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Posts posted by Thor110
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I am not 100% sure I will include the RoR heads with the project yet but I was thinking of both including it as an optional package and releasing it as a separate mod so that people can use the heads and races from RoR in regular K2 but I will see how it goes when I get around to it.
On 6/3/2020 at 4:49 AM, Logan23 said:I have been talking to Thor110 lately, and I am giving him permission to use the RoR heads in his project.
In the meantime here are some story and design documents if anyone wishes to take a look, in truth it is a mess at the moment.
A lot of different text documents and some images of stuff i've written on paper.
It's not very well presented basically, there are also various design images possibly conflicting ideas who knows.
SpoilerI need to take the time to go through it and assess it's worth, I think it's all awful at the moment as I haven't properly gone through it.
Story On Paper.7z Design Documents.7z Design Images.7z
Below is an updated list of all mods that are included with the Expanded Galaxy Project by Author and then by order of when they were added to the project.
Spoilerbead-v
- Upgradeable Swoop Bike Mod
- Ebon Hawk Model Fixes
- Kreias Vibrosword
- Rocket Launcher SoundsAshton Scorpius
- Ebon Hawk Downloadable Map (No Longer Included) - Idea used to unlock Ebon Hawk Map On Enter Instead.
- Jedi Malak Mouth Fix
- Twilek Head Fixes - Option ADarth_Sapiens
- Animated Logo ( TSLRCM / M478EP ) - I will use this as a base and update it to say the correct version numbers.
TimurD2003
- M4-78 Fog Fixes
Kexikus
- Updated Coruscant Texture & Planet Icon
- Extended Jedi Council MeetingVarsityPuppet
- Malachor V Sideways opening doors.
- Peragus Tweak
- Trayus Rank Reformdanil-ch
- Extended Carth Meeting
- Kreia's dialog on small kindnesses
- Kreia's Fall In-Game Cutscene
- Sensor Droid Appearance ChangeSchizo
- Re-scaled Trandoshans
Alvar007
- Darth Malak Model Included From Playable Darth Malak Mod ( disguise optional )
lachjames
- KotOR Save Importer For TSL
- K2 Overlay ConsoleMarauder
- Mandalorian Chamber Mark III Fix
- Reduced Graphics Mod ( optional )
- Robe Description Fix
- Droid Anatomy Description Fixjonathan7
- Bodies Stay Mod ( optional )
ndix UR
- PMHC06 TSL Head Fix
ZimmMaster
- TSL Walking & Running Animation Fix
Markus Ramikin
- Kill The Ithorian
Thor110
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Is this the quest to connect the pylons for Archon Communication?
If so as of 1.5.1 I couldn't find it either, it's on my list of fixes to add to my own altered version of M478EP. ( though this doesn't mean it's not there for 100% I could have missed it too ) -
1) Here is an example script I use in one of the levels I am working on that should give you the basics, you will have to work your dialog so that it runs this script only for your NPC on whichever reply you want them to walk away on, you might also then want to use a camera so that the camera doesn't pan wherever it wants while the NPC walks away.
Spoilervoid main() {
object oRodian2 = GetObjectByTag("rodian2", 0);
object oRodian1 = GetObjectByTag("rodian1", 0);
object oRodian3 = GetObjectByTag("rodian3", 0);
object oRodian4 = GetObjectByTag("rodian4", 0);location location1 = Location(Vector((0.1), -14.1, 0.1), 0.0);
location location2 = Location(Vector((0.1), -11.5, 0.1), 0.0);
location location3 = Location(Vector((-12.6), -10.5, 0.1), 0.0);vector struct4 = Vector(0.1, -15.5, 0.1);
location location5 = Location(struct4, 0.0);AssignCommand(oRodian1, ActionMoveToLocation(location1, 0));
AssignCommand(oRodian3, ActionMoveToLocation(location1, 0));
AssignCommand(oRodian4, ActionMoveToLocation(location1, 0));AssignCommand(oRodian2, ActionMoveToLocation(location3, 0));
AssignCommand(oRodian2, ActionMoveToLocation(location2, 0));ActionDoCommand(SetCommandable(1, oRodian2));
ActionDoCommand(SetCommandable(1, oRodian1));
ActionDoCommand(SetCommandable(1, oRodian3));
ActionDoCommand(SetCommandable(1, oRodian4));
AssignCommand(oRodian1, ActionMoveToLocation(location5, 0));
AssignCommand(oRodian3, ActionMoveToLocation(location5, 0));
AssignCommand(oRodian4, ActionMoveToLocation(location5, 0));
AssignCommand(oRodian2, ActionMoveToLocation(location5, 0));//object oDoor = GetObjectByTag("sle99_exit01");
//ActionOpenDoor(oDoor);
