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Everything posted by Thor110
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Wow, that looks too good for this game! Super detailed, I feel like the model needs to be improved to match the texture quality.
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Too late, I already done it though I haven't merged the level contents yet, but I have a version of the level where I can walk between all of the rooms from both levels. But I will release the model fixes as a stand alone when I am done with them. I am also looking to fix any other models with holes in them throughout both games, so if you know of any, feel free to point them out.
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The ResRef Clashes could take a little while to deal with, but the cross-module teleporting would be a simple matter of updating the teleporting scripts and doors. Just did a search of the Manaan levels and these are the files that reference manm26ae. And manm26ac is referenced by the following files. As for it's feasibility I meant more along the lines of if it would be problematic to load in on Mobile or Xbox, though for PC I am sure it would be no issue at all. I did look at the other parts of Manaan but they are at totally different locations and rotations, so connecting the whole area would be a pain, it's a tempting prospect though. Do you know if the walkmeshes are used for EAX audio? I suspect they are but am not certain.
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View File K1 Switch Override Files This is the contents of the Override folder on the Switch version of the game. 99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same. Taken from v1.0.0 of the game. Included is a folder that has any changes made in v1.0.4 of the game. I chose not to include anything else from the release, there isn't anything special of interest besides Japanese support for the game. Thor110 Submitter Thor110 Submitted 10/25/2024 Category Modder's Resources
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While porting over the missing rooms from the Sith Academy on Korriban and adding the missing room to the Hotel on Manaan, I got carried away looking around Manaan's levels and was overwhelmed by the amount of holes in the level geometry, so I decided to take a crack at fixing some of it up. I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game. If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while. Manaan - m26ae & m26ac I decided to delete some of the excess walkmesh pieces as it felt like they were unnecessary, however the moment I was done with that, I realised that it's probably used by EAX audio to reverberate sounds off of the walkmesh, I will find out if that is definitely the case and if it is, I can just swap them back out for the originals fairly quickly. Nearly every vertice I have checked so far has been out of line with the one next to it! There's a lot of tinkering and thinking left to do and as this isn't really my area of expertise I don't know how far I will get, but I would like to look over every level and fix every hole if I can find the time and patience to deal with all of the problems. Merging Levels Not sure how feasible this is, but in theory both these parts of Manaan could be made into a single level, as they both match up alongside one another when imported, however the other parts of Manaan do not. Thor110
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At some point in the future I will have to have a look around. Given that I don't really play KotOR1, it might take me a while to get around to it. I only noticed and fixed this as I was working on the missing rooms modders resource and actually testing it in KotOR1 to make sure it worked for the first game rather than assuming that it did after changing it over from my port in KotOR2.
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Version 1.0.0 - 1.0.4
6 downloads
This is the contents of the Override folder on the Switch version of the game. 99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same. Taken from v1.0.0 of the game. Included is a folder that has any changes made in v1.0.4 of the game. I chose not to include anything else from the release, there isn't anything special of interest besides Japanese support for the game. Thor110 -
View File Daviks Trophies NOTE : This is included with the Expanded Galaxy Port already. During the course of my texture analysis of both games I came across these Trophy textures and realised that they were smaller versions of the standard creature textures with some slight alterations, so I decided to recreate them as best as I could using the standard creature textures. Images show comparisons of the models using the new and old textures as well as the original creature and trophy textures side by side. More information on all of this can be found in my texture analysis tutorial thread. https://deadlystream.com/topic/11302-kotor-1-2-texture-analysis/ Installation : Drop the files into the override folder etc Thor110 Submitter Thor110 Submitted 10/24/2024 Category Skins K1R Compatible Yes
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View File Manaan Hotel Missing Room NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh as there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. Submitter Thor110 Submitted 10/24/2024 Category Modder's Resources
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View File K2 Switch Override Files This is the contents of the Override folder on the Switch version of the game. 99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same. Taken from v1.0.0 of the game. I just realised there is a v1.0.3 update for the game while uploading this, I will have to compare the override folders for differences and add them here. Thor110 Submitter Thor110 Submitted 10/25/2024 Category Modder's Resources
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Version 1.0.3
2 downloads
This is the contents of the Override folder on the Switch version of the game. 99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same. Taken from v1.0.0 of the game. I just realised there is a v1.0.3 update for the game while uploading this, I will have to compare the override folders for differences and add them here. Thor110 -
At some point in the future I was hoping to get together a team of all the games languages to ensure my project worked across all regions, but it's all still a long way off, might never happen. You'd probably be better off digging through it yourself.
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At some point in the far future, maybe, but highly unlikely, if anyone does choose to do it though, I would probably look to incorporate them in my port of Brotherhood. Are there many grammar or spelling errors throughout?
