Thor110

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Everything posted by Thor110

  1. https://www.moddb.com/mods/cdt-foxs-ultimate-republic-side-mod This is the one that I have seen that looks to be pretty good to me, sometime last year I got into modding BF2 as well and contacted CdtFox about porting KotoR maps into BF2, but I had some personal issues and ended up unable to get on my computer for the best part of a year, now that I have just done a load of work in porting the maps between kotor games I may look back into reconstructing them for BF2 as well, I still have all the tools and my old project files left on my hard drive. It is definitely great to see that modding for BF2 is still alive and well, I think primarily because of how big a let down the new Battlefront games were. I still have my modded version of BF2 which is over 10GBs with an incredible amount of new content, I also managed to get the alpha release of BF3, but that took a long time to find a legitimate file for. Thor110
  2. Notes about the conversion process for anybody interested in following my tutorial or having trouble converting maps.
  3. My old message with potentially relevant information about scripts kept, removed or edited.
  4. Both mods have been released and are available on ModDB.
  5. Here are my nominations! #1 - A nice little addition to the game. - Best Content Addition #2 - An overhaul of one of the overlooked areas of the game / story. - Best Texture Enhancement #3 - Female Armour Collar Fix by DarthParametric, it's really nice to see odd pieces of the game that have visual issues getting fixed. Best Content Restoration Most Helpful Community Member I nominate Kexikus for most helpful community member, though I have not been on the forums long they have helped me and I have seen they help around the site in general. Mod of the Year For mod of the year I nominate Lehon by jc2 Just saw this thread and noticed I had like a day left, so I thought I would write up and submit my nominations now before it's too late. Thor110
  6. If you ask me, there really isn't that much missing from the first game, also compared to K2 the dialog.tlk file is half the size, I think K2 leaves most of the entries from K1 in the dialog.tlk as well but I have not compared every entry, depending on what kind of changes you plan to make I might be interested including it in my overhaul / new planet update, but due to the amount of good mods that probably edit the .tlk file I will have to look into what number entries they use, perhaps add them to mine and make it compatible with other mods before release. Thor110
  7. Interesting thought, I hope you can get some solutions to this issue, would definitely be good for companions to use consumable items, but they might need some logic for when and why they might use them, so this would require some custom functions. When I get a bit further into scripting for KotOR I may give this ago, definitely for the consumables. Such as If ( companion health <= to 25% ) = use consumable "medpac1" or if droid "repairkit1" Or varying percentages to allow them to use different consumables, you may also have to make allowances for when you do not have the consumable items, as for getting them to use grenades, I am not sure about this, I am sure it could be done, but not entirely sure the logic you would want to use behind getting them to throw them, most likely the reason for them not already doing this is your companions might end up using all of your consumables without you realising. Thor110
  8. Better off biting the bullet I am afraid, there are a lot of people working on updates for the games and there are already a lot of good texture and model updates out there, I plan on making some new animated textures for all of the games computers, doors/panels and such as well as some new textures for anything that is noticeably bad. But a "professional update" unfortunately that is never going to happen, it's pretty much already had it's "professional update" with the Steam and GoG versions. As well as TSLRCM & M478EP the two biggest mods that I know of, there are a LOT of high quality textures for the game, but not for everything. Hopefully one day ^^ Thor110
  9. All K2 modules made for K1 complete, just a few issues on a few maps, more screenshots soon!

    1. Thor110

      Thor110

      Didn't know there was a hard limit though it's no surprise it's a more solid / stable engine compared to K2.

      I haven't looked into detail at this as it's a side project or the second expanded galaxy mod to work on in the future.

    2. Thor110

      Thor110

      May just bypass the problem by completely porting the first game to the second game as a total conversion.

      Would also make sense as it would require users to port some files from the first game themselves ( exe, dlls, inis, music, sounds and movies ) and allow me to make an ultimate KotOR 2 install and Launcher that can start both games.

      My first thoughts were to include the dialog.tlk file in the second games and increase all references / entries to it for the first game but trying to include it seperately and having it handled by the launcher might be a better option.

      It should durastically decrease the install size, remove the need for porting of the second games maps altogether and allow for easy module creation for both game using just one installation made of an original install of both games and a mod, should also allow for easy patching to update for other mods as the dialog.tlks will be kept seperate.

