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Everything posted by Thor110
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View File TSL Style Loading Screens TSL Style Loading Screens for KotOR I made these loading screens for my port of KotOR to TSL but decided to release them as a standalone because why not. KotOR in TSL Trailer Though personally I prefer Sithspecter's coloured versions of the original KotOR Loading Screens found here : Loadscreens in Color But people have their preferences, so who knows maybe someone will like this. Reference : These are all made at 1280x1024 so they won't look right for anyone using 1920x1080 or any other widescreen resolutions, I do plan to make a pack of them at 1920x1080 at some point. Thanks & Enjoy Installation Copy files to the override folder. Uninstallation Delete files from the override folder. Notes The following three loading screens I did not make TSL version of yet. load_chargen.tga ( Before Character Creation Screen ) load_swoop.tga ( Swoop Race Mini Game ) load_turret.tga ( Turret Mini Game ) Thor110 Submitter Thor110 Submitted 01/28/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
195 downloads
TSL Style Loading Screens for KotOR I made these loading screens for my port of KotOR to TSL but decided to release them as a standalone because why not. KotOR in TSL Trailer Though personally I prefer Sithspecter's coloured versions of the original KotOR Loading Screens found here : Loadscreens in Color But people have their preferences, so who knows maybe someone will like this. Reference : These are all made at 1280x1024 so they won't look right for anyone using 1920x1080 or any other widescreen resolutions, I do plan to make a pack of them at 1920x1080 at some point. Thanks & Enjoy Installation Copy files to the override folder. Uninstallation Delete files from the override folder. Notes The following three loading screens I did not make TSL version of yet. load_chargen.tga ( Before Character Creation Screen ) load_swoop.tga ( Swoop Race Mini Game ) load_turret.tga ( Turret Mini Game ) Thor110 -
I always hated special one time events, items and or equipment in MMORPG's. It's just illogical and does little else besides shorten the lifespan of the game by slowly adding to a long list of things people can never get no matter how long they play or pay into the game. I should try getting back into the game but it get's expensive!
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Thanks, the internet was my teacher! Seeing as this has helped without much trouble, I will make sure to copy and repost the instructions in my thread : [TUTORIAL] - KotOR Modding Tutorial Series - Tutorials - Deadly Stream Hopefully it will help someone else one day.
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Just thought I would check incase the redboxes were grey though given that you are interpreting the initial reds, I should have taken note of that myself lol Awesome! Yeah, it's quick and simple, kind of dirty to do it either way, which is why I showed a follow up method where you could highlight or cut out the exact areas you wanted to alter using the selection tools
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The red boxes in the images I posted outline the exact instructions to follow to achieve the same result. I also don't have permission to post a modified version of their texture. It's also easier to simply help everyone learn to follow basic instructions. Colors -> Colorize -> Colorizer -> Color or Colors -> Map -> Rotate Colors Simply open the .tga file, follow the instructions, then click File - > Overwrite original file. p.s. if you are colour blind, perhaps you could take a test and find out which version so that I can colour the boxes green, blue or yellow accordingly. Otherwise text instructions are there now too. In the format of Button to press -> Button to press -> Button to press.
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This sort of thing can pretty much be done at the click of a single button in GIMP. Perhaps try it for yourself to get the result you are looking for. Personally I think the red matches the latter two images you have shown as reference and that the first image only looks to be orange due to being poor quality. Thor110 Edit : You can also use "Rotate Colors" after selecting an area of the image you are modifying. There is also a way to quickly select a range of colours but currently I can't remember how.
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Gammorean Shadow Fix had a problem, sorry anyone that downloaded it, updated and fixed now, would cause anything using the other model variant to t-pose.
