Thor110

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Posts posted by Thor110


  1. 5 hours ago, nonameperson66 said:

    So I have tried to figure out where to start at with this mod but I don't know where to begin. My thought process has been this: 'In TSLRCM after you finish talking to Zherron, a in-game cutscene triggers. How does this cutscene get triggered?' I have not been able to figure out how the cutscene get triggered. I am using the Holocron Toolset and DLG Editor. I can see that at the end of the dialog chain in zherron.dlg there is '{change module}' in the dialog box using DLG Editor, but I don't know what that does or what module it is changing to. I apologize in advance if this is obvious to everyone else, but I am at a complete loss as to how to even start doing this, much less where to go afterwards.

    My advice is not to use Holocron Toolset, it is still essentially in beta and it's changes to a module cannot be trusted for the final product.

    Whenever I use it, I use all of the individual tools for filetypes to extract the relevant information I am applying to it, which is only ever co-ordinates as it's 3D viewer is helpful.

    But for releasing or even making a mod, it makes too many changes to fields that it doesn't need to for me to fully trust it.

    To determine which level it transitions to, you will either need to look at the string parameter field in the dialog line or you might need to decompile the script, it is worth noting however not all scripts can be decompiled, but most can.

    If I were looking to do this, what I would do, is extract TSLRCM's module to a folder, then extract the other mods module to a folder, from there I would write a batch script to diff all of the files in both folders to determine exactly which files are different between each mod, then I would examine them more closely and figure out what changes need to be merged, kept or abandoned.


  2. 8 hours ago, Aeliren said:

    When you say "overhaul for the Coruscant mod", do you plan on making an entirely new custom planet module for Coruscant for the Expanded Galaxy project, or is it just a visual overhaul of the "Coruscant - Jedi Temple" mod?

    I just meant a visual overhaul for the "Coruscant - JediTemple" mod, I have already fixed a few visual glitches on one of the levels which can be found amonst my existing mods.

    Model Fix : https://deadlystream.com/files/file/2457-dantooine-coruscant-model-fix/

    Visibility Fix : https://deadlystream.com/files/file/1706-visibility-file-fixes/

    What I had intended would realistically just have been this new landing pad and fixes to anything else I could find but unfortunately I haven't been able to find the time to work on this for a while now.

     

    • Like 1

  3. 3 hours ago, TomRoche said:

    Hello! I have a question, i have installed the mod just yet, went back to a save game just before killing Kreia, but i just get warped into main menu.  I did just click the TSLPatcher, nothing went wrong with installing whatsoever. What could have gone wrong?

    This mod makes changes to various levels and scripts in the game, you must start a new game for it to work properly because of the way the game stores entire levels in the save files.


  4. Yes it's possible, you probably just need to look at the way the scripts work when calling each line.

    If I recall in the first game it's a global banter variable that loops through the dialog options and in the second game it uses a similar method to cycle through the dialog choices of basic one line dialog lines spoken by common npcs.

     

    Edit : Regarding the audio files you might just need to ensure they are the correct format, .wav encoding, I think 2 channel, I can't remember the specifics but you can use SithCodec by JCarter426 to encode the file for you.

     


  5. 17 hours ago, itsdilettaunt said:

    I have a 60fps mod for the 1.0.7 version of the game. It requires a modded APK and the old obb files from that version. Since it isn't cracked and still performs the license check from Google Play, can I post a download link to both?

    What exactly are you proposing posting filewise? If it involves the APK or the OBB, the answer is no.


  6. 22 hours ago, BillyYank said:

    I'll check TSLRCM to see if it's the source of the atton.dlg in overrides.

    TSLRCM definitely includes a modified version of atton.dlg

    Given that your mod references content added back in via TSLRCM it would probably be advisable to just state that TSLRCM is a pre-requisite and depending on how much you alter atton.dlg stating that anything that alters that other than TSLRCM is not compatible, you can probably find a way to make it work with anything though, if you just slide in the script that gives him the relevant feats on a line of dialog that is out of the way.

    Edit : Nevermind, you are already done, congrats.


  7. 2 hours ago, BillyYank said:

    A: There's a way to make this a "plug-and-play" operation compatible with any mod setup

    Yes and no, it all depends on what you have to modify and what other mods modify, as well as how they modify it, look into TSLPatcher & HoloPatcher.

    2 hours ago, BillyYank said:

    B: I find out where the existing atton.dlg came from and make a patched version

    BIFs/dialogs.bif/Dialog/atton.dlg I think is what you are looking for.

