-
Content Count
599 -
Joined
-
Last visited
-
Days Won
32
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Thor110
-
lightsabers Editing Placeable Items In KOTOR
Thor110 replied to ALPHA000102's topic in General Kotor/TSL Modding
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.- 14 replies
-
- endar spire
- placeables
-
(and 7 more)
Tagged with:
-
Previous message about extracting the entire texture pack and removal of the visibility file.
-
Previous message about using custom textures. Thanks again for every-bodies interest, tips and help in general, I have a lot of work to do to wrap it up but am amazed at how quickly I achieved the results I was looking for which is a basic blank template for each map / module from the original game.
-
I have converted and ported 79 modules from K1 into K2 ( Take a look at the link in my signature ) I did not experience all the same graphical issues with certain maps like you did, Taris all seems to load just fine, however I was missing portions of Dantooine and Korriban does not convert properly through MDLEdit from ASCII to Binary it halts / gets stuck on kor_m38aa_03 roughly. Tatooine all loads fine but I am missing most of Anchorhead, I have come to the conclusion for the time being that some assets, textures, skyboxes and other such items are either hidden in the swoop tracks / extra modules / cut-scenes or some information fails to convert properly, but I think the former is more likely because 95% of the modules I have converted load and play for the moment what seems to be me perfectly with no crashes. Hopefully some of the information / research / work I put in can go towards helping you and others. ( have been awake for three days porting all those modules, only just slept last night ) don't know why it just kept happening and have some other troubles / issues in my personal life keeping me up at the moment. With a bit more work I am hoping to completely load every single module in the game, cut-scenes, swoop tracks, cut modules and anything else included, also to be used as a modding resource / asset same as you intended to, though I started with a different goal I have decided to work on a clean port version for general / open use as well. The issues I have left over are very minor and some are not even noticeable, there are only a few major issues, which seem to be due to a lack of textures I believe because I am missing the Jedi Academy on Dantooine which you are not ( and I had the buildings on Taris, which you did not ) which points me to me porting a file for Taris you did not and you porting a file for Dantooine I missed. And I believe the same issue on Anchorhead is caused by similar missing files, so at the least I can compare my Taris modules to my Dantooine and Tatooine/Anchorhead module and figure out which file I am missing / vice-versa. Due to it being such a lengthy process it is incredibly easy to miss files along the way as you will know. Big thanks for the tips on using MDLEdit, it has helped greatly. Thor110 I look forward to seeing if there will be an update to MDLEdit for the AABB node by bead and will be seeing how every single level reacts without the .vis file for the moment, I have every single module ported including wok's,vis's,lyt's,dwk's,pwk's,tpc's and lightmaps, pth and utd files built into the module and all entries for camera's, creature's, encounter's, list's, storelist's and triggerlist's have been removed for the moment as well as any entries pertaining to scripts in the are, git or ifo files. Such as onentry, onload, onaqitem and so on. Did you have any luck with Korriban? for me it fails to batch convert on the last two modules and subsequently it seems every prior module fails to convert correctly, either that or I missed something, I will check if perhaps it is because of the conflict between K2 Korriban and K1 Korriban, though that could give similar results for Dantooine it doesn't appear to do so.
-
A big thanks to everybody that helped early on and helped me learn my way into KotOR modding as well as the people who made the tools that made this whole project possible, when I started this project two years ago I had no idea how far it would really go beyond just a dream of porting the original DLC for KotOR to TSL on the original Xbox and PC. Quite quickly I was able to release the Modders Resource ( v0.4.0 ) which ultimately was a mess that was sort of smashed together in a rush while learning my way into KotOR modding and after sometime being unable to work on the project I was quickly able to get back to it.
-
I have moved the tutorial I wrote for porting modules from K1 over to K2 into the Tutorials section. My previous message here.
