Thor110

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Everything posted by Thor110

  1. He already knows this I believe, I may be pursuing the project once my Expanded Galaxy Project K2 to K1 files are completed, it would most likely require re-scripting most of the second game as well as re-creating each and every map / map piece in order to add any Placeable Objects that are not there due to the K1 limit. I have been slowly coming up with solutions / work around ideas for the limitations that would prevent this. Though I myself accept it may still be an incredibly difficult task that I may not be able to achieve. My main focus is the Expanded Galaxy Project - a small storyline for both and the overall ported maps for both games, if my K2 to K1 maps can be fixed to display properly then this could become more feasible, I have already managed to fix Dxun which did not display correctly, I also have a solution for both games ports lacking .vis files. But beyond the fixing of all the maps, there would be a lot of work to do, effectively and potentially re-building the entire second game in the first games engine. Thor110
  2. That is a lot of mods, the best option is to examine which files each mod edits and combine any that replace each other, or to just remove the mod that overwrites anything, my main guess is anything that overwrites 2DA files should be the cause of this, because most of your list of mods are texture mods, but certain mods that you have included that heavily effect the storyline / gameplay are very unlikely to be compatible, for example Alternate Revan Romances will most likely change the dialog.tlk file, as will TSLRCM & M478EP, so your best bet is to slowly remove any mods that might effect the same files.
  3. Might be a little late to mention this but Piriform's Recuva program is a great tool for recovering lost files, I have used it several times to recover projects from accidentally formatted hard drives or emptied recycle bin contents, so keep it in mind for the future ^^ but it depends on how the drives were formatted, be it a quick or a full format. Sorry to hear about this loss. Thor110 Note : I once formatted the hard drive containing my GTA IV project which is also a large project that I set aside some time ago, I was able to use Recuva to get the files back and still have them to this day
  4. Update : I have removed any areas not being used for the moment in both mods. K2 Areas Removed : ( Star Forge, Endar Spire, Ebon Hawk, Leviathan & Extra Modules ) K1 Areas Removed : ( Peragus, Harbinger, Dantooine, Korriban, Ebon Hawk & Extra Modules ) Removing Areas From The Game! To-Do List for things I am currently working on Note : I have been archiving a lot of my old messages to make the topic easier for new viewers, I would appreciate it if others did the same or a moderator could do this for me, thank you. I will be leaving them here for the meanwhile and going through them again at some point in order to pick out any relevant information or ideas I have noted down here. Discord : https://discord.gg/g9cnEvr - For Testing & Story Discussion.
  5. Previous message and reply about story ideas and anybody who wishes to send me their story ideas.
  6. Perhaps it might be possibe to remove the sonic imprint sensor as if it were a programming spike when choosing the option to destroy the terminal, I think this might be what they mean, rather than have the item and questline left but no terminal to unlock.
  7. Sounds like you are having success, perhaps you will write a tutorial for this process before me, a tutorial is the best and only legal approach to this. Don't forget to credit everybody that helped ^^ note : presumably you are having success with the steps I explained would most likely be necessary for porting the entire game, if so let me know, would be good to know that I guessed most of the process, I found getting the menu and either game to load most of the other games content on PC relatively easy, but it wouldn't start a new game ( I did not try loading a game ) and I do not have K1 mobile to test this on, so all I can really do is speculate. Let me know if you have any more trouble and I will see if I can help any more. If you do not have success I will pick this back up at some point and write a tutorial for the process. Thor110
  8. Great idea and something I might add to my list of things that need to be fixed for the Expanded Galaxy Project. Thor110
  9. I believe the issue with models not displaying animated textures could be a model issue and not a texture issue as during the conversion of model files for the Expanded Galaxy Project I found out that most of the models I converted no longer display animations. This means the problem for some of the weapons you mentioned could be due to issues with their respective model files, this could be fixed by converting them in the correct way. I hope to make more animated textures for the game for the Expanded Galaxy Project, so I will be looking into this and figuring out why some of the map models I converted do not display animations, my thoughts are that their respective surfaces must need a specific setting applied to them in order to display animations. Hopefully this is of some help, along-side the project I hope to overhaul every texture in the game with a new High-High resolution set of textures including animated textures moving the High texture pack down to the medium and leaving the low resolution textures intact. This information is very helpful as if converting to .dds will help I may do this for every texture in the game as well as properly converting and fixing all models in the game, which may be a large amount for the override but users could potentially remove the original models.bif and texture pack files as long as all of the new model files are in the override folder. Thank You for your great resource and information on converting to the .dds filetype as well as your reasoning behind why. Thor110
  10. Interesting mod if you are bored with the standard romance options in the game, glad to see people still making content for these games, I will be doing my best to make sure all mods are compatible with or included with the Expanded Galaxy Project if they fit the bill of not altering the Vanilla Gameplay Experience.
  11. Previous message containing story ideas, project overview and an old release.
  12. Previous message about fixing the environmental sounds, music, updates and community input.
  13. I have added a pazaak deck in front of a random twilek I picked from the .git file and tested it, I believe these are the dancers and the manager. ( I am pretty sure it wasn't there before but cannot tell for sure as I haven't played the original game in a while, I did load the original module and it was not there but the dancer / manager was not there either due to being set differently in the story for some reason even though I warped from the same place / save ) Thor110
  14. This seems like it wouldn't be too difficult, I might do this as it would add to the overall feel of the game and not alter the Vanilla experience I will note it down and give it a go when I get a chance. Thor110
  15. If I were you I would just repackage the module file from scratch using the same files you have edited and kotor tool, this is what I do every time I edit a level, I don't use the ERF Editor, I just build each module through kotor tool every time I want to update it, trying to make as many changes as possible before re-building.
  16. 02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
  17. I have begun writing a KotOR Modding Tutorial Series and have released my first draft, it will document everything I learn during development of the Expanded Galaxy Project.