AssignCommand(oRodian4, ActionOpenDoor(GetObjectByTag("sle99_exit01")));vector struct5 = Vector(0.1, -17.5, 0.1);
location location6 = Location(struct5, 0.0);AssignCommand(oRodian1, ActionMoveToLocation(location6, 0));
AssignCommand(oRodian3, ActionMoveToLocation(location6, 0));
AssignCommand(oRodian4, ActionMoveToLocation(location6, 0));
AssignCommand(oRodian2, ActionMoveToLocation(location6, 0));AssignCommand(oRodian1, ActionDoCommand(DestroyObject(oRodian1, 0.0, 0, 0.0)));
AssignCommand(oRodian3, ActionDoCommand(DestroyObject(oRodian3, 0.0, 0, 0.0)));
AssignCommand(oRodian4, ActionDoCommand(DestroyObject(oRodian4, 0.0, 0, 0.0)));
AssignCommand(oRodian2, ActionDoCommand(DestroyObject(oRodian2, 0.0, 0, 0.0)));ActionDoCommand(SetCommandable(0, oRodian1));
ActionDoCommand(SetCommandable(0, oRodian3));
ActionDoCommand(SetCommandable(0, oRodian4));
ActionDoCommand(SetCommandable(0, oRodian2));SetGlobalNumber("SLE_FIREBLOODS",1);
}2) For a computer you just need to set your dialog type to "computer" instead of "human" on the main entry.
3) The first script also opens a door when they get to a certain location. ( you would have to add the animation before opening the door as the NPC gets to the waypoint )
Hopefully that helps.
Thor110
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5 hours ago, Kexikus said:Depending on what changes the two files contain it could also be possible to use TSLPatcher for that.
Use TSLPatcher to create an installer by comparing one of the two to the vanilla version, then run that installer to patch the other one. But that only works if they change things in different places or only add entries and don't change them.
Do you or does anyone else think it would be possible ( I might try now you have mentioned this ) to use TSLPatcher in order to update DLG files from K1 to K2 format. ( it can be done manually with K-GFF editor or they can be remade manually )
All that needs doing is two entries need removing from the main section of every dlg file and a bunch of entries need adding to every struct in the lists, I have prepared a list / set of example files already that just contain what needs to be removed or added.
But I might then need to make a changes.ini for every last dialog file with all the new entries for every struct in the lists, I am still hopeful a friend of mine will work on a program to update the dlg files to K2 format or that somebody will figure out a quick way to do so.
This would be a lot of work either way, but I am looking for solutions.
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Endar Spire - Tech Demo
This is a demo / proof of concept that I came up with while working on the Expanded Galaxy Project, I will not be working on any more levels for the first game any time soon and if I do the rules on DeadlyStream would not allow me to upload them.
I made sure it was okay to upload this tech demo / preview.
It is compatible / intended for use with the Expanded Galaxy Project 0.8.2
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Submitter
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Submitted05/25/2020
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Category
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TSLRCM CompatibleYes
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Expanded Galaxy Demo
Keep in mind this is still a demo / early access for a project that is insanely oversized and may never be fully completed, so probably best for most users to avoid this project / mod for the time being until I have cleared things up a bit more. But feel free to check it out if you wish.
The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible.
NOTE : The current included readme is outdated, so the installation instructions are included below.
Installation steps for the project.
#0 Install KotOR2.
#1 Install Official 1.0b Patch ( Steam users don't need this )
https://deadlystream.com/files/file/812-official-10b-patch/#2 Install TSLRCM 2022
https://deadlystream.com/files/file/578-tsl-restored-content-mod#3 Install M478EP 1.5
https://deadlystream.com/files/file/277-m4-78-enhancement-project/#4 Install Coruscant Jedi Temple
https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/#5 Install Expanded Galaxy 1.1.8 ( Download included on this page )
This is all required for the project to work properly.
Also make sure to download and install the latest patches, I will upload everything in a single package eventually.
