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Everything posted by Thor110
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Main Character: Jedi Sentinel Only (KotOR 1)
Thor110 replied to Timbo's topic in General Kotor/TSL Modding
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 -
It certainly wasn't very clear but never mind. This just changes her appearance in the level 711KOR. TrayaToKreiaUTC2.7z
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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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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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carth freezes in kotor 2 cutscene
Thor110 replied to starivartheboneless's topic in General Kotor/TSL Modding
Unfortunately so. -
carth freezes in kotor 2 cutscene
Thor110 replied to starivartheboneless's topic in General Kotor/TSL Modding
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. -
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
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Version 1.0.0
173 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- 1 review
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Another missing Sleheyron level.
Thor110 commented on Thor110's blog entry in Having fun with the KotOR maps.
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 -
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
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KotOR Chess, Maybe... Probably not though.
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The Pieces
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 )
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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.
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I was just having a bit of fun, I am not sure I will finish it, but I am sure it could be done.
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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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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
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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.