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Everything posted by Thor110
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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 )
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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
212 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
215 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
315 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?