<->
Credit to everybody that helped me along the way or contributed.
bead-v - Upgradeable Swoop Bike Mod
- Ebon Hawk Model Fixes
- Kreias Vibrosword
- Rocket Launcher Sounds
Ashton Scorpius - Ebon Hawk Downloadable Map (No Longer Included) - Ebon Hawk Map Unlocks On Enter Instead
- Jedi Malak Mouth Fix
- Twilek Head Fixes Option A
Darth Insidious - advice
DarthParametric - advice
DarthRevan101 - advice
Darth_Sapiens - Animated Logo ( TSLRCM / M478EP ) - I will update this to say the correct version numbers
JC - advice
JCarter426 - K2 Loadscreen Template
- Republic Soldier Fix for K2 v1.1
- VO Fix for K2 v1.1
- Zhug Attack Fix for TSLRCM v1.1
- Minor Fixes for K2 v1.5
- Shader Fixes for K2 v1.1
- Feat Fixes for K2 v1.1 ( Not Included Yet )
- Minor Fixes for K1 v1.1
- Dense Aliens for K1 ( Not Included Yet )
- Jedi Tailor for K1 v1.4 ( Not Included Yet )
- Korriban - Back in Black for K1 v2.3 ( Not Included Yet )
- Republic Soldier Fix for K1 v1.3( Not Included Yet )
Stoney - Sleheyron Demo / Maps
- Placeable Ebon Hawk Model ( Included in the Port )
ebmar - advice
Effix - advice for a fix
InSidious - advice & TSL Lost Modules
deathdisco - Coruscant / Jedi Temple Mod ( Not Included but required )
TimurD2003 - M4-78 Fog Fixes
Kexikus - Updated Coruscant Texture & Planet Icon
- Extended Jedi Council Meeting
VarsityPuppet - Malachor V Sideways opening doors
- Peragus Tweak ( removed due to a bug )
- Trayus Rank Reform
danil-ch - Extended Carth Meeting
- Kreia's dialog on small kindnesses
- Kreia's Fall In-Game Cutscene
- Sensor Droid Appearance Change
Schizo - Re-scaled Trandoshans
Alvar007 - Darth Malak Model Included From Playable Darth Malak Mod ( disguise optional )
lachjames - KotOR Save Importer For TSL ( included and optional for now )
- K2 Overlay Console ( included and optional, normaal and steam versions )
Marauder - Mandalorian Chamber Mark III Fix ( any dialog fixes might have been broken since tslrcm 1.8.6 implementation )
- Reduced Graphics Mod ( optional )
- Robe Description Fix ( any dialog fixes might have been broken since tslrcm 1.8.6 implementation )
- Droid Anatomy Description Fix ( any dialog fixes might have been broken since tslrcm 1.8.6 implementation )
jonathan7 - Bodies Stay Mod ( optional )
ndix UR - PMHC06 TSL Head Fix
ZimmMaster - TSL Walking & Running Animation Fix
Markus Ramikin - Kill The Ithorian
LDR - Terentatek Models
Darth Shan - Extra Difficulty Options
seedhartha - Advice on Importing/Exporting in Blender & Creating the latest KotOR Blender Plugin!
N-Drew25 - Selkath Xbox Voice Files
PapaZinos - Various Level Model Fixes
SithHolocron - Nar Shaddaa Docks' Computer and Monitor Upgrade and Animated Swoop Monitors
zbyl2 - Advice & Help finding files that do stuff in TSLRCM.
Cortisol - PyKotOR itself.
th3w1zard1 - various updates to PyKotOR that helped with the installers for the project.many more and a big shout out to everyone that has supported the project on the Discord channel.
<->
Thanks to everybody that made this project possible, I will update the read-me and many more things in time.
Thor110
Discord : https://discord.gg/g9cnEvr - For Testing & Story Discussion as well as the latest patches.
There is now an installer included.
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Submitter
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Submitted05/26/2020
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Category
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TSLRCM CompatibleYes
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Not that I know of, but you could open it with K-GFF editor and copy across the missing entries / structs, if you can easily locate which structs from which lists you need to copy across then it should be a little quicker. ( I would suggest collapsing everything in K-GFF and comparing them side by side slowly, then copying across the missing entries. )
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I was wondering would it be possible to add the ability to delete faces from the walk meshes, specifically Face 80 of "202tel04.wok" which blocks the area behind the door in the Entertainment Module on Telos, faces 86 & 87 can simply be set to metal, but Face 80 is a wall so no matter what it gets set to it blocks the player.
Thanks again for these amazing programs.
Thor110
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14 hours ago, zbyl2 said:No, one can get whatever they prefer. Steam is easier, but exe is better if you want to use other mods.
Only times it doesn't ask for install directory, that I know of, is if you already had TSLRCM or M4 installed.
As a hack, if you can't uninstall TSLRCM, you could just have it install on C and copy everything it installs to your kotor folder.
Ah that's good to know for when I get around to getting it on Steam as well for testing my projects with.
