Thor110

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Everything posted by Thor110

  1. Something that is required, for something else to work. Unfortunately not all mods work together, you are best off trying out the major mod builds as they are thoroughly tested as opposed to installing whichever you choose, as mods often have conflicts especially when they change the same files.
  2. You stated no such thing, either way you have two mods changing the same files, something got broken. The initial order of the mods matters and given that you stated them in a specific order, I can only guess that you installed them in that order. You mentioned Sith Stalkers first, followed by Dark Jedi Wear Robes for JCS Cloaked Jedi Robes Mod, then you state secondly after implicitly expressing three mods in your post. Did you also install it's pre-requisite as per it's specifications?
  3. These two mods conflict with one another. As you can see from the screenshots, these two mods change the same things in some levels, so in short, they are incompatible. The Sith Stalker mod also explicitly states the following. "If you intend to play with DarthParametric's Dark Jedi Wear Robes then you'll have to install that mod BEFORE Sith Stalkers [K1]." So given that you installed that afterwards, I would say that is what caused your problem.
  4. That problem cannot be diagnosed without a full list of the mods that you are using, even then the answer is probably that they modify the same files and cause something to be broken.
  5. I've given permission for it and a range of my other mods to be used if they wish to do so. Surprised no one had covered this yet to be honest, but there's so much to fix it's easy to overlook things.
  6. Should be simple enough then, TSLPatcher's ChangeEdit can automatically generate the differences for the 2DA files and from there you can probably just add the dialog and character sheets to the override folder. Just edit her character sheet accordingly after tracking down which level contains the correct character sheet.
  7. TSLPatcher comes with a readme and a program for generating the changes.ini file for various filetypes. One thing to note is that there is an outdated version of it floating around which is worth avoiding. As for HoloPatcher, there is a readme on the GitHub page here. How much does your mod change exactly?
  8. That's a .bik movie file in the Movies folder. "02.bik" so you would have to do some video editing or reconstruct the scene in-game. I was looking at reconstructing that sequence in-game a while back for my port of the first game, but it will probably be a long time before I look at the idea properly.
  9. View File No Mines On Malachor, Only Gas! NOTE : This is included with the Expanded Galaxy Project already. Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too. This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine. Compatibility This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs Installation : HoloPatcher Use HoloPatcher to install the mod. Uninstallation : HoloPatcher HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself. Thor110 Please do not redistribute or release anywhere without my express permission. Tools used that helped make this possible. Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol Submitter Thor110 Submitted 05/09/2024 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.2

    100 downloads

    NOTE : This is included with the Expanded Galaxy Project already. Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too. This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine. Compatibility This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs Installation : HoloPatcher Use HoloPatcher to install the mod. Uninstallation : HoloPatcher HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself. Thor110 Please do not redistribute or release anywhere without my express permission. Tools used that helped make this possible. Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol
  11. I apologize I did not look at the request in the OP, though I have just read it. If there is anything else you feel should be added or changed about it, feel free to let me know and in the meantime I will take a look at your other requests. Edit : Malachor Mine Visibility Fix I have also taken care of and will be available at https://deadlystream.com/files/file/2459-no-mines-on-malachor-only-gas/ once it has been approved.
  12. I would suggest not using KotOR Tool for much besides extracting files, even then it's usually easier to just use ERFEdit, HolocronToolset is also an option to consider. Though I don't know what it might mess up when it comes to dialog files but it has been known to cause issues when it comes to editing files. Also I would suggest looking into TSLPatcher and HoloPatcher for applying your changes when releasing your mod so that changes can be properly applied to the games files. You're welcome and as I mentioned, there are probably a few other branches within that specific dialog that would need removing. I'm not sure what the issue is here, I always have both installed so I have never encountered this problem.
  13. Ah, well in that case you would have to edit the dialog files in question to remove those options accordingly. This would be for Dorak, which is "dan13_dorak.dlg" that is located within the level file "danm13_s.rim" Though it's highly likely that there might be other entries that you might want to delete.
  14. You just need to delete the relevant buttons and 3d models, which are 1, 3, 4 & 6 in classsel_p.gui Here is the modified file I just made to test this. classsel_p.gui
  15. It certainly wasn't very clear but never mind. This just changes her appearance in the level 711KOR. TrayaToKreiaUTC2.7z
  16. I forgot about those. Not sure if her .utc file is identical but the same file name is used for the one on Korriban and one of the one's on Malachor, so it still might be feasible that way. Malachor 904mal uses n_darthtraya001.utc Malachor 907mal uses p_kreia_evil001.utc and p_kreia_evil002.utc Korriban 711kor uses p_kreia_evil001.utc Is there another module that has Darth Traya in it? Though I just checked in-game how changing just her appearance number looked for the Kreia's Fall Cutscene (in-game) by danil-ch and it wasn't perfect. So instead here is a version that just directly changes the model to use her original texture, not really sure what the best approach is to be honest, probably this. Looked alright to me in-game in the fall cutscene, will work on Korriban as well.
  17. Easy would be an understatement, that took fifteen minutes to make and it only took that long because I had to make compatibility for the Kreia's Fall Cutscene (in-game) by danil-ch It's 10.5mb's as it uses HoloPatcher All this does is change the .utc files to Kreia's regular appearance value, I tested an install, which went fine, I manually verified the files had been updated, but I did not play through the cutscenes in question, so let me know how it plays out. The info.rtf is practically non-existent. Edit / Note : I think the Kreia's Fall In-Game Cutscene would actually need updating because of a slightly different model used with a custom animation, might be possible to just update the texture, I will take a closer look at it later on.
  18. Don't use Steam workshop, it doesn't actually install the mods to the game, it tries to side load them in according to the order you installed them, which means things almost always go wrong when using more than one mod, because there are often file conflicts and the latest mod installed gets priority over the previous mods.
  19. View File Dantooine & Coruscant Model Fix NOTE : This is included with the Expanded Galaxy Project already. Just fixed these models for my project and decided that I would post them as well for anyone that might care about the small holes in the level geometry at the far end of the Enclave catacombs or Coruscant temple. 610DAN & 952COR Installation Add the files in the 7zip archive to your override folder. Note : If you are not using the Coruscant mod, don't copy the following files. 952cor_19.mdl 952cor_19.mdx 952cor_19.wok 952cor_32.mdl 952cor_32.mdx 952cor_32.wok Uninstallation Delete the following files from your override folder. 610dan_19.mdl 610dan_19.mdx 610dan_19.wok 610dan_19_lm2.tga 610dan_32.mdl 610dan_32.mdx 610dan_32.wok 610dan_32_lm4.tga 952cor_19.mdl 952cor_19.mdx 952cor_19.wok 952cor_32.mdl 952cor_32.mdx 952cor_32.wok Fixing this took longer than it should have! Thor110 Submitter Thor110 Submitted 04/26/2024 Category Mods TSLRCM Compatible Yes  
  20. Version 1.0.0