    Making that compatible with other mods that might modify it could be difficult, but if you just make a new script with a name that is unique and slip it in somewhere using ChangeEdit/TSLPatcher or HoloPatcher, then it should be able to be compatible with other mods, but it does also depend on whether you patch the one in override ( if there is one already, such as in TSLRCM )

    2 hours ago, BillyYank said:

    I've already made a version of the a_givefeat script that instead of giving the feat to the PC using a parameter, gives the two feats to Atton instead without a parameter, and I've also made a modified version of Atton's .dlg file. I got it to work by dropping the files in override, but I'm not sure how viable it'll be for public usage as I plan to release it. I found a version of atton.dlg in overrides already, so there's two ways I can see this going:

    Nice start!

    2 hours ago, BillyYank said:

    Your thoughts?

    Sounds interesting, but I don't have much in the way of thoughts other than that as I don't spend as much time thinking about stats and such as I probably should.


  8. 9 hours ago, N-DReW25 said:

    Didn't Thor already make this?

    Well spotted, I have indeed made a fix for that however it is worth pointing out that it is not a dynamic install which is something I should probably fix at some point.

    https://deadlystream.com/files/file/1715-czerka-site-cleanup/

    Because it took just a moment I have updated it to be a dynamic install which means it won't require a specific install order anymore.

     

    Which reminds me I should go through all of my mods and update them all to be dynamic installs as some of the older ones are lazy hard overwrite installs.

     

    Regarding the hostile cannok and beach conversation, I will look into fixing it at some point but it will probably be it's own release as I tend to bundle my fixes into my project and release them on their own rather than bundled with other fixes.


  9. Malachor is Toxic!


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

    Another request by @Snigaroo

    This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects.

     

    Compatibility

    This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files.

    In 901MAL
    k_901mal_enter.ncs
    tr_mira_han.ncs
    a_mira_cs.ncs

    In 902MAL
    tr_london_bridge.ncs
    flank.dlg

    In Override
    Replace0=lbl_icn_msg.tga

     

    Installation : HoloPatcher

    Use HoloPatcher to install the mod.

     

    Uninstallation : HoloPatcher

    HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.

     

    Thor110

    Please do not redistribute or release anywhere without my express permission.

     

    Tools used that helped make this possible.

    Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
    KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
    HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
    TSLPatcher & ChangeEdit

    HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol


    • Submitter
    • Submitted
      01/06/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  10. On 5/11/2023 at 4:14 AM, Snigaroo said:

    Malachor is Toxic

      Reveal hidden contents

    Outside the Trayus, anyway. This would give another zone where Breath Control is useful, which makes it feel less like a one-trick pony, and would also contribute to the otherworldly and dangerous feeling of the planet as a whole. The gas mines that sit on the vents can be replaced with plasma mines instead, which will also ramp up the difficulty.

     

    Consider that taken care of which you already know but posting here so people see it's taken care of, uploaded it a moment ago, awaiting authorisation.

    On 1/5/2025 at 11:18 AM, Snigaroo said:

    As shocking as it is for me to believe this myself, I just put up by my count north of 115 mod requests. Blame Obsidian for making a flawed masterpiece--emphasis on the flawed.

    There are a lot of requests! Some really cool sounding ones as well, I really should take the time to read through them all at some point.

    • Like 1

  11. As I understand it, though I cannot personally verify as I do not use iOS or Mac systems, you need a jailbroken phone to use mods, as for KotOR Tool, there is no viable alternative to this on mobile platforms that I know of.

     

    But if you can access the folder where the saves go, you can just install mods to that location, however you will need a way to install them on PC or Mac first, HoloPatcher has a Mac version available which can work for most TSLPatcher mods, but some mods won't work. For example the mod you have uploaded.

    The mod you uploaded comes with a readme file called "readme.txt" it's generally advisable that when downloading or using anything in life, one read's the readme or manual, provided there is one.

    If for any reason you are dead set on using that version of the mod, just place the files in the Override folder which can be created at the same location as the Saves folder.

     

    That said the current version of Revange of Revan, which is still available at https://www.moddb.com/mods/revenge-of-revan/downloads

    Can just be extracted and placed in the relevant folder.

     

    That also appears to be a very old mod, there is a newer version available at : https://deadlystream.com/files/file/174-jedi-from-the-start/

     


  12. 12 minutes ago, Janetgeorge67 said:

    I hope you continue to work on your expanded galaxy project Thor110.

    I will do.

    12 minutes ago, Janetgeorge67 said:

    I do wonder what places like Kickstarter could do for projects on KOTOR though. If those crowd fundings could actually give rise to a whole new game.

    This isn't possible to do.

