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Everything posted by Thor110
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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
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You're welcome, I believe some people also make the machinimas directly in 3D modelling/animation programs, but some of the ones I have seen around use the game engine directly.
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Check the tutorials section, it is effectively like building a mod.
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View File Bao Dur & Force Fields NOTE : This is included with the Expanded Galaxy Project already. This mod makes it so that Bao-Dur actually uses his arm and the associated animations shown in the cutscene that introduces his ability in order to open force field doors in the Military Base on Telos. For now that is the only place it works until I remember or rediscover any forcefields elsewhere in the game that he has the ability to open. Thor110 Submitter Thor110 Submitted 02/01/2021 Category Mods TSLRCM Compatible Yes
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Version 1.1.0
1,177 downloads
NOTE : This is included with the Expanded Galaxy Project already. This mod makes it so that Bao-Dur actually uses his arm and the associated animations shown in the cutscene that introduces his ability in order to open force field doors in the Military Base on Telos. For now that is the only place it works until I remember or rediscover any forcefields elsewhere in the game that he has the ability to open. Thor110 -
TSL Sidequest and other bugs
Thor110 replied to ZeldaTheSwordsman's topic in Knights of the Old Republic General
I kind of doubt anyone can give you an exact answer to that except possibly Obsidian themselves, though I guess you never know. I suspect there will be some fixes but probably not that many.- 3 replies
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- sidequests
- vanilla
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(and 3 more)
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TSL Sidequest and other bugs
Thor110 replied to ZeldaTheSwordsman's topic in Knights of the Old Republic General
It might be worth looking through the official list of fixes for both games in the relevant modifications or restorations. As for what is fixed in the base game, I would take a look at the patch notes of the official versions. I cannot say whether any of these were fixed, but I would imagine most of them either were, have been or are being worked on.- 3 replies
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- sidequests
- vanilla
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(and 3 more)
Tagged with:
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Controversial projects are my speciality and it's not that no-one cares, I think a few people have put quite some effort in to their replies. Unfortunately everybody has a different view on both what the games stories actually are, represent, mean to them and how they interpret each and every aspect of the story which means that when discussing something like this, it is almost inevitable that everyone will be at odds or in conflict about certain key points somewhere along the line. You have raised some interesting points I think and certainly many that I have heard raised before and perhaps even a few that I have thought about myself, but I definitely feel after playing it through in recent years that it started to make a lot more sense to me, especially with TSLRCM. Yes it's not perfect, yes it's not what Bioware might have made, but it is what we ended up with. Have you played TSLRCM and been through all of Kreia's deep conversations? I remember there being some key points about why Revan left his place at the helm of the Star Forge. Nothing specific but enough to satisfy me, though I could be remembering it wrongly myself, this is one of the problems discussing these things. ( As I remember it, Revan went to look for something on the outer edges of the galaxy, that is good enough for me ) as good or bad, seeking something powerful or hidden is almost always worth it. Especially if it could be something related to the force. Before settling on anything like this, I would suggest re-playing both games to make sure that there aren't any small details that I, you or anyone else has forgotten or missed out on. It could be interesting and no one is telling you not to do it, just raising what we think are key points in relation to the points you have raised. Thor110
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I've been streaming development of the Expanded Galaxy Project on Twitch for a few days now, come check it out, make suggestions and see the state of the project.
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A long stream of testing and development for both parts of the project showing it in action and more is now available after I changed to save streams before the stream prior to this one.
Check it out if anyone following this in the future wants to see the current state of the project and see the port in action as well as discussion on the project and it's inner workings as well as get a glimpse into KotOR modding.
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I guess this is just down to the two games being made by different developers and written by different people, unfortunately I suppose some of these things are the main reason some people tend to prefer the first or the second more, personally I thought they worked together quite well leaving the player to imagine the ultimate conclusion and backstory of the player character in both games. Though there is of course still a lot amiss and that might not add up so well, correcting this could mean potentailly rewriting both games, or just rewriting the second in it's entirety. Ok, now I remember it a bit clearly but it still sounds more like a campaign was led during that last battle that ultimately broke through their lines during a large battle over Malachor V, the inevitable conclusion I think is ultimately irrelevant as it is after the fact. I kind of agree with this one, but no one can say with certainty what any one person would do in any given situation, there could be a reason to shy away from being the centre of attention in the galaxy for a while. It certainly could be possible to tie the two games together a bit better, but major changes to the dialog is a tricky thing to do.
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Request/Proposal: Temporary Arena Equipment for K1
Thor110 replied to ZeldaTheSwordsman's topic in Mod Requests
It only punishes you, from a certain point of view. ( namely the view of someone who has played it before ) P.S. I am taking your suggestions seriously and trying to consider them in the context of the worlds as I understand them and the games, I would also happily point you in the right direction and make suggestions for making these sorts of edits, I am also trying to take on-board suggestions from the community at the moment for improving both games.