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Everything posted by Thor110
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View File Module Templates for v0.4.0 Full Update These are the files required to recreate the modules in the v0.4.0 Full Update Release of the K2 Expanded Galaxy Project. Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification. Thor110 Submitter Thor110 Submitted 03/09/2019 Category Modder's Resources
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This has not been brought up yet no, but you make some interesting points. I have thought about this before, but I think it will likely still need to remain two seperate K2 installations in order to preserve save integrity and eliminate the need to make the above changes. Given that I already had two free-roam type expansions planned for both games it seems unlikely that I could provide seamless gameplay or transition between them, thinking about the time frame between the two games also makes me think it doesn't need to be done. As well as this, both games follow different characters, so it wouldn't make much sense, or it would have to loop back to a new character creation screen, a lot of global variables would need re-writing, duplicating and possibly renaming, for the sake of development I believe the best choice is to go for making an installer that does the following : Verifies K1 & K2 Duplicates K2 Copies Necessary Files from K1 Deletes K1 ( Optional ) This would leave the user with two versions of the "kotor2.exe" in different folders pertaining to the K1 EG and K2 EG projects overall. So the short answer is no, it won't, but I did think about it. I still need to re-play the first game to see how well new planets would fit into the story-line as I get a strange feeling the first game is just as on-rails as the second, it has been some time since I played the first game. @JediArchivist Thank you for the example, there are many a mod that have taken this route, I personally would take this route to save space for the over-all download over any other reason, but it is also a safe way to avoid legal issues at the same time, serves two functions. Thor110
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Currently it is still a template version that is being prepared for the seperate projects, so it isn't actually applicable to any potential projects just yet. As far as I am concerned as a developer, provided I can verify both installations there is nothing wrong with this. The installation of such a thing would most require an installer to verify the existing installation of both games. I also wouldn't upload it here without permission from DeadlyStream so as to avoid such issues and I thought the general consensus was that as long as it was done through an installer and verified the existence of both games, it would be fine? To be honest having gone back over the topic, I still feel the thoughts on this were still not made clear. But the kind of concern that just talking about the matter could get the site shut-down is just insane amounts of paranoia, the very fact this entire project got likened to Aperion I found laughable, Aperion wasn't even a port but a full remake that turned into a port to try and get around legal issues, where as this is wholesomely different. Feel free to get people to chime in and considering how long any of these projects are likely to take and how they may not even be started, finished or released, what does it ultimately matter for the time being? The Mods here have already made their views on the matter quite clear, basically that they aren't sure, if EA have a problem, it would have to be with me not the website. I am also only going to be porting the tutorial level of both main stories and seeing if I can gauge a potential reaction from EA / Bioware to begin with. I studied game development for two years, I am well aware of the in-s and out-s of the Game Industry, they will never shut down a project like this, it would be a waste of their time. Aperion got shut down because it was a FULL FLEDGED REMAKE not a port, they tried to change it to become a port once they encountered legal issues. Regardless my intentions are still clear for the time-being, to work on the Module Templates until reaching 0.5.0 Final Release of the template pack, then I will be porting the tutorial levels and seeing what happens, more than happy to keep that away from DeadlyStream and uploaded elsewhere. But unfortunately I forgot everybody was worried about doing something that has already been done... The JS KotOR engine remake is just as dangerous as a product to EA / Bioware as this is, if not more so. Anyway, it's still just a modules template / modders resource at the moment, apologies if my message startled anyone, forgot that everyone here was oh so worried about a repeat of Aperion ( Which actually isn't possible, both legally and technically ) due to the nature of this project as opposed to Aperions Remake. Thor110 Apologies though you are right, but having been homeless and away from the project / forums for a few months, I somewhat forgot about this and am still unsure on the final conclusion.