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Version 1.0.0
13 downloads
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh as there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. -
Version 1.0.1
16 downloads
NOTE : This is included with the Expanded Galaxy Port already. During the course of my texture analysis of both games I came across these Trophy textures and realised that they were smaller versions of the standard creature textures with some slight alterations, so I decided to recreate them as best as I could using the standard creature textures. Images show comparisons of the models using the new and old textures as well as the original creature and trophy textures side by side. More information on all of this can be found in my texture analysis tutorial thread. https://deadlystream.com/topic/11302-kotor-1-2-texture-analysis/ Installation : Drop the files into the override folder etc Thor110 -
How to install and run M4-78EP on Android
Thor110 replied to WuOJot's topic in M4-78 Enhancement Project
I know this is a dated post but I saw that someone was browsing it recently and wanted to drop in with some information regarding M4-78EP on Mobile. First, I released a mobile specific version of it that is set up the same as MTSLRCM. Update : while this method works fine for Android, it doesn't work for iOS users, the version I have released has been adjusted so that all filenames and folders are lower case to support iOS systems. -
I completely agree, warping across to a new module would be too jarring and could have unforeseen consequences such as unlooted placeables like you mentioned. Short of having variables tied to every item / placeable / creature, I don't think there would be an easy way to do it through warping. Personally I think I will leave this to anyone else that wants to tackle it, it makes the most sense that the cave is blown up which over the next few years causes the tomb to be revealed. That aside though, there is something I have been working on these past few days that might be of use to the mod builds when I am done. Remaking the trophy textures in Davik's room on Taris using the creature textures, I also wrote more details about it in my Texture Analysis tutorial thread. Edit : Just finished the Kataarn, Tukata and Iriaz. The Tukata. And the Iriaz. Finally the Ronto. As for the Dewback, it is at the same resolution as the creature version and the Rancor, well, I can't make heads or tails of the Rancor texture, it appears to be a completely different texture.
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That could work for sure, you would also have to set a variable and have a script ensure to check that when entering the cave so that you don't get sent to the original module. Feel free to try and make it happen, I don't have time for it that's for sure.
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It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere. You would have to make a room animation to transition cleanly I think. Not sure it's something I could manage.
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I have considered porting the caves and ludo kresh's tomb over to K1, or rather using it in my port of K1, but I don't think it makes sense because then the tomb would have been looted by the second game and would have to be empty. I also looked at just using the caves and leaving it locked, but there is a slight difference between the two caves models, in KotOR1 there is a small opening at the end of the caves, just across the bridge, in KotOR2 there is not. So I couldn't decide on what the best approach was for the port. As for KotOR1 itself, it's very easy to port levels over to the first game, you're more than welcome to use the files from my K2 to K1 port of all the levels which is still available on ModDB. https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9
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View File Mobile M4-78 Enhancement Project WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter. Original mod and permissions provided by @zbyl2 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ Installation Mobile TSLRCM required. https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/ Unpack the .zip archive and transfer the files to their proper location. Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_russian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unrar M478EPMobile 2. dlc folder contains two subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal. I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment. based on latest M478ep.exe Updated on DeadlyStream @ January 9, 2022 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ All I really did was correct some file name mismatches on models and prepare the package. movie files not included and don't work Prepared for mobile by Thor110 Submitter Thor110 Submitted 10/14/2024 Category Mods TSLRCM Compatible Yes
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View File Mobile Coruscant Jedi Temple WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter. Original mod and permissions provided by @deathdisco https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/ This version is setup specifically for use alongside MTSLRCM and MM478EP. https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/ https://deadlystream.com/files/file/2552-mobile-m4-78-enhancement-project/ Files are included if you wish to install it just for MTSLRCM or even without it. The only real changes I have made are a fix to "952cor.vis" and correcting a file name mismatch for "PLC_lft1.mdl" Installation Unpack the .zip archive and transfer the files from "mtslrcm and mm478ep" to their proper location. iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal." Patches the "mtslrcm only" folder contains the relevant files if you do not wish to install Mobile M478EP the "no mods" folder contains the required files for not using any other mods. I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment. Thor110 Submitter Thor110 Submitted 10/09/2024 Category Mods TSLRCM Compatible Yes
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Definitely a worthy addition to the game, the doors to get here were in the original level and there was a "Library Map Note" present in dialog.tlk as well. I have already adapted it, the modders resource version contains an empty module, but the installer version can install it directly to the first game, someone just needs to add some content to them, I know there is already one modder working on it. I did consider fixing the arch, however there was no rubble present from it so I figured perhaps it had been damaged a long time ago, rather than recently.