    130 downloads

    NOTE : This is included with the Expanded Galaxy Project already. Just fixed these models for my project and decided that I would post them as well for anyone that might care about the small holes in the level geometry at the far end of the Enclave catacombs or Coruscant temple. 610DAN & 952COR Installation Add the files in the 7zip archive to your override folder. Note : If you are not using the Coruscant mod, don't copy the following files. 952cor_19.mdl 952cor_19.mdx 952cor_19.wok 952cor_32.mdl 952cor_32.mdx 952cor_32.wok Uninstallation Delete the following files from your override folder. 610dan_19.mdl 610dan_19.mdx 610dan_19.wok 610dan_19_lm2.tga 610dan_32.mdl 610dan_32.mdx 610dan_32.wok 610dan_32_lm4.tga 952cor_19.mdl 952cor_19.mdx 952cor_19.wok 952cor_32.mdl 952cor_32.mdx 952cor_32.wok Fixing this took longer than it should have! Thor110
  21. There's not really much point without baking lightmaps and closing off the end sections, or doing something. But these are the two files you will need. .lyt in the override and .mod in modules, the level is built for TSL but it will work in K1 as well. Without lightmaps though, it's pitch black. Edit : I don't know how to properly bake the lightmaps so the ones I baked were 512x512 which made the files 300mbs so I won't waste space uploading them lol but I will look at making smaller ones at some point. gob.lyt gob.mod
  22. Just yesterday I noticed some chatter and Wizard, the author of KotORModSync and a co-author working on the Holocron Toolset found some more missing level files from a Sleheyron level. The model files are the following. crossgob.mdl/mdx hal01gob.mdl/mdx hal02gob.mdl/mdx hal03gob.mdl/mdx hal04gob.mdl/mdx So I took it upon myself to try and reconstruct it, the results are far from adequate but I haven't put that much time into it yet. This is the level viewed in Blender. This is the interior of the level viewed in Blender. And here are some shots of it in-game. No lightmaps! I'm blind! aahhhhhhhh Poorly made lightmaps! I'm going blind! ahhhhhhh Though I didn't do any setup for baking the lightmaps, I just baked them as they were so that's probably why they turned out awful, I also did not familiarise myself with the proper procedure when baking them so the files were huge. None of the games doors fit the hallways unfortunately! Which is a shame. The minimap turned out even worse. But again, I just threw it together quickly to see what it all looked like in-game. Now I just have to figure out what to do with it. Thor110
  23. KotOR Chess, Maybe... Probably not though.KOTORCHESS.jpg.ccd2e8f71bb9b23de4c9accce799e50c.jpg

    1. Thor110

      Thor110

      chessssss.jpg.8dcf5940051ca47eb2d62fd2e9637585.jpg

      The Pieces

      322.jpg.65d3292d2d32b93af6ecdd5be3ddeef9.jpg

      The script to spawn a grid of any size, which has been added to my tutorials in-case it might ever be of use to anyone. ( It has to be an even number, otherwise the pattern gets broken )

    2. Mephiles550

      Mephiles550

      Imagine if you had to play a type of chess or checkers game to progress through a mandatory part of the game, kinda like the tomb of Naga Sadow to get his sword.

      Come to think of it, the floor puzzle in the Lehon temple basement was kind of pointless, you were given the answer to it. Makes me wonder why they implemented it at all. I sometimes wondered if it was intended for a much more eleaborate puzzle that the devs just weren't able to properly implement and they just slapped something together last minute. A type of chess game may have been too ambitious if the board wasn't just scripted to allow only one proper sequence of events to succeed. 

    3. Thor110

      Thor110

      I was just having a bit of fun, I am not sure I will finish it, but I am sure it could be done.

  24. Given that they are textures, if those textures exist in the second game, they will use the same name and you will probably just be able to use them in K2 without any need to port them. It's possible but unlikely that they have different names though, so it would be best to check. My suggestion would be, make a list of the texture files you want to put into K2, put them in the override, see if it works, if it doesn't, use the list to find and remove them. Alternatively you could check if those textures exist in K2's files first using KotOR Tool.