    3. Thor110

      Thor110

      This shouldn't go against any issues as it would require both games from the user and manually copied files as well as the second game to begin with and would avoid conflict to arise for the K1 port too soon as well as save me the trouble of having to fix the Telos, Dxun and Dantooine Maps from the second game and instead creating copies of the modules as any guide would show you how to do.

      Great question! Got me thinking ^^

    4. Show next comments  66 more
  10. Old messages and K2 to K1 screenshots, now also in the first post!
  11. Edited : I noticed that there is actually a mode for both games in this program, I must have missed this before, amazing program, I still haven't used it yet / don't know my way around it but will give it a go at some point, though I am use to other tools and applications now, its going to be handy once the maps get full of story elements, characters, doors and more. Thank you for this amazing program. Thor110 Update : as my project begins to near completion, it seems both games levels load fine, not only in both modes, but primarily in the mode I am working in.
  12. Also in the process of converting K2 modules to K1, I have now got all the files converted, just need to reconstruct the module files and fix the three pieces that wouldn't convert, shouldn't prove too difficult.

  13. In my profile picture there is a small screenshot of my main character ^^ Mustafett, I may have to log in and screenshot all of my characters at some point, I spent a lot of time and credits customising their looks as well as keeping two sets of gear even to this day ( though I dont use them as I use to ) because of the costume designer and such, but I used to have to rip out two sets of full gear for pvp / pve. Great game, I do need to play some of the new content at some point, for anybody here that knows SWTOR really well and might know of K1 or K2 references I am looking for people interested in helping my little modding endeavour with information about story links, quest links and any mention of K1 or K2 characters, events or otherwise in SWTOR, as well as anything that might translate vice-versa, of which I already have a few ideas noted down. More of my characters. Thor110
  14. I have only been here some 15 days but already got to know my way around and have learnt a lot more about kotor modding ( I have not done much with kotor tool in a long time and never did do much anyway ) Will be looking for others that know the stories of K1, K2 and SWTOR well enough to help with the storyline expansion mod I have planned for K2. As well as anyone interested in modding, texturing or modelling, I am also interested in regular discussion about modding K1 / K2, so if anybody is looking for help to learn how to start modding, feel free to comment here, message me or ask otherwise on any of my topics. I have a single tutorial written for the moment, that I wrote pretty quickly while I was porting every module from K1 over to K2, where I had to port so many, so many times ( with some problems here and there until I got them all fixed ) I knew the process so well I wrote a quick / short tutorial on the process, I will also write an opposite tutorial for K2 to K1 modules when I have perfected the process. Thor110
  15. Hah! I have been using it for the past 14/15 days odd and just thought it was part of kotor tool, downloaded a lot of tools though, but it's a really useful tool, definitely a staple I have had no issues with so far, I have already used it for editing the "ambientmusic.2da & planetary.2da" files for my mod. Thor110 Note : Now I think about it if you add a new entry when a current entry is not selected it pops an error or has done a few times for me ( I have not since repeated the test as this is from memory )
  16. A playlist of all the ported modules.

     

  17. Just finished fixing the final modules of Korriban, seems the ASCII files being converted by MDLEdit were formatted differently.

    Later today / tomorrow I will be updating all the doors in the game ( removing restrictions, difficulty and requirement for explosives ) to make exploring and testing easier.

    After that I will add the planets to the galaxy map, which I have already tried, but couldn't get working at the time, then the entire thing should be ready as a modding resource, not sure if I will release to the community before making some leeway on my own project that makes use of them though.

    Looking forward to feedback from others, ideas and general interest.

