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Everything posted by Thor110
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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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Quite possibly but I can't say for sure.
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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.
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I believe you should refer to my earlier instructions to another user in the first page of this topic regarding opening the KotOR Unity Scene in order to load KotOR or TSL after setting up your Aurora Preferences for KLE to work properly. Thor110
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It seems your image is not showing, I would suggest trying the version I linked to for now until any existing issues are fixed.
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I believe there is an issue with the current version and you might want to revert to a previous version in order to get it working. 29/01/2021 02:51 is the date & time of the commit that somebody else is using regularly and I believe works fairly well. https://drive.google.com/file/d/1UUPOz1bqTkj7sxoTC81IhxbiTtmLglz7/view Here is a link of the version mentioned from google drive.
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You are welcome, it is still my hope that in-time these games will be improved immensely and combined into one ultimate package of complete chaos! lol
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Both KotOR games and the Jedi Knight series could become phenomenal games if the whole of DeadlyStream were ever to work together!
Here's to hoping! Include a Battlefront 2 Original section as well because I really want to get into modding that and have all the tools, a bunch of mods and I had plans for a large project in that game around the same time I started my current project. -
Well that says it all, either the Telos or the Dantooine overhaul is the cause, I wonder why that is happening. Surely the texture artists didn't do it? o _ O It might be DAN_Birds.tga, or it might be another file, I cannot remember which file it is but I know I have come across it. I will look it up and let you know if I can find it again, I think I can load it up in Blender and find out but I have still only been on Windows 10 a few months and haven't got everything set up the way I want it, still considering going back to Windows 7 or permanently moving over to Linux, but who knows.
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Are you using any texture overhaul mods? Other than that, no clue.
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They look grey to me, so I am not sure what the issue is for you.
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I don't think this is possible unfortunately, however a script might be able to alter the name of placeables to add (Empty) to their name, but it would have to be a heartbeat script added to every placeable in the game, not really worth it in my opinion. I might be wrong though as I haven't actually looked into it but I would imagine that considering there is no gui menu that pops up when opening datapads in K1 that it would not be possible to add one. Alternatively you could use the KotOR to TSL port I have been working on to make use of these features. It is available at Nexus Mods & ModDB but it is not quite finished yet, lot's of issues remain for me to fix. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy https://www.nexusmods.com/kotor2/mods/1043?tab=files Thor110
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Indeed, KotOR1 did not have a NextNodeID nor a NodeID for each line. I have begun taking note of which dialogs skip and altering them as required, but it's rather a long and tedious process. Given that it isn't repeatable unless you don't quit the game, perhaps it would actually be possible to test from within the override next time I come across it myself in-game. I believe even then sometimes it doesn't repeat when loading a save. Something I am also going to do is take a look at all of the dialog files in TJM as while watching a streamer play TJM nearly every dialog in the game skipped consistently and I suspect the NodeID's are all missing. Update : After looking through the dialog files in TJM modules, I can see that none of them contain the NextNodeID and all NodeID's are set to 0, which is generally the case when making a dialog file that no one is going to bother to go through and number all of the NodeID's, understandably of course as it takes quite a while, I presume that Obsidian's software for writing .dlg files handled this automatically when adding new nodes to the dialog tree. Additional : even 3cfd's dialog in the very first level has the NextNodeID set to 54 while only actually having 34 Nodes. Conclusion : either the community needs a dialog editing tool that will properly number the NodeID's when creating them, or people need to manually go through and fix every line of dialog in the game, checking and counting their NodeID's to match ( this would be insanely tedious and could take a long time ) Something else worth noting, is that the currently available Dialog Editor, when creating a TSL Dialog File, doesn't even add the NextNodeID field to the GFF filetype, this combined with numbering each NodeID 0 is bound to cause some sort of problem. After reminding myself that correctly setting the NextNodeID fixes the vacant black borders, I have determined it absolutely must be playing a role in the dialog file actually starting. UPDATE Having finally manually ( crazy I know ) numbered every NodeID and NextNodeID in my port of KotOR1 I am hoping it will provide definitive proof that this is or isn't a fix for the dialog skipping issue, if it isn't nevermind at the least it's all ordered properly and the cinematic borders always come in properly.