I don't know if this will work with the Steam Version either but I find running the "swupdate.exe" or "swconfig.exe" updates the registry for the game when I have several versions of the game installed for testing purposes.
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I am not 100% sure as I do not use the Steam Version but I believe you are meant to get the version from the Steam Workshop not the installer itself.
Hope this helps.
Thor110
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On 5/12/2020 at 4:52 AM, Logan23 said:Im a tad confused,... been away for a long time.
Are the files of kotor 1 maps for use in kotor 2 game?
Was looking at your uploaded files.
In short yes, the v0.4.0 Modders Resource release was a sloppy port of all levels from both games into both games, realistically for learning / saving time, though for anyone wanting to learn they would be better off following my tutorial on porting a module from either game.
In long form the project itself is / was a bit all over the place, but v0.7.9 is completely separate from the Modders Resource version and introduces Sleheyron, Tatooine, Kashyyyk, Manaan, Yavin, Lehon and features a tie in story with the Coruscant Mod.
Currently I have been hard at work decorating Sleheyron as it was completely barren, in doing this I have also laid out the majority of it's quest line.
Thanks to Kexikus I have now included the Expanded Council Mod and used the 7 new council members to tie in the stories of all the new planets introduced into the game.
SpoilerI will be releasing v0.8.0 within the next few weeks which should contain a fully furnished Sleheyron and accompanying quest line.
Yavin Orbital Station has a merchant on it allowing access to the upgradeable swoop bike pieces, another mod included thanks to bead-v.
A lot going on with this project and it's just me working on it unfortunately but I am focused on this version, while learning what I can and can't do along the way.
Note : I decided to set "GBL_MAIN_SITH_LORD" to 4 after completing the game, finally giving a use to the ability to display your character on the main menu.
Mystery Box K2 Preview
Endar Spire - TSL - Preview
SpoilerA preview of "end_m01aa" and "end_m01ab" built for the TSL engine.
So far I have only rebuilt the first two levels, there is still a lot to fix.
Thor110
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On 5/7/2020 at 3:39 AM, Shiny Boots said:Could use the Sewers as the lower levels of Coruscant and just rename the Rakghouls Cthon
Interesting idea, I wasn't planning on including the under city though, only the lower city. ( but again this might not happen at all, I have cut it at the moment as I have too many areas to work with.
For the moment here are a bunch of preview screenshots of 0.8.0 which I am still working on with intermittent internet access until I get proper internet installed on the 18th I won't be likely to upload an update until then or afterwards.
Expanded Galaxy v0.8.0 Preview Screenshots
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On 1/16/2019 at 10:58 PM, JediArchivist said:My work so far proves that porting The Jedi Masters to Mobile KOTOR 1 should be possible!
A bit of help with continuing this endevour would be very much appreciated!
Possible, sure, likely? No, it will face the same problems as a K2 to K1 port, which is that most if not all of the games scripts will need rewriting, including any from TSL that are used by TJM.
As for loading a save, are you taking a save from K2 and putting it into K1? that sounds like a bad idea to me, there will be all sorts of missing variables.
It sounds like either the models broke during the conversion or you don't have all the textures, it could also be missing walkmesh files, though it sounds like when .vis / .lyt files arent working or are missing and the character doesnt spawn in correctly, cant move and their head is off their shoulders.
Are you just using the modules directly from TJM into K1 mobile? Rebuilding them might help but will only reveal more problems.
It's definitely a good way to learn about kotor modding though, that's why I wrote a tutorial on the porting process.
Talking of TJM I need to try it out at some point, I haven't yet.
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Czerka Site Cleanup
NOTE : This is included with the Expanded Galaxy Project already.
It was suggested to me that I release some of my fixes separately from my main project.
This happens to me every time I play the game and while playing again for testing purposes this annoyed me so I changed it.
This mod just moves a mercenary at the Czerka Site which almost always causes one of the companions
to go running off after a battle, I find it incredibly annoying, especially after fighting your way
through the minefields, turrets, droids and mercenaries.Thor110
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Submitter
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Submitted05/05/2020
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Category
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TSLRCM CompatibleYes
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14 hours ago, HK-47 said:What is this fixing? All I see are random screenshots of things. Images that only show the "Before" don't tell us anything.
Sorry I used these screenshots to track down the models missing from the .vis files.
I figured if I showed a photo without the black / missing rooms that I would have the same issue of people not understanding what had been changed, I will upload after shots when I get a chance, I just didn't think it was too difficult to understand what the images were portraying.
11 hours ago, StellarExile said:For some reason in KOTOR 2 sometimes areas become black and cannot be seen. I believe this mod fixes the respective files and removes the issue.
