Thor110

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Everything posted by Thor110

  1. Previous message about fixing the environmental sounds, music, updates and community input.
  2. 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
  3. 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
  4. 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.
  5. 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 28 - Hard Coded Class Selection Values 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
  6. 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.

  7. 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.

  8. 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.
  9. Old message about what is edited in the Source Files released on ModDB.
  10. Old message about re-using module pieces from both games to create entirely new levels using content already available in the game.
  11. Old message about first release of the modders resource.
  12. 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
  13. Old message about the purpose and goal of the Expanded Galaxy Project.
  14. 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.
  15. Old message about patch information. Any more input about the best versions to use is welcome as I am open to re-extracting the files to use the best versions.
  16. Old message about project plans removed, check first post for updates.
  17. How did you convert the map? I used MDLEdit for all of my conversions, but I have just broken the lightmaps again somehow, struggling to fix it again and in testing out every solution I have found out that the animations on the map work on the m50aa_01a.mdl that you converted however they do not work on mine. Worried that I may have to reconvert every map manually through a 3D modelling program which will be time-consuming, though I have a feeling I have just messed something up somewhere and not noted it as I had the lightmaps working, though I do not remember if the animations / lights flashed as they do with the first mdl you have provided here. The only file I do not have is the .vis file which breaks the map anyway, I have re-installed both games and started a port of just the Yavin Orbital Station Module again from scratch in hopes of solving and definitively noting what the problem is as for your map I just remember adding the .tpc lightmaps hidden in the texture packs ( but I did have all three texture packs installed at once in seperate folders ) but this doesn't seem to work either. Thor110 Note : this is a really strange problem, I would have thought the animations would be contained in the tpc but I suppose the surface / geometry could have a specific setting they require for textures to work.
  18. Old message about important detail I failed to notice!
  19. English is actually my first language :/ though my grammar is terrible clearly! Thanks for the information on the engine's development, every little helps!
  20. Thought I had broken every lightmap in the game, turned out K2 just isn't showing lightmaps at all for me so I have decided to continue as they should still view fine for everybody else.
  21. When you fix one thing and break something else > _ < I don't suppose anybody caught the files I uploaded of a working yavin? I cannot seem to get the lightmaps working again and have tried every combination I can think of / remember trying, hopefully I am just tired and will fix this again in the morning, just added the Endar Spire's red door back into the game as a new set of doors so that the Harbingers doors remain blue.

    But for some reason the lightmaps on Yavin havent been working for a while and im not sure why / dont remember changing anything, have tried every combination of including and removing, vis, txi, tpc, tga etc. the map either shows really bright without shadows or really dark without any lighting what-so-ever, as people should be able to see from my early posts I had this working for quite a while.

  22. Old message about using the NWN Model Viewer to easily view models from the game.