  18. This post reminded me to try and fix what I was going to the other day using Notepad++ I have converted a K1 map to ascii using MDLEdit and a K2 map to ascii using MDLEdit, I have then opened them both and am looking to compare them and thinking about adding the AABB node to K1 maps, or so I thought, but it both K1 and K2 maps reference the aabb node, just in different ways. It seems in 201tel01 the aabb node is referenced in two places, as it is in the K1 map kor_m38aa, however the initial node in K2 is where as the initial node in K1 is With a little bit more research / tinkering I hope to try and manually add the references to the maps before re-converting them to Binary, that way I should be able to use the .vis files and have everything render correctly. ( even though removing the .vis files seems to be a perfectly viable fix for me, better to be thorough and try to do everything properly ) Thor110
  19. Old message containing conversion and story notes. Thor110
  20. Having individually converted them using MDLEdit piece by piece I have managed to get most of the maps across, though the following ASCII files still fail to convert / hang during the conversion and do not finish. For the moment I plan to import and re-export them using GMax / NWMax but I had trouble exporting last time I used GMax & NWMax. But hopefully this can help solve an error with the program, at first I attempted to K1 Batch > Convert to ASCII all of Korriban, which worked, I then tried to K2 Batch > Convert to Binary all of Korriban which got stuck at m38aa_03-mdledit.mdl.ascii I then individualy tried each module, which subsequently got stuck at 38aa_03 and 39aa_10 respectively, I then K2 Batch > Convert to Binary each individual file, which got me this result for the individual .ascii files that did not convert properly after deleting the original files for all maps and the .ascii files for the parts of the module which had converted successfully. Update : I think these files are actually failing to convert from K1 binary into K1 ASCII in the first place as when exported through MDLEdit the ASCII files will not open in a 3D modelling program ( I tried GMax / NWMax & Blender / Aurora Importer Plugin ) they pop an error, m38aa_03 was missing information and m38aa_06 had extra information, I will take down the results when I try again, for the moment I am trying to re-export them using a 3D modelling program but the files exported in Blender lack .mdx files and I cannot seem to export them as .mdl from GMax. Additional : Having viewed the converted ASCII files in Notepad++ I came to the conclusion they were not being ported out of K1 Binary into K1 ASCII correctly, the files appeared to be upside down / inside out compared to others ( though I did not compare that many due to their sheer content ) and this definitely seems to be the case as I solved my problem using the NeverwinterNights Model Viewer, using it to re-save the original binary .mdl's and then I tried MDLEdit's K1 ASCII Conversion again, then K2 Binary and it didn't work. But I decided after going to the effort of finding the model viewer ( which is really quite handy ) I thought I would persist and converted it into K2 ASCII after re-saving it from the model viewer, I then converted it back into K2 Binary and this seemed to do the trick, though some of this information is unlikely to help you, my problem is solved and hopefully the initial information I have provided will give you some insight as to the problem. Thor110
  21. [TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. Blender Tutorial 00 - Getting Blender Setup Blender Tutorial 01 - Asset Editing ( INCOMPLETE TUTORIAL ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.
  22. No I mean I need to unlock every door in the game for the sake of being able to test it easily, currently a lot are locked by default, high level to unlock, require keys or characters to unlock them from the storyline, so I need to go through every .utd script in the game and make sure they are all blank/default in their settings so that all doors can be opened in-game until I need to change them, but that will be for my project which I will not be starting until the base of every module has been ported and opened up. I am currently constructing module files for all the odd maps / extra mdl files that don't appear to have corresponding levels, there have been a few interesting maps so far, but I am not sure where some of them appear in the original game at the moment due to it being so long since I played them. Thor110
  23. I am looking forward to having all the modules linked, planet's added to the galaxy map, all doors in the game unlocked and to actually be ready to start plotting out story / linking everything together properly and adding new story elements both during the course of K2 and an extended galaxy crawl I have planned to be set after K2, though I do need to play K1 & K2 again to make sure I have a good recollection of the stories, this could take a while :/ That is today's workload as well as continuing to try and fix the three Tombs on Korriban that don't work at the moment. I also need to make sure I know all canonical endings to quest lines as well as taking down as much as possible about storylines that can be linked throughout K1, K2 and SWTOR. Thor110
  24. Check out the post in my Signature :) I have ported every single map from K1 over to K2 now and am now re-creating module files for maps that appear to go un-used. Yavin Station was also one of my favourite locations and I always wondered why it wasn't in the second game or didn't have more of a purpose. But so far only 3 Korriban modules don't work, funnily enough three of the last Tombs, not sure why but I am sure I can fix it. Thor110
  25. Just open K-GFF editor and go to the same file / location you have done in kotor tool or extract the file using kotor tool and then edit using K-GFF editor, just open the file and look through all the fields / entries and look for where you need to enter your item, you seem to already know the exact location / locker it needs to be placed in. I have opened exactly the same file for reference. All you need to do is add a new entry/struct to the ItemList section and add the three entries for your new item The above code is what you need to be looking for in the footlocker script file, simply add a new struct to the ItemList with right click, then enter your item's details. Still having not added an item to the game myself yet, pretty sure this is what you need to do.