Thor110

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Everything posted by Thor110

  1. 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!
  2. 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
  3. 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.
  4. 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 ^^
  5. 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
  6. 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.
  7. 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.
  8. 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!
  9. 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.