Thor110

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Everything posted by Thor110

  1. At no point does the game suggest you do not level up, therefore there is no encouragement to refrain from levelling up too far too soon. I think you are mis-remembering it to be honest, I remember it being tough but I remember it also being a satisfying challenge to complete, it is also a challenge that not everybody takes on, which I think is also part of the point, not everyone does all the side quests for various reasons. Be it that they have done it before or they don't have the time, or that they just don't want to. Personally I like to do them and I like them to be challenging, if you can find something in the game that truly encourages you to refrain from levelling up, I would like to hear it because I am confident that there is no such suggestion or encouragement, other than that which comes from online guides or people who have already played the game.
  2. I took those to be two separate battles, but maybe I read it wrong. Considering info is spare as you say maybe we are both reading it wrong. 1 : Considering the character was on their way to the Star Forge, going to the closest planet to the Star Forge, might have made some sense, rather than darting off to the other end of the galaxy. As for the Star Forge, I don't think it really needs any mention of what happens to it or who might control it, I thought that was all meant to be a part of the end and your own imagination as to where you think the story truly goes from there. It is also made to be quite clear that no one even knew what happened, or only knows vague details that have spread across the galaxy like wildfire but likely remained inconsistent with the truth. From a certain point of view! lol
  3. You are certainly not encouraged to refrain from levelling up, considering the Endar Spire forces you to level up once ( mainly to teach you I guess ), but no one would have known prior to playing it that doing it this way would have gained you extra force power progression meaning that it is an after-play tactic. I myself remember being a high level leaving Taris the first time I ever played it, the Arena is meant to be a challenge, defeating the final opponent is not meant to be easy and nor is getting to them. As suggested it would be easy to do this by either altering the module or just adjusting the difficulty slider, definitely don't think it's something that needs modding into the game. That's just my opinion though, if you think it is that worth doing grab ERFEdit and K-GFF editor and dive into the level to alter the characters stats.
  4. View File Blue Kotor-Like GUI I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered ) Submitter Thor110 Submitted 01/07/2021 Category Mods TSLRCM Compatible No  
  5. I am not sure I would call all of TSL's writing crap, but it's definitely lacking here and there. Honestly I would say if you wish to go through 130,000 lines of dialog and improve them, rewriting them as well as finding a way to fix the Audio around them, crack on. Or otherwise good luck finding a team do so, I myself have had thoughts of changing all sorts of things, though I cannot say that the writing was heavily one of them, other than perhaps typos or out of place lines. There is also one huge thing to consider, which is compatibility and interest, compatibility for something like this will be practically non-existent and I suspect interest would be lacking also, though I can also say that on the other hand if done right interest would be huge, so all in all good idea, huge undertaking, I would say make a start on it, or form a team and make a start on it, or start by heavily improving the writing of just a single area in the game to showcase your suggested improvements.
  6. Good to know and incase anyone else is following this, I looked up : https://deadlystream.com/topic/3201-kotor1-local-booleans/ Which could be handy for people and that they are found in "k_inc_generic" for TSL I had simply forgotten as I haven't really used them yet, though I have known for a while that I really should start doing so.
  7. Perfect response, thank you and good to know that it can be used on placeables also.
  8. Does that include the talked to flag? To be quite honest, I haven't found a list of the local variables as reference yet, or are you just talking about a variable? As I know there is that large list of numbers that refer to local variables, however I do not know where they are right this second, I think in a 2DA iirc but I am not sure, perhaps you could point me and this newer user towards it?
  9. You can also just check if they have the datapad in their inventory Ah I doubt it / am not sure, I forgot you are working with a placeable, by the sounds of it you might be better off with a new global variable and making sure to continue using that variable more than once. ( depending on the extent of your use or need for the variable anyway )
  10. You could just use k_con_talkedto.nss for the conditional, it is a global script to check whether or not you have talked to that NPC before, meaning that tree of dialog can only be accessed once. ( if applicable in this situation ) it uses the talked to flag on the NPC.
