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Posts posted by Thor110
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2 hours ago, DeathScepter said:To Thor110, I might need your help to understand TSLpatcher better
There's a lengthy readme included with TSLPatcher which I read from time to time, though for the most part I read existing changes.ini files and took note of how they worked in order to make my own, I also make use of a few simple batch scripts I wrote to make lists for large numbers of files.
But for smaller mods, most things can be done using ChangeEdit to generate the changes.ini file for you.
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2 hours ago, ShayOrdo said:Also... What's a pre-requisite?
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.
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1 hour ago, ShayOrdo said:I stated earlier that I installed that and Sith ambush mod firstly, then went for Sith stalker mod. The Sith Stalker[K1] was the last out of three mods I used
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.
10 hours ago, ShayOrdo said:Greetings.
During my weekends I decided to redownload kotor and installed a big amount of mods, which all work fine except for the:
https://deadlystream.com/files/file/1109-sith-stalkers-k1/
As it only changes the sound of the Dark Jedi that should've been replaced by Stalker, but not the model itself.
Also I mixed 2 more mods, first going for the :
https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/
And secondly going with :
https://deadlystream.com/files/file/1326-sith-assassin-ambush/
Before going for the mentioned mod... Could there be a reason why this one specifically refuses to work fully?
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?
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1 hour ago, ShayOrdo said:These two mods conflict with one another.
3 minutes ago, ShayOrdo said:Well, basically I used entire list of Diverse Galaxy mods made by N-Drew, along with K1 Legends mods, Weapon overhaul mods, the tin can and Parametrics vip tin-can, etc, leaving the Dark Jedi stuff last
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.
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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.
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19 minutes ago, Snigaroo said:That's great, I'm glad it's out before the next version of the K2CP is finalized, I'm hoping JC might want to integrate it. It's such a small thing but it's always bugged me.
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.
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2 minutes ago, Timbo said:For now, classes.2da, classpowergain.2da, dan13_dorak.dlg, feat.2da, featgain.2da, npc.2da, skills.2da, tar03_brejik031.utc, and the party members have all been modded.
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.
4 minutes ago, Timbo said:I almost forgot that I need to figure out how edit Darkside Bastila, I need to change her class and build. Then I'll either do an early release or I'll move onto base items.2da, and then start editing the weapons individually.
Just edit her character sheet accordingly after tracking down which level contains the correct character sheet.
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15 minutes ago, Timbo said:That's way more than I want to do. I'm perfectly fine with her having a yellow lightsaber in that scene. Care to recommend a good tutorial for assembling my mod with Holopatcher or TSLpatcher?
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?
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16 minutes ago, Timbo said:I'm not sure what the issue was exactly but it went away when I downloaded a new copy of DLGE and I was able to make my edits.
Do you know if it's possible to change that cutscene where Bastila fights Revan? I want to change her lightsaber from yellow to green. Is it a video that has to be edited or is there a file where I can swap out the character model?
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.
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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
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Submitter
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Submitted05/09/2024
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Category
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TSLRCM CompatibleYes
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1 hour ago, Snigaroo said:Did you read the details of the request in the thread OP? The name of the request definitely makes it sound like I wanted a wholesale change and I could've picked a much better shorthand, but the OP description talks about the specifics in the case of each request. I try to do it that way to keep the thread from being cluttered with a bunch of details within the comments.
Thanks very much for the work, I appreciate it.
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.
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25 minutes ago, Timbo said:Edit: nvm. I figured out how to do it the conversation editor in KotOR Tool.
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.
29 minutes ago, Timbo said:Thanks for showing me this so clearly. Removing the dialogue options for the other 2 classes is actually an elegant solution that keeps the dialogue tree intact. I like it.
You're welcome and as I mentioned, there are probably a few other branches within that specific dialog that would need removing.
30 minutes ago, Timbo said:I cannot for the life of me figure out how to use this app. I get the little pop-up window that tells me that I don't have TSL installed and then nothing. The actual app never launches... What am I doing wrong?I'm not sure what the issue is here, I always have both installed so I have never encountered this problem.
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8 minutes ago, Timbo said:I'm dumb. I should have specified. I'm modding KotOR 1. So I'm referring to the scene on Dantooine where you cross-class to Jedi.
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.
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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 -
5 hours ago, Snigaroo said:That would change every appearance of Traya in the game to Kreia, correct? I don't want her appearance on Malachor changed--much as I think it's likely an artifact of LucasArts mandating there be a big bad at the end, it would be much too significant a thematic alteration for mod build inclusion. If the description of the request wasn't clear enough I apologize, but I only wanted the change for the vision appearance in the tomb.
It certainly wasn't very clear but never mind.
This just changes her appearance in the level 711KOR.
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13 hours ago, Snigaroo said:To change her appearance on Korriban? The Malachor appearance and the Ludo Kressh vision share the same .utc file?
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.
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On 5/5/2024 at 10:41 AM, Snigaroo said:I've added a new request (Traya-to-Kreia). This one is pretty easy, I think.
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.
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7 hours ago, starivartheboneless said:ohhh thanks but do i have to replay the whole game?
Unfortunately so.
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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.
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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.wokUninstallation
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.wokFixing this took longer than it should have!
Thor110
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Submitter
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Submitted04/26/2024
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Category
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TSLRCM CompatibleYes
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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.
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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
Spoiler[Game Options]
GUIsInScreenShot=1
EnableScreenShot=0Thor110
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.
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4 hours ago, Vampir999 said:Yes, Feat Icons and Force Power Icons
I’m also making a completely changed HUD, I plan to post it next week
But in principle the problem is only on the leveling screen, but in combat or movement the sizes are normal and quite beautiful
So maybe we shouldn't pay attention to this problem.
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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30 minutes ago, Vampir999 said:If you replace them with GUI style, they will turn out to be of very poor quality. Then this makes absolutely no sense
If there is such a point, can you show with a screenshot where such a point is, otherwise I’ve already lost my mind
thank you for quick responseMay the Force be with you!
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.
MOD:[K1] No more unrealistic visual effects
in Mod Releases
Posted
ChangeEdit would tell you that if you compare it against the original file.
You could also install it first and allow other mods to update anything it does, or you could make them a TSLPatcher.
This sort of stuff happens, people make mods using the tools they first check out, personally I checked them all out and still built a hard override mod to begin with just because it best fit my project, but since then I have converted my stuff to HoloPatcher, though I think I do have a few left to update.