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Everything posted by Thor110
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Good point, I did sort of consider that, but not being able to see the hallway directly across from 702KOR2c, through 702KORr to 702KORt seems like overkill, there is only 7 rooms visible now, it was 6 before I added 702KORt, but some rooms have as many as 10 by default, some even more. Though admittedly if you run around that corner quickly enough there is only a split second in which you have time to notice it spawn in. It's definitely worth fixing these days though, I find it quite noticeable anyway. Speaking of .vis files, I never did get them working for the ported levels, if I recall it was the lack of a root node or something along those lines but just not having a .vis file forces the whole thing to render, which works for now.
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A small update on something I have been working on over the past few days. Currently this all resides in a folder called "Korriban Expansion Works" The modders resource is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference. I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models. There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint. I have of course also added these areas to the port of KotOR1 and have plans to make use of them eventually. As well as that I spent quite a while editing the visibility file after finding quite a few different spots from which you could see that rooms appeared or disappeared in both K1 and TSL. I am surprised that these made it into the game. There are quite a few more as well, but they can only be noticed from a long distance. I also spent a number of hours editing the minimap and correcting a sizing error present in the original mini map. I created a fixed version of the minimap for K1 as well which doesn't include the extra rooms, turns out some of the rooms are slightly out of line with the player so I tinkered with the map pixel by pixel until I could run around the edge of the entire level and everything felt right. On top of all this I fixed a few geometry errors where there were holes in walls or extra faces that weren't visible in both the TSL version of Korriban and the K1 version and added the spotlights under the doors to the two new rooms. This area didn't have any geometry at all so there was just a hole in the wall which was clearly visible when walking through this hallway. Here are some more screenshots showing the changes. Finally I have cleaned up a load more files that didn't need to be in the port or main portion of the project. Every step forwards is a step closer to completion, I know most people want me to get a move on and populate the areas with content, but I don't want to rush anything, I want to get the foundations laid and free of issues, expand upon and fix whatever I can and then set about adding new content. There is also the matter of making a functional launcher that includes a save importer and allows easy access to all of the relevant functions and is capable of launching both games, at the moment a basic launcher is included with the GitHub version and works but doesn't implement the save importer functions. Still looking for people to join the team, so if you have any modding experience with the games or just want to help out by testing, feel free to reach out to me. The modders resource version of this will be available as soon as it's authorised. I have also submitted Mobile M478EP and Mobile Coruscant. I think that's everything.
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Version 1.0.0
19 downloads
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference. I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models. There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint. I have also used the .pth file from 702kor for this version of the level. The .are & .ifo file are identical to those within korr_m35aa The .git file contains just the doors, placeables, sounds and a single waypoint for the Library. There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m35aa to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to DarthParametric for fixing the walkmesh in the Teachers Quarters. Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready ) Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. -
Version 1.0.1
25 downloads
NOTE : This is included with the Expanded Galaxy Project already. These are a few model fixes I have made for the Sith Academy on Korriban in TSL. While they are far from perfect, I feel it's better than having holes in the wall where I have added geometry. odds noticed that I haven't done anything about yet 702KOR2e & 702KOR2f contain spotlights meant to be in 702KORe & 702KORf Model Fix Details 702KOR2c geometry added and extra face in the floor removed 702KOR2d geometry added 702KOR2e geometry added 702KORr model added ( spotlight on the Library Door Frame ) Visibility Fix Details 702kor.vis entries added to many rooms Texture Fix Details 701KORe KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture ) 701KORc KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture ) Installation Drop files in override folder Thor110 -
Version 1.0.0
20 downloads
I noticed while running around this map that everything seemed slightly off, while I am still not quite happy with the way it looks, if you run around the edges of the map in-game, it feels better than it did previously. Might rework it again at some point. Installation Drop the file into the override folder Thor110 -
It really just depends on if one mod alters the same file as another mod. That build is curated and overseen by modders who actively ensure that there are no conflicts. When it comes to trying to make mod builds, you should either rely on the neocities mod build, learn to make mods and build your own or expect it to break. The latter is what most people go for, expect it to break. Constantly testing mixed with hoping it just works, is a bad approach and can lead to circumstances where the mod build might work for one playthrough but not for another, for example if a mod breaks the LS or DS path, but not both.
