Thor110

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Posts posted by Thor110


  1. 1 hour ago, Omega0101 said:

    I tried opening the KotOR program within the Assets\Scenes file, it said that it had to fall back to the CPU for Lightmapping as the GPU wasn't advanced enough, so I don't know if it worked. 

    Did you consider looking up the required specifications for Unity itself? https://docs.unity3d.com/2020.1/Documentation/Manual/system-requirements.html

    Also does the moduleout folder exist? Besides setting up the five destinations and the target game, opening the scene and clcking Load KotOR that should be all that's needed to get it working.

    That's all I can think of for now, if not hopefully the developer will be able to help when they get a chance.


  2. 2 hours ago, Omega0101 said:

    I've installed it and tried the Load Kotor, but now it says several of the .cs files have unexpected ends. I've checked the files in the specific rows, but there seems to be nothing wrong. Can anyone help?

    If you could provide a screenshot or copy of the error log I am sure the developer will be able to look into it, or somebody else might be able to help.

    Have you set up the Aurora Settings in the Unity Project Settings? K1 Location, K2 Location, K1 Save Location, K2 Save Location and moduleout save location. ( the moduleout location needs to actually exist ) so make sure you create a folder before pointing it to it, or after pointing it to a location create the folder. Also make sure to set TSL or KotOR as the target game.

    Then clicking Load KotOR should provide a list of levels that can be loaded underneath that button within the "Instance Editor"

    Oh, also have you opened the KotOR Unity Scene file?


  3. 7 hours ago, N-DReW25 said:

    Strange, clicking "Load KotOR" in the instance editor doesn't do anything.

     

    I'm guessing it isn't detecting the 'chitin.key' file, for the directory does it mean "C:\Program Files (x86)\Steam\steamapps\common\swkotor" for example? Or does it want something else? 

     

    Here is the new error message if it helps.

      Hide contents

    NullReferenceException: Object reference not set to an instance of an object
    AuroraEngine.Resources..cctor () (at Assets/Scripts/ResourceLoader/ModelLoader.cs:11)
    Rethrow as TypeInitializationException: The type initializer for 'AuroraEngine.Resources' threw an exception.
    KLE.LoadGame () (at Assets/Editor/KLE/KLE.cs:77)
    KLE.OnGUI () (at Assets/Editor/KLE/KLE.cs:43)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
    UnityEditor.DockArea.OldOnGUI () (at <9ddd600ae5964fe0b21a870e08c53748>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <e11cddb636f444f68eec62123764f018>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <2500dd078a544a69b6c923861af6cd15>:0)
     

     

    An error will pop up stating so if the "chitin.key" is the issue.

    The name of the "Module Editor" is mis-leading, which might be the main issue, something to note is that there are some errors that will display currently in the log no matter what.

    Oh, I believe I forgot to mention that you need to open the KotOR Scene under the Projects tab / project browser. "Assets/Scenes" inside Unity's Project/Folder/File Browser.

    Screenshot_5.thumb.png.d9eca15e94637a2a0d66e099916c5e71.png

    From here, via the "Instance Editor" on the right, you should be able to load KotOR or TSL modules via a drop down that appears.

    Screenshot_6.thumb.png.d7feed143c53bc14a348f17b32d231c6.png

    The developer will appreciate the error logs I am sure and luckily messaged with me just as I was writing this response and reminded me of the KotOR Scene.


  4. 20 hours ago, N-DReW25 said:

    Now, after one sets their directories in the tool are their any additional steps when it comes to opening a module in the level editor? Go to "Kotor", "Module Editor" and when I click on the "Load Module" and select .mod or .rim file it does nothing at all at the moment.

    The "Module Editor" is for editing the contents of a module via a list.

    you must click "Load KotOR" in the Instance Editor which should present you with a dropdown list of the available modules / levels.

    Make sure to set the target game in the Aurora Preferences.

    Note : it is also worth noting to make sure to set the Games Installation Directory so that it isn't Read-Only so that it can access the chitin.key file. ( if you get this error )

    ( also for Steam users make sure the saves folder for K2 is etc "cloudsaves\UserID" etc )

    Also make sure that the "moduleout" folder already exists at it's location.