    13 minutes ago, Janetgeorge67 said:

    Maybe by assembling a trusted mod team that works within their own time frames and contributing incrementally is also effective.

    I have been trying to do so for a long time now, but the kotor modding community is relatively small, the game has a lot of bugs and requires specific know-how to work with.

     

    Early on I had hoped to get the entire community involved in the project, but it just didn't happen.

     

    There is also a lot of debate that revolves around which game is better or which version of the games are superior.

     

    Some of these things would have to be figured out before moving forward with a large team, though I have tried to support all versions of the game on my own so far.

     

    16 minutes ago, Janetgeorge67 said:

    Well, that's my two cents. I won't bring it up anymore I'll just look forward to the adventures.

    I am more than happy to hear what people have to say, I just wanted to point out the reason why some things haven't been done.

     

    Would love to spend every waking moment working on this project sometimes, but I also have a lot of other projects that I work on and not enough time to do so.

     

    Here's to hoping that I can indeed one day finish the project, but I wouldn't hold your breath as the scope and scale of it is almost inconceivable.

    • Like 1

  13. 1 hour ago, Janetgeorge67 said:

    https://deadlystream.com/topic/10981-attention-needed-major-bug-found-please-fix-the-lightsaber-brightness-glitch/      

    Something like this should be viewed as a model fix. Yes it is actually also considered a bug. Do you like having bugs in your game? Would you rather get rid of it or leave it more ugly? I don't believe there is a Modder who wishes for that. This involves directly tweaking the broken models/hilts so that they match the one's that do work properly. Effectively fixing the brightness issue. I guess the majority of Modder's must of thought of it as a blade texture issue in which it is not. Might I recommend somebody who does have remodeling experience, the proper resources, and somebody who can very clearly reach out and communicate with somebody who can provide a fix, if not himself. His name is Thor110. This would coincide with projects like the expanded galaxy seeing as there is already a ton of model fixes involved over there. See I believe Thor110 or any of the remodeling contributors towards expanded galaxy is the correct person to fix this issue because fixed lightsaber hilts makes sense while your adding almost every other fix to the game. Allow players to optionally choose whether to use crazy34 or other retextures but at least fix the vanilla base models. Don't shrug issues like these off. Little fixes can make big differences. The overall care, response, or effort to resolve this bug is disappointing for me to find. Not very happy to find this person's mod request ignored. Lightsabers play a big part in both games. Players look forward to swinging those lasers around. Why not fix the models to make them look better? Does it take almost a year to find somebody and fix the issue?

    Since the high poly tin cans made by varsity puppet do look better as vanilla representations, perhaps somebody can fix those models and use them in the expanded galaxy? Makes a ton of sense to me everyone. The community patches for both games should also implement the model fix for this once resolved. Anyway don't leave bugs in your game deadly stream especially after somebody did thoroughly explain the issue, and after a whole year it's still not resolved. So don't use the time constraint excuse. This mod request has been sitting here for close to a year and has every right to relativity as all other model fixes going into expanded galaxy for example. I sincerely wish that the Modder of high poly tin cans review his hilt models and fixes them. Reconsider fixing this issue especially when game fixes are up your alley and area of knowledge.

      
        

    Interesting that I find myself mentioned directly! For future reference you can @Janetgeorge67 with the @ symbol followed by a name to tag people.

    While these little fixes can appear to be seemingly simple, they soon cascade into a larger set of problems or grow exponentially in the time required to apply the relevant fixes due to the number of models involved.

    Usually modders pick and choose what they want to work on/with and this results in other things getting left behind, not so much shrugged off but not being focused on.

    For example @Salk recently asked me about applying Shadows to the placeable models, which is definitely something that is considered to be simple.

    What is not simple however, is how many there are, a total of 222 placeables or 232 entries in the placeables.2da file, 10 of which are dud entries or placeables, there are probably a few more and some which don't need shadows at all.

    So while fixing the shadow for one model, might take three attempts and 15-20 minutes, at 15 minutes each that soon cascades into requiring 55.5 hours of work to apply that same fix to all of the placeable models, based entirely on the assumption that it is the first model I tried it with, this doesn't take into account the extra time it takes to find a good location to view the placeable from to ensure it's shadow looks good or that something hasn't been missed due to the way the model is set up.

    So for something as simple as ticking a shadow flag on 222 models, it can soon result in requiring between 3 & 4 days ( SOLID ) of work.

     

    While I have been trying to persuade everyone to work on one overhaul of the game so that these things are more easily accessible for people, modders are busy with their own lives and they often like to pick and choose what they work on anyway.