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Not at all, it needed to be worked on anyway, it could definitely use someone to give it a proper playthrough though, so far all I have done is enter most of the levels and check they load.
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Version 1.0.3
65 downloads
WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter. Original mod and permissions provided by @zbyl2 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ Installation Mobile TSLRCM required. https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/ Unpack the .zip archive and transfer the files to their proper location. Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_russian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unrar M478EPMobile 2. dlc folder contains two subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal. I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment. based on latest M478ep.exe Updated on DeadlyStream @ January 9, 2022 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ All I really did was correct some file name mismatches on models and prepare the package. movie files not included and don't work Prepared for mobile by Thor110 -
Well, it seems I made a slight blunder with some of my own fixes. I corrected various file name mismatches for some of the models in M478 in my own project and did so for this as well, but I must have improperly checked the export flags on one of them. Have since corrected the issue and it seems all the levels load fine, however there is still the visual error to deal with. Some of the distant level geometry pokes through the fog as can be seen at the top of this screenshot. Guess that's what I get for poking around and fixing things at the same time as testing them! I believe it might actually just work as it is, but my fixes will stop the game outputting an "ar_error.log" to the files directory, so that's something. Still go to do a proper playthrough test though. Update : they haven't been authorized yet and I still have a little bit of testing to do, but initial tests seems promising. MM478EP MCoruscant Thor110
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Yes it will be laid out identically to MTSLRCM though I have considered making an android version of HoloPatcher, but as all of the games files are not located in the folder and are instead inside of the .obb file itself, there is little point in doing so because other mods that might use it would require updating specifically for mobile use regardless. So I will stick to the layout MTSLRCM uses for the time being, the files for it are all already prepared but I haven't determined how to solve the issues with the larger levels yet. There is also an issue with the fog in the radiated levels where distant objects flicker in and out of view, I tried applying the fog fix made by timurd2003 but that caused the level to crash as well. https://deadlystream.com/files/file/1462-m4-78-fog-fix/ So there's still a fair amount of work to do. At the same time I am working on my own project so I don't have an ETA for it yet.
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You're welcome, like I said I needed to get this done at some point anyway because I am aiming for my own project to work across all platforms/versions of the game and to be a relatively quick / easy install without some laborious guide to show users how to get everything set up. Though it's unrelated, I have also prepared a version of the Coruscant Jedi Temple mod by deathdisco for the Mobile and Xbox versions of the game. As far as I can tell everything works for this, I only gave it a quick test by loading into all three levels but I don't see any cause for concern and will test it thoroughly at some point as well. The issue with M478's larger levels might take a while for me to solve as I am trying to determine the best approach rather than trying a bunch of different things or rushing it. 804DRO, the level with the long hallway like areas that are open to the sky, it seems, is too large and I need to figure out a way to cut it down. My current thoughts are Make different versions of the level and trim any unnecessary geometry, which is rather convoluted and seems like overkill. or Check the visibility files to ensure that any parts of the map that can be hidden, are hidden. Though as I don't do much modelling, I might have to reach out for some help on that one. We will have to wait and see for the time being. EDIT : Further testing has revealed that the larger level does actually load in, it just has a problem somewhere which is likely to be too many assets such as placeables or characters. Loading up an empty version of the level confirms that it is not the level geometry causing issues. More screenshots. Thor110
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Version 1.0.1
40 downloads
WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter. Original mod and permissions provided by @deathdisco https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/ This version is setup specifically for use alongside MTSLRCM and MM478EP. https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/ https://deadlystream.com/files/file/2552-mobile-m4-78-enhancement-project/ Files are included if you wish to install it just for MTSLRCM or even without it. The only real changes I have made are a fix to "952cor.vis" and correcting a file name mismatch for "PLC_lft1.mdl" Installation Unpack the .zip archive and transfer the files from "mtslrcm and mm478ep" to their proper location. iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal." Patches the "mtslrcm only" folder contains the relevant files if you do not wish to install Mobile M478EP the "no mods" folder contains the required files for not using any other mods. I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment. Thor110 -
