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Status Replies posted by JCarter426
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I thought all Kotor 1 player models were already included in Kotor 2, even if not used? Is that not the case?
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Nope, only a few of them. I think @DarthParametric had an infographic with what is/isn't there and what is/isn't used.
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Hey, this is my first status update on this site!
Anyway, I intended to post this on New Year but there were more complications than I anticipated.
So recently I softmodded my +20 year old original Xbox and I wanted to try modding the Kotor games with the new tools to check how far you could go.
I saw some threads about this here and here, which were really useful but I wanted to note some things:
· From my experiments, textures need to be square with a size of 512x512 maximum, otherwise they will not show up correctly. They don't need to be in TXB format, you can just throw the TGA and TXI into override.
· I tried converting custom modules (like the ones in Brotherhood of Shadow) to the Xbox version, but they didn't work for some reason.
· Character models and other mods can easily crash the game. I have had countless crashes which made my console freeze and I couldn't turn it on until a few hours passed which is why this took me so long.
So with all this I just made a video about it here:
Excuse the video and audio quality, I don't have a game capture lol.
I also experimented with the Xbox version of the Jedi Knight games and ironically, they are way more limited than the Kotor games despite having released all the tools and source code for the PC version. You can see a video about it here:
On another note, my machinima is getting closer to completion and I will show it here once it's done.
No mods to show this time, but I hope you find this useful if you ever intend to mod the Xbox version of this games. And don't hesitate to post any other info about this I may have missed if you have any!
Happy New Year!!
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· I tried converting custom modules (like the ones in Brotherhood of Shadow) to the Xbox version, but they didn't work for some reason.
· Character models and other mods can easily crash the game. I have had countless crashes which made my console freeze and I couldn't turn it on until a few hours passed which is why this took me so long.
The format for the Xbox models is a little different. MDLedit can convert to the Xbox format. I don't believe many people have tested this functionality, though.
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Aight. I don't understand why KotOR Tool won't see K2, but it sees K1 fine.
Have them both on Steam, but KT doesn't register K2 for some reason. I just reinstalled it.
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The Steam version doesn't put the path in the right place in the registry. See here.
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Happy new year, everyone.
To start things anew, I've wanted to finish some older mods and finally squash some persistent bugs in the process. Does anyone know where Kotor adds the feats to a character after creation or party members after a certain amount of leveling? Is it done with a 2DA file, or is it via script? Is it some totally different method not mentioned?
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Prereqfeat is used for the usual three-tiered progression, like Flurry -> Improved Flurry -> Master Flurry.
But it seems like if you set a tier 1 feat to have a prerequisite, it makes it impossible to select at all. It requires specific other setup to work.
Unless you want this to be a tier 2 version of Force Sensitive, it's not what you want. But orreqfeat should do the trick.
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Happy new year, everyone.
To start things anew, I've wanted to finish some older mods and finally squash some persistent bugs in the process. Does anyone know where Kotor adds the feats to a character after creation or party members after a certain amount of leveling? Is it done with a 2DA file, or is it via script? Is it some totally different method not mentioned?
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Malkior said:
Alright, I went into feat.2da and changed the Prerequisites to 116 (The row for Force Sensitive) and then set the required level to 99 so even the player can't buy it. Should this keep everyone from getting it even if they're scripted to do so?
If you change the orreqfeat column, it should work, yeah. I tested by orreqfeat0 on line 31 (Sniper Shot) to 116 (Force Sensitive). Bastila then couldn't take the feat, but my player could.
DarthParametric said:Looks like that column is used for a couple of rows in TSL. Maybe for the player, not sure.
Hmm, so it is. I see it on Droid Confusion and Fighting Spirit. I wonder if it has to do with feats displaying only for the characters who can get it and nobody of the same class, e.g. T3 won't be able to see Droid Confusion, even though he is also an Expert Droid.
If so, it might be possible to hide feats from the other Jedi party members here, as well.
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Happy new year, everyone.