  11. Currently I have changed entries to match the specified delay for the kodin.dlg that is widely known for doing this, I will continue to test it over and over again to see if it occurs however I could not get it to occur beforehand anyway. As this other issue is dialog related that I have been trying to solve for sometime I thought I would post about it here as well to hopefully get some discussion going on both dialog related issues. The above image shows the issue which sometimes happens in levels, recently I came across a custom level that was reproducing the bug 100% of the time when entering the level and I compared it against another .dlg file ( kodin's actually ) and discovered that it was missing the NextNodeID, adding this in for the custom level fixed the issue of the top part of the border not coming down. Removing this entry, would also cause it to happen in the custom level, adding it back in would also fix it and I verified this multiple times. I have come across a few levels in the main game that do this almost every time, for me at least this is the Harbinger Sion Cutscene and the dialog with atton when you reach the Hanger on Peragus and he complains about it being locked and possibly a few others. Considering that it is now a reproducable bug as well as a fixable bug, at the least for a custom level, I am almost certain that this can be fixed anywhere else it can be found throughout the game. ( however so far I have not had any luck with this level ) I will also be documenting any dialogs I come across that have the skipping issue and testing the proposed changes for those. Thor110 Update : Though I have not been able to fix it with the above level yet, I have fixed it in another main game level. It seems having the wrong NextNodeID set ( which I believe is meant to be 0 or 1 or whatever the starting NodeID is to the .dlg file ) causes this issue. In this dialog it was set to 25, setting it to 1 which is the NodeID of the first line of dialog Kreia speaks fixed it. Hopefully this can lead to all of these dialog issues being fixed for the game. Is it not possible this value is already recognised as something in the game?
  12. Ah I didn't really think about that part as I thought it was either similar or not too dissimilar to figure out, my bad! But thankfully someone has got you the answer. Good to know they have been helpful, I hope to write more in the future so let me know if there are any topics I can cover.
  13. Check out the tutorials section there are some fairly detailed ones in there as well as some simpler ones. Yes you create a .dlg file, link it in the conversation field of the .utc file, dialogs basically are cutscenes, so .dlg files are used to structure cutscenes. below is an example of a script I use to start a conversation with the lead rodian of the next example who just left that level. below is an example of a script I use to have four rodians leave the area and dissapear when they get to the door. It has all four of them walk through a set of locations before they get to the door, then has the lead rodian open the door as well as destroys them making them dissapear. Hopefully that helps or gives you some examples to work with, but there are some decent tutorials available worth checking out. Note : everything here is scripted for K2, so there may be slight differences to apply before it will compile. Thor110
  14. Is it just me or could you not just set the refresh rate of your monitor in windows before playing the game?
  15. Ah, I also noticed I can find it in a HexEditor near the top and realised why it wasn't converting because one uses Supermodel03 and the other uses the model that uses Supermodel03. Thanks for your help
  16. I was wondering, do you perhaps know the way to determine what supermodel a model should use? I myself just tried to follow your instructions, but no matter the supermodel I put into the folder it doesn't accept it. Though I am not trying to port this mod, I am looking at porting another. ( however I thought to avoid details and try to follow your instructions as I have been needing to convert a lot of models myself )
  17. You won't be able to just rename the files, the models will need either converting or recompiling using the K2 supermodel. Thor110
  18. I went with what I thought was best as a reply, sorry. As somebody mentioned above you might be ok with the editable executable from this site, I am not sure as I have not used it. I would rather not break any rules on this website, however I understand that you stated that you own the original game and fully intend to use it as legit as the site's rules themselves state should be the only way to do so, but I am not sure to what extent that first part truly applies to just discussion on the matter. As one one hand it says they might host them, but on the other hand it say's you can't even discuss them. I believe that means we can't or at least shouldn't discuss them but the site themselves can make a decision on whether or not to upload such content. ( that is how I interpreted that rule anyway )
  19. https://deadlystream.com/topic/7454-deadlystream-forum-rules/ 8. Illegal Material "Do not discuss or post links to illegal material or discuss where to obtain illegal material (i.e. where to get illegal cracks, etc.). Do not post magazine scans and other copyrighted material. This is prohibited. Discussions about how to perform activities that are illegal in the US are also prohibited (i.e. torrents to acquire the games illegally, etc.). Deadlystream may at times host files that circumvent DRM; in these instances, these files are only to enable the normal and legal use of the games they are made for. In all instances you must own the content you are using, and Deadlystream does not condone, promote, or enable piracy. Discussion about piracy is strictly prohibited." Unfortunately the best I can do is point you to the rules.
  20. Version 1.1.2

    525 downloads

    I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered )
  21. Thor110

    Screenshot_8

    From the album: KotOR Port

    In-game.
  22. Thor110

    Screenshot_7

    From the album: KotOR Port

    Loading screen.
  23. Thor110

    Screenshot_6

    From the album: KotOR Port

    Music menu.
  24. Thor110

    Screenshot_5

    From the album: KotOR Port

    Movie menu.