As a heads up, I am currently working on a Mobile version of M478EP and have been given the go-ahead by zbyl2 to upload it once it is in working order. However, there is still a lot of testing to do and some crashing issues to overcome with the larger levels. But rest assured, your request is being worked on. It's just currently locked behind a few problematic issues for the time being. It will be free and out in the open as soon as I can work out a simple way to resolve them though. Thor110
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View File Mobile Override Files NOTE : I extracted these for the Expanded Galaxy Project. These are the files from the Android OBB contained within the Override folder. Not intended for use with anything, just meant as a modders resource for anyone that wishes to alter or recolour the UI for the mobile version of the game. Includes iPhone and Android specific textures. Screenshot shows a blue version of the interface I am working on just to showcase it. Thor110 Submitter Thor110 Submitted 10/07/2024 Category Modder's Resources
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View File Blue Kotor-Like GUI Mobile Version NOTE : I made this for the Expanded Galaxy Port but decided to release it as a stand alone mod as well. place override contents at /Android/data/com.aspyr.swkotorii/files/override This should also work with iPhone/iOS but I am not familiar with the method to transfer it Thor110 Submitter Thor110 Submitted 10/07/2024 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
25 downloads
NOTE : I made this for the Expanded Galaxy Port but decided to release it as a stand alone mod as well. place override contents at /Android/data/com.aspyr.swkotorii/files/override This should also work with iPhone/iOS but I am not familiar with the method to transfer it Thor110 -
You're welcome and though it seems insignificant, I just noticed that there is an error in the French version of one of the hints. It says Trask instead of 3C-FD, I made a fixed version here. ihlp_5_fre.tga
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Version 1.0.1
14 downloads
NOTE : I extracted these for the Expanded Galaxy Project. These are the files from the Android OBB contained within the Override folder. Not intended for use with anything, just meant as a modders resource for anyone that wishes to alter or recolour the UI for the mobile version of the game. Includes iPhone and Android specific textures. Screenshot shows a blue version of the interface I am working on just to showcase it. Thor110 -
It appears that I was wrong and they are not the same as released in the Aspyr version on PC, so it seems we will have to wait for someone to crack open the .obb file and extract the relevant files, I did look into this but had no success, might look into it again soon. EDIT : here are the contents of the override folder, that are contained within "main.213.com.aspyr.swkotorii.obb" android override folder.7z Should be everything anyone needs.
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If I recall, these textures can be found in the Aspyr version of the game on PC. For example:
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This can easily be done by editing the script "k_align_movie" I had to edit it so that it didn't randomly show up while playing the port of KotOR I have been working on. Here is a version that should only play once you have completed one planet or rather, found one Jedi. k_align_movie.ncs k_align_movie.nss NOTE : I haven't tested it and put it together quickly but it should work. PLUS : I realise that this isn't precisely what you asked for but, it's close as all three of your points describe different potential points at which to place it, regardless the functions and variables you should need to figure out to make it work the way you want it to work are contained in this script.
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[FIXED] Attribute damage effect script ?
Thor110 replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I think there is already a mod that adds this feature. "1. Separate parts of T3-M4 are adapted to the first part of the game. For the shock limb of the droid T3-M4, the nature of the damage has been changed: now it stuns the enemy, and the stunning power is one of the strongest in the game." Not sure if this helps or not, I believe there are some things that don't get properly displayed in the feedback logs though I am not certain of the specifics. I think SendMessageToPC goes to a specific feedback and not the combat log but I cannot remember. What you probably ought to do is set up an empty test room with a character, some dialog and some scripts to tinker with to ensure you can get something properly showing somewhere, perhaps you have used the function incorrectly. -
Paid mods are against the rules on DeadlyStream.
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Thinking back on this, with regards to mobile, M478EP should work by default, however it would need to be installed and transferred accordingly. At least on Android, I know it can be done, on iOS however, I suspect it might be tricky due to the installer for M478EP being an executable.
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I was planning to make an xbox and mobile patch for this at some point, but it's a long way off. It's required as part of the install order for my main project and I have been working towards getting them ready for xbox and mobile. Someone recently made a patch for TSLRCM to go on the original xbox as well. But it could be many years before I can find the time to get around to it, maybe never. Only time will tell.