-
Content Count
710 -
Joined
-
Last visited
-
Days Won
50
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Thor110
-
-
You could do that piece by piece but I think a better idea is to figure out the correct scaling for each map, you could use the minimap itself as a guide for that and then render the level as an image to either create the minimap from in Photoshop or I know through rendering techniques borders can be applied etc but again I am unfamiliar with that I still haven't done that much looking into it yet because I am not very good with 3D modelling. KotorMax and NWNMax have a Mini-Map maker button that according to forum posts only works in 3DSMax, I wonder has anybody tried it out?
-
From the album: KotOR Port
-
Luckily for the K1 minimaps they don't use the lightmaps so I don't need to worry about them, but for this idea modifying KotORMax to load the lightmaps as well when loading a level via the layout file is probably the best approach. I am not even sure how to manually apply them, perhaps that could be assigned to a macro as well.
-
Interesting idea and correct me if I am wrong, but couldn't the entire map be rendered at once? Just import to Blender with KotorMax and use the .lyt file to arrange the level, then use top-down rendering techniques to make a map from it, I am almost certain I have seen a technique / tutorial somewhere for rendering a whole level to a minimap at once, I shall have to track it down. At some point I need to re-render the K1 maps for K2 anyway so I might look into this as well ( won't be any time soon though ) as for setting up the lightmaps, I do not even know how to apply the lightmaps myself, using GMax and KOTORMax it's relatively simple to get the whole level loaded in.
-
View File Coruscant Patch NOTE : This is included with the Expanded Galaxy Project already. This makes the Coruscant Mod compatible with TSLRCM & M478EP. After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game. If you encounter any issues feel free to let me know. Thor110 Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all. Submitter Thor110 Submitted 07/08/2020 Category Mods TSLRCM Compatible Yes
-
Version 1.0.0
1,804 downloads
NOTE : This is included with the Expanded Galaxy Project already. This makes the Coruscant Mod compatible with TSLRCM & M478EP. After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game. If you encounter any issues feel free to let me know. Thor110 Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all. -
I haven't tested with the community patch so it's unlikely, I am hoping to include compatibility for as many fixes as possible or if the authors will permit it include the fixes with the project as a whole. Will reach out to the authors at some point as well as examine the mod and check if it will be compatible or what I can do to make it compatible. So far it requires TSLRCM 1.8.5, M478EP 1.5.1 and Coruscant, anything beyond that I haven't tested.
- 16 comments
-
- 1
-
-
- levels
- compatibility
- (and 14 more)
-
Damn I feel stupid now, I have analysed / compared the files so many times against vanilla levels and there are effectively 0 differences in the modules. Turns out it was the lack of a .vis file which will remain in my project until the models are fixed. Still it seems strange to me that it shows in vanilla resolutions without a vis file. Edit : I only had one level I could even compare against to check that which is Yavin Station thanks to @Effix who also toyed around with porting Yavin Station but fixed the models and their vis file as opposed to just converting them with MDLEdit as I did and allowed me to use those files. I basically dis-regarded the vis files because the dialogs worked in vanilla resolutions and as far as I could tell only affected the force speed blur, how foolish of me.
-
Yeah, I didn't expect it to work I just decided to play around with the files. M478 has working one-line dialogues in the Aspyr version, so I feel like I am missing something, but again copying a dlg file from M478 to test in levels I am working with gives the same problem.
-
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
-
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.
-
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
- 7 replies
-
- 1
-
-
- continuity
- tsl
-
(and 1 more)
Tagged with:
-
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.
- 7 replies
-
- 1
-
-
- continuity
- tsl
-
(and 1 more)
Tagged with:
-
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 )
-
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.
-
"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.
-
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.