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View File Sentry Droid Animation Fix NOTE : This is included with the Expanded Galaxy Project already. So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears. Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another. It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end. Hardly noticeable really but it bothered me so I got around to fixing it eventually. Installation : Unzip and drop the two files into the override folder. Uninstallation : Delete the following files from the override folder. c_drdsentry.mdl c_drdsentry.mdx Thor110 Submitter Thor110 Submitted 10/09/2023 Category Mods TSLRCM Compatible Yes
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View File Gammorean Shadow Fix NOTE : This is included with the Expanded Galaxy Project already. So I noticed this once before somewhere but never came across it again until testing some things recently. The shadow stretches across the screen for this model. It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly ) Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa. Installation : Unzip and drop the four files into the override folder. Uninstallation : Delete the following files from the override folder. c_gammorean.mdl c_gammorean.mdx c_gammoreanp.mdl c_gammoreanp.mdx Thor110 Submitter Thor110 Submitted 10/09/2023 Category Mods TSLRCM Compatible Yes
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Version 1.0.1
190 downloads
NOTE : This is included with the Expanded Galaxy Project already. So I noticed this once before somewhere but never came across it again until testing some things recently. The shadow stretches across the screen for this model. It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly ) Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa. Installation : Unzip and drop the four files into the override folder. Uninstallation : Delete the following files from the override folder. c_gammorean.mdl c_gammorean.mdx c_gammoreanp.mdl c_gammoreanp.mdx Thor110 -
Version 1.0.0
266 downloads
NOTE : This is included with the Expanded Galaxy Project already. So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears. Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another. It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end. Hardly noticeable really but it bothered me so I got around to fixing it eventually. Installation : Unzip and drop the two files into the override folder. Uninstallation : Delete the following files from the override folder. c_drdsentry.mdl c_drdsentry.mdx Thor110 -
How do you add Headgear to an NPC? (KOTOR 1 / KOTOR Tools)
Thor110 replied to Revanite's topic in General Kotor/TSL Modding
I don't know how it looks in kotor tool as I tend to use K-GFF Editor to edit .utc files, but I presume you have added it to the Equip_ItemList and not the ItemList? -
I think we all understand your position, it's just generally better to leave mods to die as opposed to complaining, at least in my opinion. Patience, go play another mod for a bit
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Why does anyone need to prove anything to anyone in regards to something they are working on in their own time to give away to people for free? So your suggestion is that the devs take time away from working on the mod to showcase some fancy video that wows you? Which would again, take time away from actually developing the project. While in some cases it's easy enough to keep track of things being done, some people aren't used to it and it can be annoying to have to stop developing just to go and write "fixed this" or "updated that" or "added this" to some log. Yet you are speaking as if they owe everyone an explanation. You've been informed by multiple people that have actively helped develop the project with Logan that it is still being worked on, if that isn't enough, I don't know what is. I think for everyone it's more pertinent that the latest comment isn't "mod is dead" especially when it was preceded by an update from the developer regarding work being done to the mod. With all that being said, these things take time and unfortunately everybody has lives to live, bellies to fill and work to do. Thor110 P.S. I am sure there will be something to show off sooner or later.
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RAD Game Tools
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Convert it to a .bik and replace the intro movie biologo.bik or leclogo.bik, you won't be able to add an entirely new video without more hassle than it's worth so if the loss of leclogo.bik is a problem you would have to combine them into one.
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Have you ever made a mod for anything? No, but outright saying it's dead leads others to believe it is. Oh! We can all understand that! Money doesn't always seem to get the job done does it! It'll get there! I really enjoyed the demo myself as I am sure many did, all in good time! This happens from time to time, there can be countless reasons but I have to say in recent times I have seen some incredible projects that are absolutely breathtaking! Including many that would be considered impossible due to legal issues, thankfully many have managed to properly defend themselves. So be patient take a look around, sometimes some of the coolest stuff pops up out of nowhere!
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I have to second this, rest assured they are still working on it and I help them out from time to time. It's comments like this that probably lead to 95% of big mods not being finished. Some of us just throw our arms up in the air and go, well don't have it then. DELETE. Thor110
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Ah of course! though from what I remember that error can cause the game to minimize so I wondered if perhaps it could cause a black screen as well. Still, those file name mismatches are something I have been fixing in my own project so I thought I would post it. Though I should have probably asked if they have any other mods installed etc
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Short Answer : Yes Long Answer : You would have to make it. Still a short answer, but you would have to determine the way to make it work and ensure that any conflicts are taken care of. As I don't think this is the kind of request anyone would want to take on, if they do though, more for them.
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It's recently been updated by th3w1zard1 : th3w1zard1/PyKotor: requested by DarthParametric by th3w1zard1 Though given that you requested it, I figure you might already be aware of this. I am using the modified version from the3w1zard1 as my primary installer, for the Expanded Galaxy Project. It works well for my project currently, but it's definitely still a work in progress. As for this mod, unfortunately I am unfamiliar with both mods in question so don't have much to say other than agreeing with DarthParametric's comments regarding the fact you could just release a compatibility patch.
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Just been tinkering with my own script again and while considering using GetAreaUnescapable like you are, I came across the fact that the following levels are not set to be unescapable in the .are files. 004ebo 007ebo 102per 104per 107per 154har 501ond 502ond 503ond 512ond 853nih 907mal Plus all of Telos ( though you handled that with a global variable check ) and thought it might be worth noting here for you. Though most of these are levels that the user is unlikely to use them in, except for perhaps Onderon. Edit : Also, if you were to travel to a new planet after warping back to the Ebon Hawk, you would be able to warp back to a planet you just left! I had to add a Boolean and set it during the galaxy map script to deal with this.
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I second this! I was considering downloading this and the other HQ Music Patch by SithHolocron to compare myself, but I suspect it will be difficult for most to actually hear the difference! Given that the author has gone to the trouble of overhauling them all, hopefully you might know the best tracks to select for comparison.