Correct, this mod fixes this in the areas shown in the screenshots, I haven't come across any more in the game except on Coruscant which required the same fix as the Dantooine Jedi Catacombs.
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Alternate Galaxy Map
NOTE : This is included with the Expanded Galaxy Project already.
This changes the positions of Korriban and Dantooine to where they were in the first game.
The screenshot shows the new positions and I have edited out the new planets from my main project.
I haven't tested this but it will work with TSLRCM and M478EP, in future I will provide an alternate file to accommodate the Coruscant mod.
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Submitter
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Submitted05/01/2020
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Category
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TSLRCM CompatibleYes
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Free Roam
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds the ability to manually travel to Malachor V and to Free Roam after completing the game.
Note : made using TSLRCM module files, so TSLRCM required as opposed to compatible. ( though I think it would work without my guess is there might be dialog file differences )
Thor110
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Submitter
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Submitted04/30/2020
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Category
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TSLRCM CompatibleYes
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6 hours ago, Sith Holocron said:@Thor110: Were you also using the Aspyr updated version of M4-78 on Steam?
No I am using the original 4CD version along with TSLRCM 1.8.5 and M478EP 1.5.1.
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6 hours ago, zbyl2 said:They work as MP3s, you don't need a fake WAV header.
Dunno why some, listed in this thread, apparently crashed the game for people
It crashes the game for me, I removed the references from the dialog file and made some alterations to M4-78 recently, I also tried the files posted by Sith Holocron either on this or another topic and they didn't work for me either ( didnt crash but no sound )
Great job overall to everyone involved in M4-78, it's quite enjoyable once you get past its shortcomings and I think it should be considered a staple mod for most users, the main issues I had were the level that was split into three different pieces really awkwardly, I combined them into one for my main project and then released the fixes as a standalone, I might also alter it so that it is not a requirement to finish M4-78 to complete the game.
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Deny Carth an Audience
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds a very simple dialog option allowing the player to deny Carth an Audience on Telos.
Thor110
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Submitter
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Submitted04/29/2020
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Category
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TSLRCM CompatibleYes
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HK Factory Cleanup
NOTE : This is included with the Expanded Galaxy Project already.
This mod lines up the HK-50 and HK-51 droids at the HK Factory on Telos.
I felt they looked out of place all slightly out of line so I lined them up with one another.
All of these small changes are included with the Expanded Galaxy Project but somebody suggested that I package them separately so here they are.
I am also looking for suggestions for things to fix throughout the course of the main game, so if you know of anything feel free to message me.
Thor110
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Submitter
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Submitted04/30/2020
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Category
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TSLRCM CompatibleYes
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M478EP Level Fixes
NOTE : This is included with the Expanded Galaxy Project already.
WARNING : I believe this is bugged and breaks the game, will update when I discover the cause of the issue.
It was suggested to me that I release some of the fixes I have made separate from my main project, so here are the changes I made to M478.
I combined the level that is usually split into three chunks into one and added some new doors to separate the areas, I also edited the positions of a lot of computer panels that were previously at odd rotations of positions and generally looked out of place on a droid planet, I also adjusted a few of the doors that were slightly out of line with the scenery.
Let me know if you have any suggestions for changes worth making to M478.
Thor110
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Submitter
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Submitted04/29/2020
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Category
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TSLRCM CompatibleYes
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1
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Missing Door - Jekk Jekk Tarr Tunnels
NOTE : This is included with the Expanded Galaxy Project already.
This adds in a missing door from the Jekk Jekk Tarr Tunnels that is either absent from TSLRCM or was never there in the first place, though I believe it was there in my un-modded playthrough but it was some time ago.
Thor110
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Submitter
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Submitted04/30/2020
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Category
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TSLRCM CompatibleYes
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Turret Placement
NOTE : This is included with the Expanded Galaxy Project already.
This mod literally just lines up the two turrets shown in the preview image, somebody suggested that I release all fixes / changes that are not specific to my main project separately so I have even included this.
Thor110
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Submitter
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Submitted04/30/2020
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Category
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TSLRCM CompatibleYes
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MOD:Reveal Map Armband
in Mod Releases
Posted
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Reveal Map Armband
This mod is inspired by a request for a mod that does just this on reddit. - https://www.reddit.com/r/kotor/comments/gz1f6l/is_there_a_mod_that_uncovers_fog_of_war_faster_or/
I decided as I already need to make an Ebon Hawk armband and a Taris Armband for my project that I would do this as it's a really simple mod.