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KotOR 1 & 2 Texture Analysis So, after noticing this mod I decided to have a look around and see if there are any other textures in the game that got smaller in the second game and I came across a few oddities as well. It seems some actually textures are smaller in the first game and larger in the second game, while some are larger in the first game and smaller in the second. https://deadlystream.com/files/file/1330-kotor-1-texture-to-kotor-2-game-bridge Thanks to @Malkior for making a start on this and discovering some of the textures that got smaller in TSL. The fact that Manaan has a bunch of OLD textures was pointed out by @N-DReW25 Early Access Release This includes all the textures and bump maps I have found so far. I also removed the alpha layer from the Hutt textures which was causing the transparency in Malkior's release. KotOR2 K1-To-K2-Bridge.7z KotOR1 K2-To-K1-Bridge.7z I felt like all of this was worth documenting as it appears I will have to go through and compare every texture in both games. Switch Anomalies As pointed out by @N-DReW25 there are some anomalies with the Switch version of the game worth making note of. Textures To Remake - ( COMPLETE ) What I have discovered so far manually by chance. I get the feeling that going through this will have to be a group effort, there's no way I can compare all of the textures in both games myself, I have automated the majority of the work but the remaining files in "Not-In-Both.7z" need to be compared manually or piped through an AI model if possible. Textures That Have Bump Maps But Don't Use Them It seems these textures actually have bump maps which are not assigned to them in the associated .txi file, I have set up .txi files for them. When I am finished looking through all the textures and comparing everything I will release a mod that updates everything accordingly. Textures Meant For The Original Xbox File Analyses Comparison Results - ( COMPLETE ) This is a complete analysis and comparison of all files in both games swpc_tex_tpa.erf packages. KotOR1 : 3285 Files KotOR2 : 3275 Files It does not however take into account things such as the following. Textures that might exist throughout either game at different resolutions and with different filenames. In order to determine if any textures exist at different resolutions, the following lists of files must be compared manually or piped through an AI if possible. Files From K1 Not In K2 ( 1757 Files ) Files From K2 Not In K1 ( 1780 Files ) Files That Are Identical But Have Different Filenames ( COMPLETE ) - [ Left is K1 - Right is K2 ] - [ K1 : 231 Files] - [K2 : 206 Files ] Identical-Different-Filenames.7z The following lists of files couldn't be converted to TGA with Xoreos Tools, but could be extracted as TGA using KotOR Tool. As far as I can tell all that exists that is of interest amongst these lists is an old incomplete version of "LMA_tech01" Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 ( 6 Files ) Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 ( 8 Files ) Files That Are Identical In Both Games That Couldn't Be Converted To TGA ( 3 Files ) As for determining if any textures exist in either game at larger resolutions than one another, I think that has to be inspected manually using the same lists, or possibly could be handed off to an AI model. Files That Are NOT Identical But Exist In Both Games - ( COMPLETE ) - [ 145 Files ] Not-Identical-Release.7z These 145 files are some of those that will need inspecting and comparing manually. Files That Are Identical In Both Games - ( COMPLETE ) - [ 1225 Files ] Files Not Included. Files From K1 Not In K2 - ( COMPLETE ) - [ 1757 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K2 Not In K1 - ( COMPLETE ) - [ 1780 Files ] "Not-In-Both.7z" at the bottom of the post. Files From K1 That Couldn't Be Converted To TGA And Don't Exist In K2 - ( COMPLETE ) - [ 6 Files ] K1-Didnt-Convert-Xoreos.7z Files From K2 That Couldn't Be Converted To TGA And Don't Exist In K1 - ( COMPLETE ) - [ 8 Files ] K2-Didnt-Convert-Xoreos.7z Files That Are Identical In Both Games That Couldn't Be Converted To TGA - ( COMPLETE ) - [ 3 Files ] That's everything, now between us all we just need to look through the files that aren't in both games to see if any textures exist at different resolutions like I and others have pointed out that don't use the same filename. NOTE : I accidentally left "M37aa_02_a0004d.tga" in "K1-Not-In-K2" just delete that one file, saves me reuploading 265mbs. I found it as I have "Identical" folders for both games, this is also how I found the Extra TXI files listed below. Not-In-Both.7z K1 has some TXI files K2 does not, as does K2 which are included below. Extra-TXI.7z I believe that covers everything, but let me know if you spot anything I missed! UPDATE : I have been using this information to improve my main project, I just used the lists I generated to automatically remove the tga/txi files from both the main and port projects for Expanded Galaxy and replace them with the original compressed .tpc files, as well as remove any files that already existed in the second games files. This resulted in an overall reduction of 231mb's file size for the overall project split between the main and port. I am also using these lists to track down the textures that exist in the second game but have a different filename than they did in the first game which should reduce the file size even further, but to do that, I first have to update all the references in the model files to use the names of the texture in the second game. ADDITIONAL : While going through the texture files of both games in-depth I have come across some interesting oddities, such as textures that are a larger resolution, textures that have bump maps which aren't used and many bump maps which could be applied to textures in the second game that use re-colours of textures from the first game. Will be releasing a mod that includes these files at some point.
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I noticed another texture that is higher resolution in the original game. LKO_blast01 in KotOR1 is 512x512 where-as KOR_blast01 in KotOR2 is 128x128 I suspect there's a bundle more textures in there with different names to work out, just came across this while comparing the textures in both versions of the Sith Academy.