-
The following screenshots will document my messages regarding permission to include other peoples content with this project. For now I have only included mods that I consider a staple or something I would almost certainly want installed for myself, however I may change and or remove things as I see fit, potentially making them all optional or aiming to provide an overall compatibility layer ( or individual patches ) for as many mods from other authors as possible. deathdisco ( Coruscant modules utilised in main and port project but content not included ) ( Blank Templates in Modders Resource ) ebmar ( permission to include ebmars mod's as I see fit ) much appreciated bead-v ( permission to include the upgradeable swoop bike mod and continue working on it ) Ashton Scorpius ( Jedi Malak Mouth Fix & Twilek Head Fixes Option A ) Darth Sapiens ( TSLRCM 1.8.5 / M478EP 1.5.1 Animated Logo ) - This is going to be replaced or removed eventually. timurD2003 ( M478 fog fixes ) Kexikus ( Extended Jedi Council Meeting & Coruscant Planet Texture + Icon ) VaristyPuppet ( Malachor V Sideway Opening Doors, Peragus Tweak & Trayus Rank Reform ) - NOTE TO SELF : FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD SithSpecter ( Sleheyron Levels ported to Modders Resource & KotOR2/Port ) danil-ch ( Kreia's fall in-game cut-scene, dialog on small kindnesses, Extended Carth Meeting and sensor droid change ) Schizo ( Re-Scaled Trandoshans ) Marauder ( Reduced Graphics Mod ) - Optional - Mandalorian Chamber Mark III, Robe Description Fix and Droid Anatomy Description Fix ) lachjames ( K2 Console Overlay & KotOR Save Importer for TSL ) - FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD jonathan7 ( Bodies Stay Mod ) - Optional ndixUR ( PMHC06 TSL Head Fix ) ZimmMaster ( TSL Walking & Running Animation Fix ) Markus Ramikin ( Kill The Ithorian ) PapaZinos ( Model Repair Mods ) WildKarrde ( Yavin Station Hangar ) SithHolocron ( "SH_Nar Shaddaa Docks' Computer and Monitor Upgrade" and "SH_Swoop Monitors" ) For admins or moderators you can also check my inboxes to verify these if need-be. I will continue to document and include screenshots for each and every project I include. For anyone worried about permission I have ensured to tag every author of every included mod in the first post so that they should at least get a notification and have seen that post, I am also looking for permission to include all and any content for the KotOR games so get in touch if you have something to suggest or offer to the project. Permissions I haven't utilised yet Mandalore ( Kill the Disciple ) A Future Pilot K1 Community Patches ( only the fixes or changes made by A Future Pilot ) Alvar007 ( New Selkath Animation ) Logan23 ( RoR Heads ) ( Message in this topic ) Silveredge9 ( Brotherhood of Shadow : Solomon's Revenge ) Stand-alone KotOR1 & KotOR2 Mods These are my stand-alone mods for KotOR1 & KotOR2, all of these are included with the main project, they are also all or most are manual installs and not dynamic installs, so I would suggest not using them at all until I update them, unless you are just using them on their own or know for certain they don't modify files modified by any other mods you might be installing. I will update them at some point in the far future! Stand-alone KotOR1 Mods Stand-alone KotOR2 Mods Thor110
-
Kotor 1 Maps/Modules in Kotor 2
Thor110 replied to Untold Prophecy's topic in General Kotor/TSL Modding
I fixed it a little while back now and the doors, yeah for some reason they are stored in the textures bif or texture packs and not the lightmap bifs like the rest of the modules lightmaps. -
The Jedi Masters (TSL Total Conversion Mod) ported to KOTOR 1
Thor110 replied to JediArchivist's topic in Mod Requests
This wouldn't be possible... I mean it would, but by the sounds of it ( I havent played ) its a total conversion mod with a storyline, the amount of work would be insurmountable, you would be recreating the total conversion. I have currently been looking into and working on porting maps from K1 to K2 but the very concept of porting a total conversion from one game to the other is, crazy, I don't understand why you would want to do this? For what reason? The biggest project I have personally thought about is porting either K1 or K2 to the opposing engine after lengthy stress testing of both engines, factoring in, documenting and understanding the differences in the engine, though once again, the size of the task is ridiculous and I would be better off