To start things anew, I've wanted to finish some older mods and finally squash some persistent bugs in the process. Does anyone know where Kotor adds the feats to a character after creation or party members after a certain amount of leveling? Is it done with a 2DA file, or is it via script? Is it some totally different method not mentioned?
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There is a way that you can do this.
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Pick a feat that only the player has.
- In KOTOR 1, the player is the only Jedi character to get Force Sensitive, so that'll work if you want something to be available after the player becomes a Jedi.
- Otherwise, you can pull the same trick and grant the non-Jedi classes any feat of your choosing at level 1. The party members won't get it because they start at later levels.
- Use this as a requisite feat for whatever feat you want to give the player via one of the orreqfeat columns in feat.2da (orreqfeat0 through orreqfeat4).
The feat will be visible in the level up screen for party members of the same class, but only the player will be able to select it.
I have no idea what the "exclusion" column does. I don't believe it was there in Neverwinter Nights, as there's no documentation on it, and it has the value 0 for every feat in the game. Not really sure how to test it without any idea of what it could possibly affect, either.
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Pick a feat that only the player has.
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I have permission now from both previous authors to make my darkside/lightside Bastila mod for Kotor I. I have a version for Kotor 2 as well. I already have it mostly done but it needs packaged up, polished, and released. I made it a while back. I use both mods in my game. 2 different mods really with several variations but they all go together. It's been a minute since I have touched it but I need help with one thing which involves adding a new line to to the 2da and the way I did it before works but causes some problems with other mods because i have it in spot 0 where nothing should be so I need some help with that. I forgot some of the terms, but will relearn them. I can post a picture of what I'm talking about if anyone decides to try to help. Thanks for reading!
Edit: I added a picture. row 0 is my problem. That row adds a second head for bastila if she is darkside so she can have sith eye while darkside and blue eyes while lightside. I need to move that row to be somewhere other than 0 because it causes her head to show up in some strange places where it shouldn't. Then I need to change 0 back how it should be. idk how appearance 2da rows work very well.
posted pictures of bug. head being in slot 0 causes these 2 mods which are 4 force powers and the sith ghost mod to have the floating head. without these mods there seems to be no problem but still i want to move it someone where it would work better.
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Yes, you can add a new line in heads.2da as long as you add corresponding lines in appearance.2da and portraits.2da. There should be tutorials on that still available in some form here.
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I have permission now from both previous authors to make my darkside/lightside Bastila mod for Kotor I. I have a version for Kotor 2 as well. I already have it mostly done but it needs packaged up, polished, and released. I made it a while back. I use both mods in my game. 2 different mods really with several variations but they all go together. It's been a minute since I have touched it but I need help with one thing which involves adding a new line to to the 2da and the way I did it before works but causes some problems with other mods because i have it in spot 0 where nothing should be so I need some help with that. I forgot some of the terms, but will relearn them. I can post a picture of what I'm talking about if anyone decides to try to help. Thanks for reading!
Edit: I added a picture. row 0 is my problem. That row adds a second head for bastila if she is darkside so she can have sith eye while darkside and blue eyes while lightside. I need to move that row to be somewhere other than 0 because it causes her head to show up in some strange places where it shouldn't. Then I need to change 0 back how it should be. idk how appearance 2da rows work very well.
posted pictures of bug. head being in slot 0 causes these 2 mods which are 4 force powers and the sith ghost mod to have the floating head. without these mods there seems to be no problem but still i want to move it someone where it would work better.
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I have permission now from both previous authors to make my darkside/lightside Bastila mod for Kotor I. I have a version for Kotor 2 as well. I already have it mostly done but it needs packaged up, polished, and released. I made it a while back. I use both mods in my game. 2 different mods really with several variations but they all go together. It's been a minute since I have touched it but I need help with one thing which involves adding a new line to to the 2da and the way I did it before works but causes some problems with other mods because i have it in spot 0 where nothing should be so I need some help with that. I forgot some of the terms, but will relearn them. I can post a picture of what I'm talking about if anyone decides to try to help. Thanks for reading!