  5. 4 hours ago, lachjames said:

    If you'd like to try it out, please follow the instructions on the linked GitHub page's README. Feel free to DM me, reply to this post, add an issue, etc. if you have issues.

    Glad to see KLE finally getting it's public release :) though I have been using it on and off for some time now it is an amazing project and I like many others eagerly await to see how it turns out in the near or far future :D at least now I have somewhere to point people to who ask me about KLE!

    Note : For anyone interested, it is more than worth using in it's current state. It is a very capable level editor for KotOR 1 & 2.


  6. 22 hours ago, Vexxedsoul said:

    Do you have any way I could get that off of you? I'm about to make a review of the game with and without mods to show what the game can look like, I'd love to have it fully updated if at all possible, and if you can link me the files what are the extra installation steps for the M4-78 fog fix you added?

    I am personally not sure how this version works but I use

     which I subsequently added into my own project with permission.

    Perhaps comparing the effects of the two versions, their fixes / changes and how they are applied could provide a better method to fix any more fog issues in the latest versions of the game.

    • Light Side Points 1

  7. On 10/15/2020 at 10:01 AM, John Doom said:

    🙂 Yes it's Brianna. These cutscenes are still WIP, she probably won't even wear her former outfit in k3 since she's moving on from her past, forging her own path.

    Back on mdlops, I decided it was taking too long porting it to C++, so I looked for other options. I found mdledit much faster, it still won't handle super-complex maps, but it's way faster than mdlops.

    I had to fix a couple of issues to make my tool compatible with mdledit but now it works... except for one thing: directional light is gone! tbh I kind of like this stylized look, but that's not how it's supposed to be. I'm still not very familiar with k2 maps and mdledit, but my first guess is that mdledit ignores "sunlight" and expects me to use lightmaps instead. Which I don't want to build now, since maps are still subject to change. Of course the game is playable even in pitch black like this, but I'll have to solve this issue sooner or later. Any idea?

    K2_00000.jpg

    Looking good/some great work and quick progress you have been making, great to see somebody working on new maps and content for the game in general.

    Always good to have more KotOR :D

    • Like 1
    • Light Side Points 1

  8. 2 hours ago, Bwardy said:

    I really want this mod why doesn't it work with tslrcm??

    Upon examination of the files I see no real reason why it wouldn't work with TSLRCM, I think it might have been added to the site before there was a TSLRCM Compatibility option for Mods in the Download Section, though if anyone knows otherwise feel free to correct me.

    • Like 1

  9. 58 minutes ago, Zed_Baron said:

    Is there an online resource where people have uploaded successfully decompiled scripts? If not, would it be possible for someone to try decompiling the scripts from Kotor I > RIM > Modules > M12ab_s.rim? Honestly I need pretty much all of them - there aren't many. 

    I have most of both games scripts decompiled but there is still a select set that cannot be decompiled properly due to various technical issues.

    Where I have been working on a total port of K1 to K2 I have the majority of both games scripts decompiled ( at least those that will decompile )

    Strangely enough I have encountered similar times when some scripts in a bundle of scripts won't decompile at the same time, but when I split them out or into chunks they would ( though I didn't meticulously test this, so it could be a matter of forgetfulness from repetition ) Ultimately though there are still quite a few scripts that cannot be decompiled and that probably won't change anytime soon.

    From a quick look at the M12AB folder / level from my Port, the only script I could not decompile is "k_heartbeat.ncs" the rest of the scripts from that level should decompile just fine.

    Is it just that script that doesn't decompile? If so, that's just a problem you will have to deal with / work around.


  10. On 8/17/2020 at 3:25 PM, LoneWanderer said:

    Very ambitious project and impressive results so far, @Thor110!

    Thank You, it is quite ambitious and may take years to complete.

    On 8/17/2020 at 3:25 PM, LoneWanderer said:

    Will visiting these planets be mandatory or optional?

    The new storyline / quests will all be optional.

    On 8/17/2020 at 3:25 PM, LoneWanderer said:

    Are you planning on creating entirely new side quests or reusing the majority of the side quests from K1?

    Entirely new main and side quests for the K1 planets set in the K2 era.