putting the time and effort into improving one engine over the other or both to a comparable standard. I am not entirely sure you understand the process, I don't like to be the "do you know how to mod" guy, but it seems like you don't understand the development process very well and though I am pretty sure what you are talking about is actually possible, it is just ridiculous, potentially a lot of work ( depending on the size of the mod ) and wouldn't work because the games are different and might feature or need a planet that isn't in one or the other. Again depending on what the mod is all about, I will look it up quick, having looked it up I understand what it is, a total conversion mod for K2, in order to do this, you would have to re-create the mod from scratch to work for KotOR or understand all the differences between K1 & K2 so well that you could edit them on the go to match up everything with the way K1 works, but its potentially too big a task to be worth undertaking and also completely pointless ( from my personal perspective / opinion ) you may as well just play the mod on K2 as it is meant to be, rather than trying to mess around with it. Oh yeah and you actually installed the mod to the KotOR directory when it is a K2 mod and just expected it to work? The lack of understanding is real, yes it would be possible, but it would be too much work and there is no reason nor need to do so, I also heavily doubt anyone would spend so much time porting a mod, just for you / with no release. Though I just wasted a lot of time typing this out / trying to make sure I am nice as I get the feeling you are not from a computer background / don't really understand what is going on. Off-Topic - is the mod any good? Oh I have just re-read your message and seen your reason for wanting to port it, which I guess I kind of understand, but is there not a K2 mobile version? If not then again, a hell of a lot of work would be needed to make this happen and I don't see it being feasable. Best place to start would be the size of the mod, what it does to the game, what does it add, is there an entirely new storyline or does it just make some changes? What does it actually do, as I haven't played it I don't understand but from reading it, it's an entirely new game, so making it work for K1 from the get go is impossible, ultimately what you would want to do is look to the developer or author of the mod and ask them to either work on a K1 version for mobiles, which I again doubt they would be interested in, or asking them for the source / files they used to prepare the mod so you could port it into K1, but I doubt they would give you the files, they may not even have them anymore, these things happen, you could also go about extracting everything and remaking it, but this honestly seems like too much hassle to even think about. I've typed this much out because I think reading your post hurt my head. -
Ah you have solved my problem just with the mention of GenericType, I kept looking through the file for what might be a reference to the door numbers but couldn't work out which was which unless it was open in kotor tool, came to the conclusion it wasn't even there because of the way I could see it fine in kotor tool but it didnt stand out to me in K-GFF editor for some reason, probably spent too long staring at it. You've been a great help though if anything I am annoyed at myself for clearly over-looking the solution for the door, being unfamiliar with kotor modding and not knowing what GenericType was for some reason I didn't make the connection to it being GenericDoors.2da key reference for an item within the list. Big thanks to you the door now works fine, I can go about correcting all the door files / locations and carry on with my project. Thor110 I am currently porting Manaan as well, have managed to port 26aa, 26ab, 26ac, 26ad and 26ae so far, but a, b, c & e all seem to crash regularly, d, does not, perhaps it is because I did that one first / followed a set of steps but have been making sure to look around / check for any leftover textures or files I might be missing. Probably another simple thing I am overlooking because I am ridiculously tired, will take another crack at them tomorrow, AD the hanger loads / players fine, all the doors work, animations work etc, skyboxes aren't there and some textures appear transparent but for the most part it's there. All I can say is wish me luck as I am bound to keep encountering regular problems half the fun though!
