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Everything posted by Thor110
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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
139 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 -
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.