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Everything posted by Thor110
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comm_a_m Missing Letter(s) from Model's Node
Thor110 replied to ebmar's topic in General Kotor/TSL Modding
If you have an Xbox controller or a program to create macros you can use that to quickly extract the entire directory in that format to gain all the textures, split them into m01/m02 folders and then search for "*.*" let it finish searching and then cut and paste it into either the same directory ( end_m01 or dan_m13 ) for the corresponding module. I have been using Xpadder, it made extracting models for easy viewing with this program much less painful for me. Thor110 -
Previous message with my reply and notes about using Xpadder & a 360 controller to do most of the basic editing for me.
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TSL Expanded Galaxy & Revan's Eternal Empire
Thor110 posted a blog entry in Having fun with the KotOR maps.
"As there's a hard limit for new placeables in KotOR1 with very few spaces left, has that affected your porting of TSL modules to KotOR1?" - @Sith Holocron Great question! Got me thinking ^^ My thought was to 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 separately and having it handled by the launcher might be a better option, it should drastically 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 separate. This shouldn't go against any issues raised 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 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. Thor110 -
I understand, just not sure if I would include them myself, like I mentioned I plan to hand pick all the texture mods I would like to include or link to and not sure I would want that, but perhaps when I see it in game I will change my mind ^^ I will check it out when I have the chance but it won't be until after my playthrough of K1 and K2 because I want to see them in their original position to get a feel for everything again, the story, how it originally looked and think about integrating the story of my mod so it fits with the rest of the game. Thor110
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I am definitely interested in this, I will unpack my modded version of BF2 at some point and a fresh copy of it ( I was working on a little mod a while back that I set aside for a while ) and was also hoping to include a lot of other good mods for an end / ultimate build of the game just like I am for my current Expanded Galaxy TSL mod. What exactly does the mod do, my guess is it improves the AI / Bots, which would be good to see! Thor110
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Onderon looks amazing, but I feel like the Czerka office does not look right, the sign looks good, but the walls don't look how I remember them, maybe I am wrong but other than that the Telos hallways look amazing! I cannot wait for my chance to use every texture update out there for my playthrough of both games. Thor110
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This was definitely my initial thought and just a thought for the moment and can easily use the textures they have for the moment there are also a lot of other people working on texture overhauls of the game and I plan to ask everybody that does if they would like to be included with my mods in the relevant areas as well as I will be hand picking the best textures and maybe asking people to vote for the textures that fit the game and look the best / stick to the original feel, but I did already think about making some areas from all of the Czerka Assets from both games and a Sith Base from all the bases in the game as well, I was planning to cut it up into the pieces and also make some new pieces / label them as they need to be as a sort of set of pieces to build maps with and both use them as a base for my plans and a release for modders to use. Thor110
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Wow that is absolutely amazing! I could actually see it working in-game! Though perhaps take a look at CZ-198? I had thoughts of using all Czerka map assets / parts and placeables from both games to make a CZ-196 or something. Thor110 Some amazing work going on in this thread, definitely amongst a lot of things I am looking at including in an overall either list or compilation / mod or install for K2 and or K1 or both. @JorakUln That is an awesome design for the Peragus Monitor, but is it just me or does it not fit the original feel? Perhaps it could be re-used somewhere along the lines or included with my mod with your permission, if not I will make a list of links for the best mods to go alongside my planned mod.
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Previous messages about porting SWTOR Textures, Models, Voices & information regarding the Odyssey & Aurora engines.
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All of my previous post moved below.
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The previous message from this post.
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Of course, I am in no rush at all, I also have a lot of work to do on my own projects ^^ I would not use it in personal testing, I would sooner just re-create the mod myself as my guess is it's just overwriting vo_alien.wav with the second games files. But either way I would give you credit for it being your idea and having spotted that it could be done. Thor110 Note : I thought about replacing all the game's music and sound files in K1 with any of the same name from K2 but then thought best to avoid incase any sound files have been changed.
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Old message from this post.
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That's awesome, a really good mod idea that I can imagine would definitely improve the overall immersion / feel of the game, with your permission I would like to include this with my K2 to K1 map pack ( alternatively I could just recreate the mod ( If I was to do this I would still credit you for the idea ) ), as I am looking to create a comprehensive mod-set that works together of the best mods I come across. As I can't imagine currently the amount of mods I may need to make compatibility patches for due to editing of the 2da files. Thor110 Note : I do remember quite a few species speaking the same alien language in the first game which always seemed a little off to me. Additional : I might have already done this as I ported all sounds and music from one game to the other, but without any replacements, so I guess I would just need to pick out the alien voice over clips and replace the K1 files with the K2 files, I was going to compare the files but there are a lot of audio files that are in both games.
- 11 replies
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A few amazing Battlefront 2 mods that have just come out.
Thor110 replied to Malkior's topic in Other Games
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 -
Notes about the conversion process for anybody interested in following my tutorial or having trouble converting maps.
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My old message with potentially relevant information about scripts kept, removed or edited.
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Both mods have been released and are available on ModDB.
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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
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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
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TSL make ai use grenades/consumable items
Thor110 replied to Nirran's topic in General Kotor/TSL Modding
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 -
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
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All K2 modules made for K1 complete, just a few issues on a few maps, more screenshots soon!
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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.
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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.
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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 ^^
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Old messages and K2 to K1 screenshots, now also in the first post!
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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.