-
Ah I see the confusion now, thank you very much once again for your input and great resources / information, I have just downloaded MDLEdit now, I thought I already had it along with all the other tools, but seems I only had MDLOps and ended up a little unsure whether or not they were even different programs, due to seeing MDLEdit / MDLOps referred to everywhere. Hopefully now I can make a bit of leeway on my project, should definitely make things less frustrating :D Have you had any luck porting doors? I have seen a tutorial on creating entirely new doors & animations, so it shouldn't be difficult / isn't impossible, unfortunately KotoR tool seems to corrupt the utd file for me and add extra entries. After editing every entry I could in K-GFF editor, it still doesn't change the door type, opening the utd in kotor tool shows why, there is a drop down / list that allows me to choose the door type from the genericdoors.2da file, however it is set to Peragus Door 01 instead of Yavin Door 01, they both exist in TSL's files, Yavin Door 01 is still there as #76, what was originally the end of the list for the first game. However I cannot seem to find an entry in K-GFF editor that refers to either #76, #77, related string references or PeragusDoor01/YavinDoor01, so it appears to me the field is unreadable through K-GFF editor but corrupts through Kotor tool, so I am seeking viable alternative. Any thoughts? I still have a whole bunch of kotor related tools that I haven't even tried yet, so it could very well be that I am using the wrong program, but I feel like I am taking the right path with the wrong tools, unless it is just a kotor tool bug / problem. Thor110
-
For a little while I was unsure exactly what you mean, but the steps I need I think are as follows. 1 Extract Binary with KotoR Tool. 2 Load Binary from MDLOps with the kotor game it came from highlighted. 3 convert from binary to ASCII with the same game highlighted. 4 Change the selected kotor game in MDLOps to the one I wish to port the map over to and convert back into binary. I think I understand now. Converting out of K1 binary into ascii and then back into binary K2 can read. Thanks for help, I hope I understand / the way I have said it makes sense. Thor110
-
Sorry to bump this but . . . ^ _ ^ lots more photos but chose one here that shows the nice shadows against the wall and a few others. It appears the lightmaps / txi / vis files were just hard to find. P.S. Big Thanks to JCarter426 for answering some questions and helping me fix the door for this map, for some reason I was not making the link between GenericType and the list in GenericDoors.2da. You can check out progress by following the link in my signature, for now I have removed the yavin files as I have fixed more since. Thor110
-
I figured this must be the case but it's great to have confirmation! Any tips for converting back into binary?
-
Very useful information here, thank you I have recently started work on porting some maps myself funnily enough and have also been trawling through both games files, it seems that dor_lyv01 the door for yavin is in both games, but I am unable to get it to load for the moment, either that or kotor tool didnt properly update after I deleted the file from the override folder and restarted kotor tool. ( even though I saw it reload the libraries as it does every startup ) Will definitely come in handy ^^ and the batch tools could also prove to be useful for mod development. Great work!
-
lightsabers Editing Placeable Items In KOTOR
Thor110 replied to ALPHA000102's topic in General Kotor/TSL Modding
I haven't done item editing yet, but I get the feeling you might need to recompile the module through kotor tool. You would need the .are, .git and .ifo files as well as all the scripts you have extracted and edited, then using the ERF button on kotor tool you can package them into a module with the drop down selected to "MOD" and the file saved as "MODULE.MOD" Module being the name of level and ".mod" being required for it to save properly. You then add the .are, .git and .ifo files and the scripts you have edited and click "Build Mod" Though I am not 100% sure I am pointing you in the right direction, I get the feeling re-compiling the module would be better than trying to edit the module, I am sure I read somewhere that when editing a module it is better to recompile / rebuild it rather than edit the in-game modules. Thor110- 14 replies
-
- endar spire
- placeables
-
(and 7 more)
Tagged with:
-
Kotor 1 Maps/Modules in Kotor 2
Thor110 replied to Untold Prophecy's topic in General Kotor/TSL Modding
Wow it's like you didn't even look around only a few posts below this topic is my thread about what I am working on which is porting some locations from KotoR to TSL right now. Currently I am working on the Yavin - Orbital Station. However they don't port straight over with no issues, lightmaps need rebuilding for Yavin by the seems of it, anything like doors / triggers / npcs would most likely need to be re-scripted to be on the safe side. It appears the .mdl's / maps themselves need to be reconstructed also as my files appear to crash the game, but using the .mdx, .tga & .wok I extracted from the game but Effix's .mdl map files the game doesn't crash, I will ask Effix what they did with the map, my guess is it was just imported and re-exported into .mdl, or there is some info that needs changing due to KotoR 1 /2 engine differences, but it seems there are a fair few different people working on similar things at the moment. -
5760x1080 HUD Fix for Kotor 1 (Solution)
Thor110 replied to spicelord21's topic in General Kotor/TSL Modding
Damn, that looks crazy I thought it looked crazy on my 3840 x 1024 resolution, good work ^^ I might try it out sometime but the one I have at the moment works fine for me so it won't be any time soon, the one I am using looks pretty good for me I would imagine this would be a little out of wack, but nice of you to upload for others to use ^^ -
Should .exe Mods be Installed First or Last?
