Thor110

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Everything posted by Thor110

  1. 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.
  2. 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.
  3. 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.
  4. It sounds like either the string reference is wrong or outdated, or you have a mod from the Steam Workshop installed, or an old version of TSLRCM which had the HK factory as it's own planet.
  5. 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.
  6. Only the Coruscant one needs changing to 20, not both.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. Did you install everything required for it / mentioned on the page for it? Sounds like a missed step. Thor110
  12. 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
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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!
  20. ? It is an armband item that you can use that warps you back to the Ebon Hawk 003EBO.mod in TSL or KotOR2
  21. 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.

  22. 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  
  23. Thor110

    Ebon Hawk Armband

    Version 1.0.5

    377 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
  24. The link is to an archive / backup of the lucasforums tutorials, unfortunately no screenshots, videos or attachments are likely to still be there..
  25. I don't know what more to suggest, currently 2.92 and the latest version of kotorblender work well.