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Everything posted by Thor110
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Version 1.2.1
2,255 downloads
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 NOTE : The current included readme is outdated, so the installation instructions are included below.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. -
0.8.3 Experimental Files for the Expanded Galaxy Project now feature demo levels of the Endar Spire. The video is outdated and the levels are now 99% functional / can be played through, I suggest starting a new game, skipping the prologue and then warping to "end_m01aa" In the future I might work on more levels, I found deconstructing and rebuilding these levels to be a really fun experience. I also think that they play and feel a lot better.
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This is amazing I look forward to trying it out sometime, I actually had a similar idea but to make some new maps manually out of other pieces but as I am not very good with modelling I scrapped the idea in the end. 3D & 2D views this will make arranging a level so much less time consuming!
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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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This is an awesome program and I will definitely be making use of it for my project, I noticed in the read me that you said for users to request features so I will also be posting on the topic for this tool. Thank you so much for these awesome programs, you do the KotOR community a great service, without many of your tools modding KotOR would be even more difficult.
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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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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. Mystery Box K2 Preview Endar Spire - TSL - Preview Thor110
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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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The Jedi Masters (TSL Total Conversion Mod) ported to KOTOR 1
Thor110 replied to JediArchivist's topic in Mod Requests
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. -
View File 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 Submitter Thor110 Submitted 05/05/2020 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
299 downloads
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 -
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. 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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View File 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. Submitter Thor110 Submitted 05/01/2020 Category Mods TSLRCM Compatible Yes
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View File 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 Submitter Thor110 Submitted 04/30/2020 Category Mods TSLRCM Compatible Yes
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No I am using the original 4CD version along with TSLRCM 1.8.5 and M478EP 1.5.1.
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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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I managed to put Peragus back onto the Galaxy Map for my project, seeing as there are no more planets to fill that last slot I will leave it as it is for the moment.
It is the last working planet slot though, two of the 16 slots don't seem to actually function, that is currently Onderon, though I think it could be made to function it is locked out for the story and the Ebon Hawk which is currently used for Malachor V as the player doesnt need to exit to it.
Beyond that as far as I can tell it's impossible to add any more planets, unless replacing Peragus or Onderon.
Though there really is no need for so many planets, I just wanted to push the galaxy map scripts to their limits and see what could be done.
I think it is hardly noticeable that the galaxy map is not present during the tutorial, but let me know what you think if you are reading this extra long status update. -
Version 1.0.0
235 downloads
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.- 1 review
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Version 1.0.1
1,714 downloads
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- 1 review
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View File 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 Submitter Thor110 Submitted 04/29/2020 Category Mods TSLRCM Compatible Yes
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View File 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 Submitter Thor110 Submitted 04/30/2020 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
749 downloads
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- 1 review
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