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Everything posted by Thor110
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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.
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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