     

    Though I have been slacking a little bit recently ( taking a break ) I will be back to working on both Expanded Galaxy Projects soon, the Port is very nearly done and will require an Expanded Galaxy all of it's own to introduce the K2 planets into K1 in K2s engine.

     

    I am almost always on the Discord if anyone wants to get involved, ask me questions, offer suggestions, test or anything else etc

    https://discord.gg/g9cnEvr

    Thor110

    Update : Check the first post in this topic or the Discord for more information and links to 0.9.4 & the 0.9.5 patch! ( Up to 0.9.8 patches available and a standalone release on the Discord sever for the project )

    Extra : YouTube Video below with a lengthy description of the state of the port part of the project! I have also finally been working on the main project again!

    Install Instructions for the project in the video below. ( Inside the spoiler box )

    Spoiler

     

     

    • Like 1

  11. 4 hours ago, Magnetiicz said:

    Would it be possible to get the map to a close up resolution

    You could do that piece by piece but I think a better idea is to figure out the correct scaling for each map, you could use the minimap itself as a guide for that and then render the level as an image to either create the minimap from in Photoshop or I know through rendering techniques borders can be applied etc but again I am unfamiliar with that

    I still haven't done that much looking into it yet because I am not very good with 3D modelling.

    KotorMax and NWNMax have a Mini-Map maker button that according to forum posts only works in 3DSMax, I wonder has anybody tried it out?


  12. 51 minutes ago, Kexikus said:

    The problem is mainly the missing geometry when viewing the area from above and the issue of getting the lightmaps into Max. Doing this manually for each mesh would take forever.

    Luckily for the K1 minimaps they don't use the lightmaps so I don't need to worry about them, but for this idea modifying KotORMax to load the lightmaps as well when loading a level via the layout file is probably the best approach.

    I am not even sure how to manually apply them, perhaps that could be assigned to a macro as well.


  13. Interesting idea and correct me if I am wrong, but couldn't the entire map be rendered at once? Just import to Blender with KotorMax and use the .lyt file to arrange the level, then use top-down rendering techniques to make a map from it, I am almost certain I have seen a technique / tutorial somewhere for rendering a whole level to a minimap at once, I shall have to track it down.

    At some point I need to re-render the K1 maps for K2 anyway so I might look into this as well ( won't be any time soon though ) as for setting up the lightmaps, I do not even know how to apply the lightmaps myself, using GMax and KOTORMax it's relatively simple to get the whole level loaded in.

    mapimport.png

    • Like 1

  14. Coruscant Patch


    NOTE : This is included with the Expanded Galaxy Project already.

    This makes the Coruscant Mod compatible with TSLRCM & M478EP.

    After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game.

    If you encounter any issues feel free to let me know.

    Thor110

    Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all.


    • Submitter
    • Submitted
      07/08/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  15. 2 hours ago, Kexikus said:

    If so you can then maybe start checking for differences in the modules as it's obviously not the dlg file that's the issue.

    Damn I feel stupid now, I have analysed / compared the files so many times against vanilla levels and there are effectively 0 differences in the modules.

    Turns out it was the lack of a .vis file which will remain in my project until the models are fixed.

    Still it seems strange to me that it shows in vanilla resolutions without a vis file.

    Edit : I only had one level I could even compare against to check that which is Yavin Station thanks to @Effix who also toyed around with porting Yavin Station but fixed the models and their vis file as opposed to just converting them with MDLEdit as I did and allowed me to use those files.

    I basically dis-regarded the vis files because the dialogs worked in vanilla resolutions and as far as I could tell only affected the force speed blur, how foolish of me.


  16. 2 hours ago, Ashton Scorpius said:

    You've probably gotten the DLL entry point errors on startup.

    The Aspyr version's bug with lightsaber hilt textures is hard-coded. If nothing else works, then your dialogue issue likely is too.

    Yeah, I didn't expect it to work I just decided to play around with the files.

    M478 has working one-line dialogues in the Aspyr version, so I feel like I am missing something, but again copying a dlg file from M478 to test in levels I am working with gives the same problem.


  17. One Line Dialogues in the Aspyr Version of the game do not seem to work in my project's levels in any of the newer resolutions, but appear in all the original resolutions.

    I have searched high and low for an answer to this question, I have also tirelessly tried to figure it out myself but it doesn't make any sense to me.

