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Everything posted by Thor110
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Trying to eliminate the user interface from Kotor 1
Thor110 replied to Noxxarian's topic in General Kotor/TSL Modding
While it is a bit late and my previous response neglected to mention this, you can simply turn it off in screenshots though I don't know if this helps you but it might help someone. ( swkotor.ini in the game directory ) -> change "GUIsInScreenShot" to equal 0 Thor110 Edit : you also need to change "EnableScreenShot" to equal 1 and from there the print screen button on your keyboard will create a .tga file in the games directory. Further edit : oh you can actually disable it altogether using "Hide InGame GUI=1" under Game Options. -
It's just a matter of finding the correct .gui file which I think is ftchrgen_p.gui but it looks like it's a hard-coded set of values where they are all displayed and exist inside of a container.
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The only GUI edits I have done in recent times are simple recolours so unfortunately I have no examples that I can show, but I was in part referring to what you were referencing where some screenshots show the icons to be bigger in existing Icon overhauls. Perhaps take a look at their releases in order to see what changes they made to the .gui files. Alternatively try increasing the width and height values of the Icons you wish to alter the size of and see what the results are in-game. For the most part here I am just guesstimating on what has been done because I haven't looked at any of the Icon overhauls myself. I know there are a lot of .gui files to go through and tinkering with them takes time. Presumably you are after either the Feat Icons or Force Power Icons? Without knowing which icons in specific you are referring to, I can't even take a look at the problem, but the best bet is to just tinker with the values and see what works best for your circumstances. Best of luck figuring out a solution.
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What icons in specific are you seeking? From what I recall there are width and height values that can be accessed through the Visual KotOR GUI Editor, however screen space and aspect ratio's have to be taken into account when modifying something like this of which there are many variants, I believe most people just replace them as they are in order to match the original GUI style.
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Other Projects Yes, though progress has been slow lately as I have been busy with another project that aims to automate conversion of old Unreal Engine games to UE4/5. https://github.com/Thor110/UE2-UE4 Currently it's just a series of batch scripts that utilise existing tools to extract and convert the game files in preparation for UE4/5 but I am preparing to go through the source code for each of the tools and re-work them to deal with any issues present at the moment. Expanded Galaxy That aside, the last update to the Main Expanded Galaxy Repository was 16 days ago, a lot of my time has been spent reaching out to other mod authors and looking for people who wish to join the project, as well as testing which consumes quite a lot of my time unfortunately. The project recently overwent a major overhaul to bring it over to the new HoloPatcher installer, which took quite a while to prepare, it is no longer a drag & drop replacement install and is now a dynamically handled installation similar to TSLPatcher installs, which should make the project compatible with other mods, though I give no guarantees on that because mods can easily cause conflicts with one another. Recruiting Currently the project could do with a few more hands on deck, as expected it is far too grandiose for me to handle alone, though I think I have done well getting it this far on my own. Looking for Testers, Modellers, Texture Artists and finally Writers to join the project, though I did plan to do it all on my own I am starting to think finishing it will be unlikely without a team, I am still holding out hope that as a community we can pool our efforts and resources to unify all of the best content into a single canonical overhaul of both games under the Expanded Galaxy branch. End Goals My end goal would be to create a singular install that totally overhauls both games as well as an additional optional install that overhauls the textures and models for both games. Though it might be better that I wait for one of the open source engine re-implementations to be finished in order to better accommodate the needs of this project. Road Blocks Currently there are still a few roadblocks for me to overcome in order to fully realise the goal of this project, primarily forming a team and keeping things better organised, but additionally I need to work out what the best way forward is for the project, recently I have been reminded of the infamous dialog skipping bug that is present in TSL and I feel like it really is something that needs solving in order to make the project the best it possibly can be. This is however a difficult task and a bug or problem that has plagued the game since it's release and has gone unsolved for a long time. I also initially intended to try and finish the Port of KotOR1 to TSL before shifting my focus back to TSL itself, due to the need to incorporate a launcher and save importer that allows players to carry over their choices from the first game into the second game, but this is becoming increasingly difficult for me to swap between the games and playtest as well as work on both of them, for the time being I have set the Brotherhood of Shadow : Solomon's Revenge port aside in order to help reduce the workload, but the reduction is barely noticeable as that was just a side-project or venture to see how quickly I could get the majority of it reworked for TSL. In Conclusion In short, there's lot's to do and the project may never reach a stage where it is to be considered completed, but I very much hope this isn't the case and intend to continue working on it for as long as I can, getting it all this far has been physically and mentally exhausting, while the majority of the work is fairly easy, I started this project back when I was homeless for a short period of time and at times I find it debilitating to be reminded of that part of my life. However, rest assured I will be continuing work on the project indefinitely, it's very much a life-long project which seeks to revitalise the original games as much as physically possible within the constraints of the TSL iteration of the odyssey engine. Initially I had hoped to get a forum section for the project here on DeadlyStream and to raise regular discussions about what needs improving in the game as well as creating polls that the community could vote on in order to try and determine what changes are best, what fixes should or shouldn't be included and allowing the community to guide Expanded Galaxy to it's final destination. However that didn't happen, keeping up with everybody's thoughts, ideas and opinions on the games is difficult enough, let alone everybody's suggestions for improving the game! There is a Discord server for the project where people can discuss things, though it's been a little quiet as of late, it's very easy to discuss the possibilities for these games endlessly and while that can be helpful at times in order to bring forth ideas and suggestions that might help the project, at times it can leave me whiling away hours simply discussing the semantics of why I don't intend to include or add something to the project. My Thanks Thanks for checking in on the project and many thanks to all those who have helped support or contributed to the project so far. Apologies for the super long response, but I felt it would be best to give a proper summary of what's what regarding the status of the project. Thor110
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TSL for PC - Alternatives to Steam
Thor110 replied to StarSpangledAvenger's topic in General Kotor/TSL Modding
You can always switch back to the LegacyPC version on Steam via Settings/Beta Versions. Both the GOG version and the LegacyPC version is the same as the disc version. ( so I don't know what you mean by limited ) I mod the Steam/Aspyr version. But I also make mods for the game. The reason it's best to avoid the Steam workshop is because it doesn't actually install the mods. It installs them to their own folder and patches them into the game on runtime. Which essentially limits the user to having one mod installed at a time depending on what the mods change. For example : if you install two mods that both replace or alter the same file, the second mod you subscribe to on the Steam workshop will take priority for that file. Where as if you install the mods manually yourself this won't be an issue. That does not however mean that you can just install all the mods and they will work together, it all depends on what the mod does, what files it alters and how it alters them. As I understand it, most people just default to using the reddit mod build while other users resort to trial and error and some of us, inspect the mods contents to see how they work. Regarding what's best, that's all down to the user in question and their level of understanding on the issue at hand. Hope that helps. ( Though I know it will probably just raise more questions ) Thor110 -
Just double click it and add it to the registry provided you are on a Windows system and have the game on Steam, then try running the Save editor and see if it works.