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With the amount of time I have spent with my head buried in the games files I have discovered what I believe is the actual cause of the dialog skipping issue. Instead of just explaining how to fix it I am going to go more in-depth and explain some of the reasons why and how I determined this was the issue. in a .dlg file, each line has a NodeID number, the overall .dlg file itself also has a NextNodeID entry which I believe corresponds to the starting line. The port that I have been working on is absolutely littered with dialogs that skip or are missing the text borders, simply because none of them have the NextNodeID or NodeID's set up properly, the NextNodeID's are set to 0 and every node in the dialog tree is also set to 0. Just a moment ago I saw a dialog skip during a stream and decided to bite the bullet, sit down and properly analyse as well as fix that specific dialog file as well as make a post about it to get a discussion going. The dialog file in question is 903sion.dlg from 906MAL.mod in total it has 124 nodes or 0-123, after manually counting through every node in the dialog file, I noticed that it had three nodes with the NodeID 0, it was also missing NodeID #3 & #123 on top of that, the NextNodeID was set to 123 meaning that when the dialog file started, it had nowhere to go. Hopefully in time the community can get every dialog file in the game checked over for this problem. Thor110 P.S. : I am aware that for years people have suspected it to be a memory leak and that it could not be fixed, however the very behaviour of the dialog file pointing to a non-existent node would definitely cause some sort of problem, right? I know that actually proving this one way or the other isn't going to be easy because it doesn't happen so often for some people, but when the black borders for the text are missing, correcting the NodeID's fixes it and I have fixed several of these live on stream myself. If for any reason it turns out to not be the issue then I apologise for potentially getting everyone's hopes up but I am certain that we will never know if we don't try.
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Necroposting never bothered me, but it'll probably annoy someone, the best thing to do is download the tools and get stuck into the games files. Merging two altered versions of the same dialog will require you to look through them both and manually create the new nodes to match, while transferring or copying across the contents / scripts / settings and might take a few tries to get working. As for using TSLPatcher, I am not sure if it can merge DLG files, if it can it might be worth reading the documentation and finding out that way. Thor1110
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Interesting idea, I will take a look next time I am on Dxun as this sounds like something that needs changing, chances are it will be a part of my main project, but I shouldn't have too much trouble releasing such a thing on it's own as well, though no guarantees on when I will get around to trying
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[Mod Request] New Head Mod For KOTOR 2 From Fan Art Work
Thor110 replied to JediKing94's topic in Mod Requests
Modelling takes quite a bit of time, you would probably be better off just using one of the many custom heads available, or possibly finding one that looks similar and recolouring the hair. It might also be beneficial to wait for more than a whole day to see if anyone answers your mod request, perhaps a week, or a month? People do have their own lives to live ( not me ) and some people only stop in here from time to time. There are quite a few tutorials available for modelling for kotor, perhaps you could give it a go yourself? -
Best Version of Kotor 2?
Thor110 replied to bendarby24's topic in Knights of the Old Republic General
Is there something special about the GOG version Vs the Original? Steam users can also set the game to LegacyPC to obtain the original version. Honestly if I were you, I wouldn't get another version, the original version is as dependable as they get, if you are desperate for the shiny perks go download the Cracked Aspyr Patch available at : https://www.gog.com/forum/star_wars_knights_of_the_old_republic_series/kotor_ii_drmfree_steam_update/page1 This works with GoG, Original, LegacyPC etc -
Depending on where the loot is coming from, be it a character or a placeable or even a script, they will be referenced within the associated files. I would suggest K-GFF Editor and ERFEdit to help achieve this. Use ERFEdit to open the relevant level's .mod or .rim files. You can also use KotOR Toolset for a quick overview of the map to help you track down the item visually. From there you will need to edit the .utc (character) or .utp (placeable) and their inventory, alternatively if it is controlled by a script you will likely need to use DeNCS to decompile it and then KotOR Scripting Tool to recompile it after editing. Thor110 P.S : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/
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It certainly is, though in this one case ironically and hilariously their installation broke and didn't work and they ended up following the reddit build guide from scratch over the next few days. But I am sure that is not always the case.
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I added a note to my previous post, I personally wasn't sure whether or not to report it, technically between two people that own the game it is not piracy. But it does prevent websites getting accurate download numbers for mods, as well as that the users that prepare the packages more than likely get hailed with likes, follows, views and credit. It seemed like a regular occurrence though I have only been on twitch a few weeks I have seen it a fair few times now while passing through kotor 1 & 2 streams. The majority of users over there either use the Steam Workshop ( which as we all know is a complete mess ) some use the reddit build guide, some have never heard of mods for the game and some share their installations or pre-built packages that contain the mods.
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Yes, that is basically what I witnessed on a live stream I watched the other day. Some use pre-built install folders such as many here set up for themselves, but instead of keeping it for themselves they share them around Twitch, but the one I watched the other day literally downloaded someone elses SWKotOR2 installation folder that had been uploaded in it's entirety to their google drive. Note : Considering they own the game and can prove it, it isn't technically piracy, same as it is perfectly legal to download a rom if you own an original copy of the game.
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Something I noticed recently that is along similar lines to this, is that Twitch streamers regularly send around pre-built installations of the game that include various mods, but again I doubt all that much can be done to prevent people doing this.
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Check all your other settings, I helped somebody sort this out recently and they had to alter it in four different places. In-Game, Windows, Nvidia Control Panel and on the Monitor itself to 60hz, if that doesn't work turn off v-sync