Thor110 replied to Allon's topic in General Kotor/TSL Modding
For most of the .exe mods I have come across ( most of which have been updated textures ) I usually install / extract them to a seperate folder, however with TSLRCM & M4-78EP I installed them first and then installed everything else which has no doubt caused some problems, I am currently learning to mod KotoR / TSL & I am looking into combining galaxymap files that make certain mods work together. Such as M4-78EP & the Coruscant mod as I believe they all replace the galaxymap_p.gui files, the animated textures also replace the galaxymap_p.gui file I think. So I will be looking into making many of these mods work together, I am also writing up a little guide for myself for my ultimate install of TSL that I may or may not share on here with links to all the mods I use, but I am more interested in making some mods with new areas. Thor110 -
This is very interesting and something I am currently also looking at as well as a droid shop and wookie hut from kotor, but I am having similar problems though from your screenshot you managed to get further than me, though I only started on this the day before yesterday and have had work the last few days as well, but now I have some time spare I am going to continue looking into this. What changes did you make to the map / .mdl? As the files I export using KotoR tool don't load like yours do, my guess is you reconstructed them from ascii and re-exported them into .mdl. AS for the door, I have added new Dialog.tlk entries for it because the old ones were replaced, but cannot seem to change the door type from PeragusDoor01 to YavinDoor01. The only thing currently preventing me from adding the door is the "Door Type" in KotoR Tool. which is set to PeragusDoor01 in yavinarea.utd, however upon changing it, the file seems to corrupt / get some new entries added referring to date / time, even after deleting them it crashes the level, K-GFF editor will not show me the area relating to door type, somewhere #77 - PeragusDoor01 needs to be changed to #76 - YavinDoor01, but KotoR Tool & K-GFF editor seem unable to do this, KotoR tool, lists everything / provides all the options, just doesn't save it correctly somewhere along the line.
-
5760x1080 HUD Fix for Kotor 1 (Solution)
Thor110 replied to spicelord21's topic in General Kotor/TSL Modding
I use a combination of Flawless Widescreen and kotor2-wsui_1_0_0 ( downloaded file / folder name ) by clonegizka, using the experimental files for 2560x1440 and it works out pretty well for my 3840 x 1024 triple monitor setup. Also looking into modifying the ui myself for 3840x1024 and other common & maybe uncommon resolutions. -
Star Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
- 136 replies
-
- 12
-
-
-
I wanted to start off by saying a big thank you to everyone for trying to collect as much as possible together in the way of tutorials after lucas forums has gone down so long ago, way back machine is definitely a good option to get access to some of the content on lucas forums. Great to see kotor modding still alive and well, I haven't even played TSLRCM yet, have been saving it for when I have the time, the time is now / probably after I make a mod or two. Thor110 Edit : Has anyone found an alternative to KAuroraEditor? It doesn't run on 64bit, other than say a Virtual Machine. I have been noting down links that I have found helpful in a Topic I made recently, I am learning to make and remake modules for TSL. https://deadlystream.com/topic/6851-creating-a-module-for-tsl-using-a-kotor-map/ Hopefully somebody else finds it helpful, though some of the links are also around here, it's handy for my own personal reference to know what tutorials I have used and who I need to give credit to.