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Everything posted by Thor110
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One Line Dialogues in the Aspyr Version of the game do not seem to work in my project's levels in any of the newer resolutions, but appear in all the original resolutions. I have searched high and low for an answer to this question, I have also tirelessly tried to figure it out myself but it doesn't make any sense to me. The way I have tested this is by taking a dialog from a level already in the game, that works in the new and old resolutions ( specifically 000twid.dlg from 207tel ) which I re-used in one of the levels I am working on, however it still doesn't work, I have compared the utc and dlg files as well as the levels in general and can't find a definite causal link. For a little while I was playing around with the Miles folder and thought that might be the issue, because replacing the Miles folder with the original Miles folder actually breaks all dialogs in the game removing all voiceovers, so theres a possible link to the dialog files. I tried various combinations of the files within the Miles folder to no such luck though I hardly expected it to work I just thought it was worth analying the files that are different between the 4CD and Aspyr versions of the game, most swaps cause error messages or the game to lag quite heavily on startup and in the dialogue menu itself. Thanks for any help provided. Thor110
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1 : Have you created a custom ISO of the game and checked the ini flags so that it can load content from the console itself? Or included that custom content in the ISO itself? Also sorry to resurrect a possibly dead topic but March 5 2019 isn't that long ago to me. 2 : I was also wondering did you create _a and _adx rim files for the new levels? these module files contain the various models associated with the levels, at least for KotOR2 this is the case and as I plan to try and get the main KotOR2 mods working along with my own project if possible. I am pretty sure no matter what you will either need to edit and build around the K1 DLC or create a custom ISO of the game, I was thinking about using the K1 DLC as a template to build a K2 DLC / Xbox installer file for K2 mods.
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I understand and just felt the need to clarify why that wouldn't work. ( maybe for some people it would ? ) but I don't see it myself. The name of your character would be possible to transfer across as it could be pulled from the save file. I believe the final love interest was not actually something we discussed though it seems so obvious now. As for same-sex that would make it rely on more mods but again it could be done. Having Revan have the same head as the player chosen head would also be possible. As for Revan being a companion or main character again, the only way that would fit into the story would be as a sequel. ( this is something I have actually considered for my Post-K2 project but is not something I will be working on until after my main two projects ) I struggled to read through your suggestions as they are all bunched together ( I do this myself sometimes but I try not to in Forums / open discussion ) but I have tried to answer them for you and hopefully some of these ideas might be useful for lachjames or anyone else that makes mods that rely on this project. Thor110
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I believe you are misunderstanding the purpose of their mod. Their mod and the tool they made for it, currently allows players to skip Attons conversations in regards to the gender and force alignment of the player in the first game. Due to the fact that we are talking about Revan & The Exile and two different stories entirely, I don't think there is any plan to try and make both games use the same main character as a few people seem to have suggested / got the idea that it will work this way. At the moment it just makes it so that the player does not have to discuss Revan with Atton on Peragus, but there are plans to make it so that it effects other things that could be carried over from the first game, such as whether or not certain characters are alive in the second game.
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You're very welcome, glad I could solve your problem. Something worth noting, you should be able to continue to use your previous save if you still have it. ( because it wasn't the level modified only a global script loaded from the override folder )
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Because it's a mod made for the first game not the second game and it is modifying the master AI script.. considering HK is an NPC & will use the script "k_ai_master.ncs" I am quite confident that will be the issue. Also in your other post you explicitly only mentioned M478 & TSLRCM, not listing the other mods would have made it impossible for the author of TSLRCM to diagnose your problem, hopefully this solves the issue for you anyway.
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"Repeating blaster attacks restoration" is a K1 mod as far as I can tell, so that is likely to be your issue. No guarantee / promises though. Having looked at the files for the mod and using the findrefs utility to search the second game, it seems using that mod you are overwriting "k_ai_master.ncs" which is present in both games. Removing that might / hopefully solve your issue.
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What version of TSLRCM / M478? Any other mods installed? Steam, GoG or 4CD version of the game? Haven't ever come across this issue myself fortunately.
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I wanted to say a big thank you to all of the Mod Authors that have let me include their Mods in the Expanded Galaxy Project.
While continuuing to work on the Port and the main Project I will continue looking for decent mods / fixes for the second game to include.
Also still looking for testers, suggestions and modders to get involved with the project, if you would like your mod included or would like to get involved then please message me on here or on Discord. -
View File 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. Submitter Thor110 Submitted 06/09/2020 Category Mods TSLRCM Compatible Yes
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Version 1.0.3
523 downloads
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. -
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. 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. I 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. 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 )
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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. 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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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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View File 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 Submitter Thor110 Submitted 05/25/2020 Category Mods TSLRCM Compatible Yes
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View File 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. Submitter Thor110 Submitted 05/26/2020 Category Mods TSLRCM Compatible Yes
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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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Version 0.8.2
84 downloads
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