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I am glad to be back, I have released a new version of the Modders Resource and overall Expanded Galaxy Project for K2, on ModDB, NexusMods and finally here on DeadlyStream! This is the second to last version of the template pack that I will be releasing, when I reach 0.5.0 it will be finalised and being duplicated to be used for various different project. K1 Story Port into K2 K1 Expanded Galaxy K1 + Free Roam K2 Expanded Galaxy K2 + Free Roam The above five projects would end up replacing Kotor 2 & Kotor 1 with 2 versions of Kotor 2 the k1 story port, expanded galaxy and free roam, then the k2 expanded galaxy and free roam. & hopefully if I am given access to the files, the continuation of the RoR mod and the TC Template Pack is the current and upcoming v0.5.0 resource release. A total of 6-7+ Projects with 2 Primary Projects as well as a launcher / download / config utility that I need to start work on and the tutorial series that I have been documenting while working on the projects. Template Module Construction Files https://deadlystream.com/files/file/1455-module-templates-for-v040-full-update/ Main Release v0.4.0 Expanded Galaxy https://deadlystream.com/files/file/1456-expanded-galaxy-v040-update/ Though the project and module files are compatible with the K1 Expanded Galaxy Project, everything is primarily tested with K2 and focused towards the K2 EG and K1 Port Projects which are my main two projects of the varying off-shoot projects created by this endeavour. As previously mentioned the overall focus of this project was initially just to port the Yavin Orbital Station into The Sith Lords, but it ended up making me set up templates for all of these projects. I hope to focus my efforts on the K1 Port and K2 EG projects for now as well as continuing work on the Swoop Demo for now. Thor110
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Version 0.4.0
343 downloads
This is the release of the modders resource and overall expanded galaxy project, for the time being this mod does break most of the main game, so make sure to make a seperate modules and override folder for this mod and swap between them if you wish to have various versions of the game installed at once. Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification. Thor110 There is a separate working release that does not require this on the Work In Progress topic for the Expanded Galaxy Project on page 4. -
Version 0.4.0
89 downloads
These are the files required to recreate the modules in the v0.4.0 Full Update Release of the K2 Expanded Galaxy Project. Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification. Thor110 -
I am sort of back around as a friend has put me up, though access to my PC will be irregular until I have some money to put towards the electricity where I am staying, I also have a lot of other things to focus on like trying to find work and a place to live of my own, but luckily I am in a better position now than I was a few weeks ago. Having now set up multiple GitHub projects and a NexusMods account as well as pages for both mods I have essentially resumed work on the project for both games, but I will be focusing on the K2 Expanded Galaxy starting with the Yavin Orbital Station Swoop Demo that will consist of 4-5 Modules. [ . yav_m50aa, . tat_m17mg, . man_m26mg, . tar_m03mg, . 510ond++ . ] I am not sure those module designations are correct, but Taris, Manaan and Tatooines Swoop Track as well as the Yavin Orbital Station, hopefully to include the Upgradeable Swoop Bike Mod by bead-v and potentially an updated version of the Onderon Swoop Track that will allow access to the Onderon Swoop Track using the Modified Bike via the Yavin Orbital Station Merchant / Swoop Bike Mechanic. I think the option to not use the modified swoop bike should remain also, via dialogue it could be enabled or disabled, IE : "I would like to use the Modified Swoop Bike now" or "I am going to practice with the Regular Swoop Bike for a bit" this would also allow for an original playthrough even if the player decides to purchase or try the modified swoop bike as well as visit Yavin. The Expanded Galaxy Project is aimed at becoming a community project, an overall renovation of both original KotOR games for all platforms as well as compatibility for as many mods as possible, I also hope to include items, maps, stories and content from mods galaxy-wide given I can attain the relevant authors permissions, this should allow for both games to become heavily fleshed out. There is also plans to totally port K1 to K2, which would require an installer that would verify both games installations, this would be somewhat necessary to make the K1 Expanded Galaxy Project ( or K2 modules in K1 ) more relevant and worthwhile, giving the first game access to the second games engine, which would allow for more placeables, better cut-scenes and overall game-play. Along-side my project I am still writing a tutorial series that will cover everything I learn about KotOR 1/2 Modding ( primarily K2 ) that will be somewhat aimed at helping people make a Total Conversion for Obsidian's version of the Odyssey Engine, set in the Old Republic / Star Wars Universe or otherwise. I hope this inspires people to make more KotOR games ( following other characters in the old republic universe, perhaps even their own characters from, before or after SWTOR ) there is also the potential for non-sw related total conversions, point & click type story adventures and much more using the Odyssey Engine's Unique Features and innovate game-play mechanics.
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Previous message. Luckily though this is still the case I am sort of around again now, read the latest post for more info. Next message.
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I wondered if you might be including a Star Map in this mod and if not thought to suggest re-using the Tatooine Star Forge Ruins for this, removing the .vis file will allow it to render correctly ( though I am not sure how you might do this ) but could always override with a blank .vis file. Great work so far though and I really look forward to seeing Sleheyron re-introduced to the game!