    Please check out my project, topics, posts, pages, videos and more then let me know what you think, if you have any ideas for the project and leave a review on the ModDB Pages for both mods if you have tested them.

  18. Wondering what people think about retro-actively fitting the K2 engine to allow for and streamline the process of Total Conversion modifications set in both the Star Wars Universe as well as outside of, could also be used for Point & Click stories.

    1. N-DReW25

      N-DReW25

      What exactly would this do to benefit the player?

    2. Thor110

      Thor110

      This could allow for more games / stories to be played and made by the community, set in the Old Republic Era, there is a lot of content that could be used for new stories and Total Conversions, could also be edited to be compatible with current Total Conversions, trimming down the game for each individual TC.

  19. Previous message about the KotOR Modding Tutorial Series I am writing that will show you how to create an entirely new planet with 2 levels as well as cover any information that could help people make small mods for the games as well as covering how to start a Total Conversion.
  20. Old message about what is edited in the Source Files released on ModDB.
  21. Old message about re-using module pieces from both games to create entirely new levels using content already available in the game.
  22. Old message about first release of the modders resource.
  23. I really look forward to using some of these tools hopefully during the development of my mod if they are released during the development of my mod. Your overall work is amazing and have a few really interesting thoughts about things that could be done with this and wonder what your thoughts are on the idea for re-integrating online play and options for the game. My thoughts were to add a single player not part of the story-line who could join another player in their main story and follow alongside them at any point during the game. I already have this planned for my mod, but wonder what information you might have come across that could be useful for me in the process of this engines development. Stunning work once again and I really look forward to seeing more! Thor110
  24. Old message about the purpose and goal of the Expanded Galaxy Project.
  25. I AM REACHING OUT TO THE COMMUNITY Concerns & Worries I have been notified no matter what happens, once I release the first version of my mod, it will be the same as releasing the modders resource which means I will just be releasing them as one and the same. V 0_2_5 is ready and I will upload them when ready. Though for the moment in both games the areas can only be warped to. I am not sure when I will be releasing it as I have thoughts about the future of both KotORs that may be compromised if anyone else goes crazy making content with the resources. My worries are that loads of different people will make loads of different universes for both games, which though a great thing is conflicting for the overall experience of the game unless they are used in total modifications, therefore I believe my best plan of action is to set up a website for The Expanded Galaxy project which will focus around getting the entire community to contribute to the project enhancing and adding to the overall KotOR experience as well as if possible adding an online feature for both. In order to prevent too many different universes popping up over the next few years that will rapidly change the KotOR 1 & 2 games for the better or for the worse. Thank you for reading and I really look forward to releasing after setting up a website, once I have a website I will reach out to the community with all of my ideas for both games as well as for people to help and get involved with every aspect of the mod. ModDB Page : https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy Videos : https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa Star Wars Knights of the Old Republic II : The Sith Lords : Expanded Galaxy Project Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa as well as an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games. Revans Eternal Empire - K2 Map Source for K1 ( 900mb ) 2.13 uncompressed This mod will add both a light side and dark side expansion for Revan, addingmore planets throughout the main storyline with short questlines, once finishing the game the player will have the ability to conquer the universe to the extent that prequels SWTOR. Exiles Expanded Galaxy - K1 Map Source for K2 ( 700mb ) 2.02 uncompressed This mod will add a continuation of the second game, with all the ability to travel to all the new planets during the focus of the main game with some missions as well as an overall end game addition which will add a new story focused around the Taris Restoration Project and the Exiles influence in founding it or informing the sith as well as a new galaxy crawl where the player will need to go to every planet once more and follow a trail of information to help or devastate Taris.