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You could potentially use these to update you registry entries or update them manually yourself if you know how. These are my own backups that I use to update my registry for the KotOR games in order to ensure that KotOR Tool and other tools such as the savegame editor work. They are only compatible with the Steam version of the game and mimic the location of the original registry entries. KotOR1.reg KotOR2.reg
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There is a lot more information you should share to make diagnosing this problem anywhere close to being even partially diagnosable. Operating system and computer specifications. Version of the game. ( Steam, GoG, 4CD, KotOR DVD Collection ) Beyond that you have to take into account that you installed a massive mod list and decided to make changes to it yourself, which could be the cause of the problem. I also do not understand why you chose to do the following. The best solution here is unfortunately and most likely, to start again from scratch, reinstall the game and the full mod-build with no alterations and see if the problem persists. Given that it is a runtime error it could be caused by any number of things being wrong with the game or the system it is running on. Hopefully that gives you some idea of how unlikely it is to find the solution to your problem. But I am also hopeful that perhaps someone out there might have experienced it enough times or diagnosed the problem in another form that could provide you with a solution. Thor110
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It is not a game script, just a script I quickly wrote to demonstrate the GrantSpell function and show the documentation for it in the scripting tool, that can be found manually in the nwscript.nss file if you need to find it. But in general you can just type out a function and hit enter and it will be displayed at the bottom, or you can navigate the functions down the right side of the program and click them to have the relevant notes displayed at the bottom of the application.
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- force power
- prestige class
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It's possible that battle precognition is hard-coded into the game's executable as some elements of the game are. The above shows roughly what you would need to grant a force power at level 1, basically set up a script to grant your character that spell. Though I haven't tested it, this should hopefully point you in the right direction. Thor110
- 3 replies
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- force power
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Oh, I guess you are using the Steam workshop version of TSLRCM then, I usually suggest flat-out avoiding the workshop altogether when installing mods.
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Strange, did you install TSLRCM first? followed by the upgradeable swoop bike mod? If not, it could be best to try that.
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I just updated the links in my Signature. As well as reinstalled and installed TSLRCM to test if it requires TSLRCM and it does. Though that isn't noted anywhere, I guess it has just become one of those things people know or don't know.
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That's strange, unfortunately the only other suggestion I can offer is to use my own mod the Expanded Galaxy Project which includes this mod. Many thanks to bead-v Though my mod is a large and currently unfinished project so it might have just as many or more problems present in it. I actually just reinstalled a fresh copy of the game and installed this mod myself to test it and you are correct that the doors do not seem to be interactable, I warped there straight from Peragus and couldn't access the area via those doors. Which is very strange as from what I remember it worked fine when I first tried it.
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The Expanded Galaxy Project is still looking for texture artists, modellers, testers and finally writers to join the project! Drop me a message if you are interested.
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Need help with my first Armband Shield
Thor110 replied to MrStavro's topic in General Kotor/TSL Modding
You cannot alter nwscript.nss. It is just a list of the defined constants and functions the game utilises. As defined in the nwscript.nss The game must be re-extracting and overwriting / updating it to it's original form. It's interesting that it still uses the effects of the Verpine prototype, perhaps it is defaulting to the only effect it can use for whatever reason. So you will have to make use of whatever effects and options are available within the constraints of the game. Thor110 -
Yes, that is the location he is supposed to spawn at, I can verify it works for me so perhaps you did something wrong.
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It's an area of the map that doesn't even appear on the minimap and isn't usually in the game, exit the workshop at the back and turn right.
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For reference to anyone that sees this post in the future, the following mod : https://steamcommunity.com/sharedfiles/filedetails/?id=621568192 Does not have a dialog.tlk file included for whatever reason, this means the entire mod is in English. Which means the fault is caused by using this mod : https://steamcommunity.com/sharedfiles/filedetails/?id=594785916 This overrides TSLRCM's dialog.tlk file with the vanilla dialog.tlk file but in Polish. @Lauinhas sent a message to the authors of the mod detailing this issue following my investigation of the problem.
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You do actually have to go to Nar Shaddaa and buy the upgradeable swoop bike for it to appear.👍
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It has to be a fresh save where you haven't visited Nar Shaddaa, though generally with mods it's best to start a fresh game altogether unless you are familiar with the way the game works and the mods in question. You also have to cheat the items into the game currently as per the mod description.
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Nar Shaddaa, in the corner area, by the back entrance to the workshop that you land by. ( bottom left corner of the map )