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I started taking a lot of these screenshots a long time ago for my 3840x1024 setup and other resolutions I have had along the way, so I thought I would share some of them in-case anybody liked or wanted to use them. This is my current desktop image. I have images from around the galaxy and did plan to take a lot more, but I won't be getting back to it anytime soon as I do have a LOT to choose from. Tatooine Manaan Dromund Kaas Nar Shaddaa Orbital Station Eternity Vault Balmorra ( I think? ) or Rishi I can't remember. Space Ilum Yavin Makeb Rishi Coruscant Some are better suited to desktop images than others and vary in resolution, but it wasn't too hard to take these, people can also post any they take here if they wish to do so. I do have a lot more, but not all are suited to desktop backgrounds, some are from missions, raids, fun around the galaxy and so forth. Like some of these! I also have quite a few of these lying around in my Legacy Cargo Bay, not sure what to do with them yet, might give some to people, they are from a specific anniversary. (Post some great screenshots, see what server we are both on and we'll go from there ( Darth Malgus Server = All My Characters ) ) the "3rd Anniversary Galactic Memorial" https://tord.mmo-fashion.com/3rd-anniversary-galactic-memorial/ Let me know your thoughts, if it was worth creating this thread, if you liked any of the images or have any of your own to post, as well as anything else, I won't post my characters here as there is another thread for that by @Sith Holocron / https://deadlystream.com/topic/2313-lets-see-your-characters/ check it out if interested in looking at some great characters from SWTOR! Update : I have had a lot of fun getting out of the map bounds to get some images, here are some of my favourites! Some screenshots from a space battle as viewed from a window in a flashpoint or mission. Thor110 I look forward to seeing what images other people have taken and if people do this often, I found SWTOR was great to get some really nice desktop backgrounds from. The Dark Temple on Dromund Kaas!
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It might be better to wait or note that people could ask this, rather than ask everybody to take it all down at first @Sith Holocron I have listed my Species, Classes, Roles and such, I will go on to list professions as well, listing gear might take time and be better upon request. I have updated images of my characters, their companions and their mounts! Throughout all my characters I have used all the species, a variety of companions and mounts, I also spent a lot of time recently re-gearing some of my alternate characters to make them look that little bit better / more customised, I like to make my own gear-sets out of individual pieces, taking time to match them together and make them fit, where as I see a lot of people just wear singular gear-sets, even with the new-ish costume designer interface. All of my Zabrak Characters are Brothers in the family tree that span mostly Imperial through to Republic with Artericon the only Brother that joined the Republic who is also allied to the rest of my Republic Characters of varying species, some of the Imperial Characters have Children, both legitimate, adopted and Apprentices, though I don't role play when I saw the Family Tree section way back when I first started playing I had to tie them all together somehow. Main Characters Republic Characters Imperial Characters Thor110
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You are too nice! I would never consider a request as pointless as this. I don't even understand the logic in a request like this, but I guess there isn't any!
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Oh, when did this happen :( I thought I had played SWTOR quite extensively, my guess is its part of the new content with HK-47 that I also haven't touched. I am not as familiar with the books and writers as some of you seem to be, but I enjoyed SWTOR as a generic star wars mmo, trying to ignore that it was tied to kotor. Unfortunately K3 will never happen and I doubt another Jedi Knight game will happen either, for that to happen they would have to somehow reconstitute the rest of the Jedi Knight series right? Or throw them all out and still make a "Jedi Knight" game, doesn't seem feasible. It is definitely a shame that Jedi Knight did not continue as it had awesome gameplay and multiplayer. I would love to be wrong about these things, but I won't let all this kill my love for these original games.
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Does anybody get the fake lag bug in TSL? I was getting it for a while and think I have found a fix, would like to find somebody with the same issue for verification.
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Though it's a shame I think we have all known for a long time there would not be a sequel, I think the fact it is set outside of the main Star Wars era might hold it apart from the rest and in high regards for the fans of such things, but it is a bit of an estranged thing for other / mainstream star wars fans. SWTOR being atrocious I personally believe is EA's fault, filling it with generic slapstick content and micro-purchases. Thanks to EA & Disney we can and should lose all hope in the future of the Star Wars franchise as a whole... I don't know if you have seen Solo for example, but Disney couldn't even spend the money to make all the Wookies look proper, instead they all look like they are wearing chimpanzee masks, Chewbacca is the only that looks right. The fact of the matter is they don't care about the fans anymore, though now we know they are not going to bother with a remake, this could hold hope for Aperions revival, but I highly doubt it. If we want to see more KotOR content we are going to have to make it ourselves
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I know, it was just a mention / thought about what would be needed
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Download the mod, find the TGA file, then edit the file, or find the clone texture you want from another game and edit it to match. I am not entirely sure why you would want clones in KotOR but I do like the armour so I can see some reason to it. Use GIMP or Photoshop to add the relevant purple lines, I also don't know about getting the new clone trooper armour as opposed to the original Attack of the Clones armour, you would have to make a new model or import a model from another game, perhaps BF2.