    Up until very recently it has been just me working on the Expanded Galaxy Project and while I would love to include everything, that isn't always possible as first I have to get permission to do so, then I have to properly include it, both tasks can take many hours or days, sometimes even longer with regards to getting permission.

    And even now, there is only one other person working alongside me that I have also had to tutor to bring up to speed with the project and various intricate details of the game and how it works.

     

    There is also the hotly debated topic or issue of what should or shouldn't be included with what mod or project, for example some people like to attain just fixes to the base game, nothing aesthetic in order to maintain the vanilla look and feel, while others like to go for the full overhaul route, there is also mods that seem out of place and are only going to be used by some people, stormtrooper armour for example.

     

    Even with my project, there are people that like things one way or want it to be another and I have to try to take that into account while also staying focused on what I think matters.

     

    Mod requests aren't always even looked at, it might not have been specifically ignored and even if it was, that would only be because people have their own projects to work on.

     

    You also have to remember, modders don't get paid, so while I am considering doing the shadow fixes for KotOR1, the thought of spending 60 or more hours doing so puts me off of the idea, coupled with the fact that I would then need to do exactly the same process to fix them for KotOR2 which I took a look at doing and it seems would require even more time to do so, because the lighting system in the games isn't perfect.

     

    For example see the following screenshots.

    Ignoring the big shadow in the middle which is cast by something else.

    map1.jpg.07d56fa61a2dbcb4b935e99e172e621b.jpg

    The star map casts a shadow which can be clearly seen.

    However!

    map2.jpg.7724443a18759cbb2926c5954281ef69.jpg

    Because of the way the game works, the moment it is off camera, the shadow disappears.

     

    Now, it might be possible to fix this by adding a dummy mesh that takes up a large amount of space to ensure it is always visible, but this could again require perhaps hours of tinkering and testing to get perfect, it then would add another 5-10 minutes to the time it would take to apply to each placeable model.

    Given a conservative estimate of 30 minutes a model, that adds up to 111 hours of work.

     

    So for what might seem like some, to be a seemingly simple issue or fix, the scale of applying them to a large number of models, soon becomes troublesome.

     

    As showcased with these screenshots, it took me three attempts to get the desk placeable looking right in KotOR1

    desk.jpg.49e87bbc2687b82558277cc201fa52e2.jpg

    This is because the model has various parts to it and those parts all interact with the lighting system, as can be seen here the panels prevented the shadow being cast.

    So I went back and enabled shadows for that part of the model.

    Only to go back in-game and notice that I had missed a part on the side.

    here.jpg.4288e79de6440c3d1a44b2e6677dbf97.jpg

    Which meant I had to do it again. ( this can be seen in the bottom left of the shadow and is caused by the light on the side )

     

    I hope this illustrates my point and why perhaps not every mod request has been seen to.

     

    People also tend to take on mod requests which interest them personally and ignore those that don't which is perfectly understandable and entirely fair.

    • Light Side Points 3

  14. Taris Walkmesh Fixes


    This is a fix spotted and requested by @Salk

     

    I have since spotted and added an extra fix for the door showing through the wall.

     

    It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL.

     

    Either way, here is a quick fix for that.

     

    Installation :

    Put the following files in your override folder.

     

    M02ac_02b.wok
    M02ac_02k.wok
    M02ac_02e.wok

     

    Uninstallation :

    Deletefile the following files from your override folder.

    M02ac_02b.wok
    M02ac_02k.wok
    M02ac_02e.wok

     

    Thor110


    • Submitter
    • Submitted
      12/02/2024
    • Category
    • K1R Compatible
      Yes

     


  15. 1 hour ago, Ryzer said:

    I could probably figure out some way to get it automated for the rest, its more or less just figuring out the basis of the process and getting a single dialogue to work. but i might just give it up lmao, tried to trial and error for a few hours and followed the tutorial but nada on my end. 

    As far as I know everyone that has tried this has given up, so no shame there.


  16. 1 hour ago, Ryzer said:

    So sadly, i tried to give it a shot despite it being a simple process, however the process itself is difficult and thats mostly because im a newbie with kotor lol, ive modded plenty of other games before but kotor is a new one for me,  I read the tutorial about the voiced over dialogue but its more interpreted for modders who are more established then i am, and he uses TSL as a base line for the tutorial :( so its not really helping my case haha, i dont really want to drag you into having to explain it step by step for me but i am pretty desperate for this mod, ashame that no one has ever created some sort of basis for it. I know that jedijosh920 had one awhile back but his stuff got shut down. 

    Both games are relatively similar, though they have some specific differences.

    There are a lot of tutorials available for modding the game, for the most part it's just a matter of opening up the files and learning your way around.