    The way I have tested this is by taking a dialog from a level already in the game, that works in the new and old resolutions ( specifically 000twid.dlg from 207tel ) which I re-used in one of the levels I am working on, however it still doesn't work, I have compared the utc and dlg files as well as the levels in general and can't find a definite causal link.

    For a little while I was playing around with the Miles folder and thought that might be the issue, because replacing the Miles folder with the original Miles folder actually breaks all dialogs in the game removing all voiceovers, so theres a possible link to the dialog files. I tried various combinations of the files within the Miles folder to no such luck though I hardly expected it to work I just thought it was worth analying the files that are different between the 4CD and Aspyr versions of the game, most swaps cause error messages or the game to lag quite heavily on startup and in the dialogue menu itself.

    Thanks for any help provided.
    Thor110


  18. On 3/5/2019 at 7:18 AM, xtprojects said:

    Thanks for the response, Mephiles550! Once everything is working correctly I will try to make a video of this. I can say the black Vulkar module works great on Xbox! No issues at all!

    There is only one last thing to fix, and that is why do any new .mod or .rim files never work?, pretty much any new area on Xbox will not work. I have full faith it will be figured out.

    1 Have you created a custom ISO of the game and checked the ini flags so that it can load content from the console itself? Or included that custom content in the ISO itself?

    Also sorry to resurrect a possibly dead topic but March 5 2019 isn't that long ago to me.

    2 : I was also wondering did you create _a and _adx rim files for the new levels? these module files contain the various models associated with the levels, at least for KotOR2 this is the case and as I plan to try and get the main KotOR2 mods working along with my own project if possible.

    I am pretty sure no matter what you will either need to edit and build around the K1 DLC or create a custom ISO of the game, I was thinking about using the K1 DLC as a template to build a K2 DLC / Xbox installer file for K2 mods.


  19. On 6/18/2020 at 1:00 AM, Sithy_Kayse said:

    But, making Revan the main character wasn't the only suggestion and it was just a suggestion.

    I understand and just felt the need to clarify why that wouldn't work. ( maybe for some people it would ? ) but I don't see it myself.

    The name of your character would be possible to transfer across as it could be pulled from the save file.

    I believe the final love interest was not actually something we discussed though it seems so obvious now.

    As for same-sex that would make it rely on more mods but again it could be done.

    Having Revan have the same head as the player chosen head would also be possible.

    As for Revan being a companion or main character again, the only way that would fit into the story would be as a sequel. ( this is something I have actually considered for my Post-K2 project but is not something I will be working on until after my main two projects )

    I struggled to read through your suggestions as they are all bunched together ( I do this myself sometimes but I try not to in Forums / open discussion ) but I have tried to answer them for you and hopefully some of these ideas might be useful for lachjames or anyone else that makes mods that rely on this project.

    Thor110

    • Like 1

  20. 11 hours ago, Sithy_Kayse said:

    The possible ability to make Revan, not Revan.

    I believe you are misunderstanding the purpose of their mod.

    Their mod and the tool they made for it, currently allows players to skip Attons conversations in regards to the gender and force alignment of the player in the first game.

    Due to the fact that we are talking about Revan & The Exile and two different stories entirely, I don't think there is any plan to try and make both games use the same main character as a few people seem to have suggested / got the idea that it will work this way.

    At the moment it just makes it so that the player does not have to discuss Revan with Atton on Peragus, but there are plans to make it so that it effects other things that could be carried over from the first game, such as whether or not certain characters are alive in the second game.

    • Like 1

  21. Because it's a mod made for the first game not the second game and it is modifying the master AI script.. considering HK is an NPC & will use the script "k_ai_master.ncs" I am quite confident that will be the issue.

    Also in your other post you explicitly only mentioned M478 & TSLRCM, not listing the other mods would have made it impossible for the author of TSLRCM to diagnose your problem, hopefully this solves the issue for you anyway.


  22. "Repeating blaster attacks restoration" is a K1 mod as far as I can tell, so that is likely to be your issue.
    No guarantee / promises though.

    Having looked at the files for the mod and using the findrefs utility to search the second game, it seems using that mod you are overwriting "k_ai_master.ncs" which is present in both games.

    Removing that might / hopefully solve your issue.