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Are there any 3D Modellers or Texture Artists interested in getting involved in a project for KotOR & TSL? I am also looking for regular beta-testers, of the originals, patched versions, tslrcm, m478ep, the project and mods for both games in general.
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It is all just ideas for the time being, most content has been converted but cut for the moment down to the base 5 planets, Tatooine, Kashyyk, Manaan, Lehon & Yavin, which will have short stories and side quests to accompany the main games storylines and be completely optional.
Following that, if possible there will also be expansions and new stories overall for both games set after the main games story and credits.
If any of all this makes sense, thanks for your feedback.
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I also hope to learn to make geometry fixes and small fixes like removing doors that are part of the map models myself, hopefully more I am just not great at 3D modelling, but there is already loads of room for new content, during and after the main games story, starting with during.
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If any of all this makes sense...
For things to start makes sense you should start getting more technical and practical. That way you will gain trust from potential recruits who will lend their time and expertise for you [and the project].
Quote...thanks for your feedback.
No worries; I think that's the very least I can provide you at this stage. Best of luck with the project.
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Old messages. New Ideas These are the ideas I had planned for the upcoming demo including re-introducing cut content. Here are some screenshots of odd items in the game I would like to use in maps and ideas I have had. 0_3_2 New Mod Resource & Expanded Galaxy Version, containing a total of 251 module files. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-resource
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Ah now you have explained it like that I can see it, does look a little strange. I haven't seen it so not entirely sure, have you tried an un-modded game to see if it still occurs? IE : you wouldn't have had any mods that might have changed the models to begin with? Not sure why this is, but I remember reading something about characters having a lot of points on them for animations, most of which the cut-scene characters do not have, though this shouldn't be the case for the main character, but perhaps the head is lacking some of these rigging points.
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Not sure if I am blind or just very tired, but cannot actually see what visual error you are on about in any of the pictures except perhaps one of them I can see a strange line, but not sure, maybe open the screenshot in paint and put a circle around exactly what the issue is. I know there have been quite a few character model fixes made though.
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I believe that is what subscribing to them is on Steam, though I am not sure I was reading about steam workshop mods the other day and it did say just to subscribe in order to access the mod, so I believe this is the case. Being that I haven't actually used the Steam Workshop for anything yet, I cannot say for sure. I would also imagine some steam workshop content would not be mac compatible, but I would expect it to be listed on the content.
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It could be possible to install a mod to an empty folder by deleting the game directory and leaving perhaps the .exe and registry entry in order to extract the necessary contents for any mods that use an installer, to allow for their use on Mac, but this is just a thought. I believe most TSLPatcher mod installations have the relevant files sat next to them, so for most mods this would be easy, but TSLRCM & M478EP are packed into .exe's so would require some form of work around, my thoughts were to install with just a registry entry on a windows machine and perhaps the swkotor2.exe to get the relevant files from the mods without having to individually figure out what is new and or has been edited, but it is also possible the .exe install may require access to files that might be modified, though I doubt it I know that the TSLPatcher is capable or combining mods that edit 2DA files or from what I have read anyway, from there somebody could upload the base files for Mac users.
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Yeah, I understand this, I would basically need to rewrite the Endar Spire scripts to work for the Peragus level and this is the plan for a potential demo. ie : Hook the first script of the Endar Spire to the Peragus level instead of the Endar Spire level, then maybe even replace the original maps with the new ones in order to force it to load the correct module / map instead of the existing rim / map. But who knows, it is no doubt going to be very difficult to achieve and may not happen, but I do believe it is possible, just how much work it might be is the question, my thoughts were to re-purpose as many K1 scripts for K2 maps as possible in order to save on time, then just hook the starting script / endar spire map into skipping over to peragus. This would allow to leave the K1 menu intact and simply skip over any alterations that would need to be made, creating a new character might need some work in order for the save file to actually work, or add a quick conversation that serves the same purpose.
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What's a game that you love but feel like no one else has played? I saw this posted on Facebook and I thought it an interesting topic that could reveal some gaming gems many of us may or may not know about! For me I decided Silent Bomber on the PS1 was one of my favourite games of which very few people I know have actually played it! Thor110