternatives or open source engine reimplementation's for KotOR that are looking to be quite promising. I would say maybe one day they will but it is attached to the Star Wars IP so it is unlikely. Thor110
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I think you are imagining things. I find that you need to press the next movement button for at least a second before it will let you cancel the movement. I just ran a quick test with a footlocker, a swoop bike and an NPC and I have no problems cancelling out of the movement. So in short, I have never experienced this issue, but I have certainly noticed that it doesn't always feel like it lets you, but that's probably more down to the timing of everything than it is the game.
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Porting Madness Continues
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
All things are on the table for now, I am in no rush to get all of this done. I still most likely have most of the testing to do, coupled with whatever improvements I decide to make. I will check them out then, thanks for letting me know. Update : Yeah I will probably use that, the image is much higher quality of the Brotherhood cover, thanks -
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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