    As I mentioned though, realistically this is the sort of thing that needs to be automated, manually adding an entry for every line spoken by the player character isn't feasible.


  17. 1 hour ago, Ryzer said:

    Thank you so much, i’ll definitely look into that. Is the lip movement also included in that tutorial or is that a whole process on its own? tried to read into the lip thing but the threads i read were from like 2013, and probably outdated. 

    No, I don't think so, you would have to generate the lip files yourself, there is information on how to do so around here somewhere.

    I believe the best tool for generating lips is currently in the reone toolkit, from what I remember reading it is the best anyway.

    Really doing this is a LOT of work and not something that can realistically be done manually, it would have to be automated otherwise you would have to go through every line of every dialog yourself and make various adjustments, as well as generating the lip files.


  18. 1 hour ago, Ryzer said:

    HI everyone!

    Was wondering if its possible to add voiced dialogue for your character? I was trying to figure it out myself with dlg editor and using an ai voice for wav files, but got nothing to work. I wanted to look into lip movements too if got the dialogue working but read thats a bit more complex software wise, so have not yet attempted that. Is it possible for any of this? If so can anyone help me out? im really desperate to up the immersion with this game ;(

    There's an entire tutorial and discussion on doing this. As I recall someone was looking to automate the process as well.

    Long story short, it's a lot of work, but it's possible.


  19. 3 hours ago, JoshGHz said:

    Hi,

    This seems to work fine, but I'm getting crashes on transit to Environmental Zone. Research indicates this can happen with party members present, but even going with no members breaks. 

    Thanks for the heads up, I expected it to crash in some places which is why I put a warning in place, unfortunately I haven't had the time to get back to testing this as I have been busy with my main project at the moment.

    But I will take another look at it when I get the chance.

    • Like 1
    • Thanks 1

  20. 3 hours ago, DarthParametric said:

    You're thinking of Flawless Widescreen, which patches the game in memory. You should never use it, precisely because it causes crashes.

    That would be the one, from what I recall it worked fine for me though I didn't play it for long, but going by the OP it still sounds as if they might have done both.

    6 hours ago, darthacerbus said:

    I've patched the editable exe with UniWS, using the upscaled cutscenes, I'm pretty sure I did the hex editing right,

    I did however forget to add the obligatory advice of try again.

     


  21. 2 hours ago, darthacerbus said:

    Hi,

    I've been grappling with trying to get KOTOR 2 to work recently. I'm trying to get the legacypc Steam version to run at 1440p, and while it loads into the main menu, through character creation, and the text crawl movie without issue, upon attempting to load in to the Ebon Hawk prologue after the movie, it crashes immediately. Movies otherwise play through the main menu movie viewer without causing a crash.

    I've patched the editable exe with UniWS, using the upscaled cutscenes, I'm pretty sure I did the hex editing right, and I'm making sure to launch directly from the exe rather than Steam. I've tried compatibility mode for XP Service Pack 2 and 3 (on Windows 10), disabling high DPI settings, tried Windowed mode, soft shadows and frame buffer are disabled, disabling movies in the ini, and deleting them entirely. Nothing fixes the crash. Only mod I have installed is RCM 1.8.6.

    Any idea where I'm going wrong, or what I can do to fix this?

    As far as I remember from back when I used it, UniWS does the hex editing itself when the game launches and you don't need to hex edit it at the same time.

    IE : hex editing it is one way to apply the resolution changes and UniWS is another way.

    Though I only used it once for KotOR1 many years back and I don't have it installed anymore as there are better ways to make the changes.


  22. A few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant.

    It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender.

    The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod.

     

    But, it might end up being an overhaul for the Coruscant mod, only time will tell.

     

    For reference, here is a screenshot of the original level.

    original.png.1c46d7fa3e04ed639d39e7109903e022.png

    And this is how it looks now.

    nows.png.d505ff1b2de2696867632d598bf46b24.png

    So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely.

    corridor.png.e97793c3a82d175c0852cbfa958aadb7.png

    I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant.

    finished.png.5625986e27198ecebec11cc702f6270a.png

    It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures.

    ceiling.png.81fa3c249515ea133f87e14724f5aa55.png

    While it's not perfect, it was the best I could manage with the geometry and textures available to me.

    I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant.

    pads.png.de6d43014db4dd4e44e5812455af1917.png

    As seen here, there were no barriers at three of the edges of the landing pad, but I added them in.

    hawk.png.adb692e4c8087465d4bc36faf082c48b.png

    The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows.

     

    And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource.

     

    Though I am hoping to fix the current issues and get it in-game!

     

    Thor110

    • Like 9