Edit: I added a picture. row 0 is my problem. That row adds a second head for bastila if she is darkside so she can have sith eye while darkside and blue eyes while lightside. I need to move that row to be somewhere other than 0 because it causes her head to show up in some strange places where it shouldn't. Then I need to change 0 back how it should be. idk how appearance 2da rows work very well.
posted pictures of bug. head being in slot 0 causes these 2 mods which are 4 force powers and the sith ghost mod to have the floating head. without these mods there seems to be no problem but still i want to move it someone where it would work better.
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You have to add new 2DA lines at the end of the file and ideally use TSLPatcher to patch them. I'm not sure what you did exactly but... don't do that. Yikes.
If you upload your heads.2da maybe we could take a look, but the screenshot doesn't look any different than the original one to me. Maybe you have a corrupted appearance.2da file instead.
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Latest progress on cloaked party clothing robes:
It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
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Latest progress on cloaked party clothing robes:
It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
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Latest progress on cloaked party clothing robes:
It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
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Latest progress on cloaked party clothing robes:
It's not readily apparent, but in addition to the cloak I upscaled her clothing texture and fixed some minor errors.
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Those that wish to use my Soundset mods in KotOR2 should be able to do so if they install @JCarter426's mod first. Thanks JC! If you have questions about his mod, you should ask him though as he made it. (For my mods, you can look here.)
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Wow, Improved Grenades mod has 3.7k downloads on deadlystream... It's a nice mod, just didn't expect it to by the most popular mod. The second most downloaded mod I made is Revenge on the Sith Lady, this perplexes me and amuses me.
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As someone who's never modded...how hard would it be to change up the appearance of some of the Exchange thugs in the Refugee Quad?
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As someone who's never modded...how hard would it be to change up the appearance of some of the Exchange thugs in the Refugee Quad?
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Depends on what you want to change, yeah. But even more than that it kind of depends on luck.
If the character you want to change has a unique UTC file - that is, the file name isn't used for other characters anywhere else in the game - then you can get away with editing it in KOTOR Tool and putting the file in Override, which is easy enough even for beginners. But much of the time, especially in K2, the characters do not have unique file names, and in that case putting one in Override would override every instance of every character that uses that file name, which can lead to problems. So if you're unlucky, either you would have to insert it into a .mod file with TSLPatcher, or you would have to write a script to correct the problem - both of which require a bit more advanced knowledge.
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Isn't it pretty funny GO-TO is so obsessed with saving the Republic that he lets the Exchange hire Azkul and the mercenaries to take over Dantooine from the Republic?
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Huh, I don't remember that datapad. I thought you meant the one in the enclave. That doesn't make a lot of sense, does it? 🤔
It's also weird that they're trying to sell Vrook at all if you've already been to Nar Shaddaa and the bounty is off. I don't believe there's any official expectation that you visit Dantooine first, though. If anything, it would be later, given the module numbers.
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Isn't it pretty funny GO-TO is so obsessed with saving the Republic that he lets the Exchange hire Azkul and the mercenaries to take over Dantooine from the Republic?
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And there's Vrook mentioning the "mercenaries have aligned themselves with the Exchange" after being released from his cell. There's also a datapad on the mercenary captain that was holding Vrook in the cave about being hired by the Exchange to take over Khoonda.
The datapad mentions nothing of the Exchange:
QuoteThis datapad contains orders from Azkul, the leader of the mercenaries on Dantooine: "Vrook has wandered into the Enclave alone. You will take a full squad and capture the Jedi alive. Bring him to our nook in the kinrath caves to await transport to Nar Shaddaa. He will fetch a fine bounty."
That's just in respect to selling Vrook for the bounty again.
That's also how I took Vrook's line, though I can see how you might interpret it otherwise. The full line is:
QuoteThe mercenaries have allied themselves with the Exchange and are planning to attack Khoonda. They've been holding off for the right moment. And now since they lost their captive Jedi, they'll attack immediately. I'm going to try to reach Administrator Adare. Time is of the essence.
He never actually says the Exchange is involved in the attack - just that the mercenaries are involved with the Exchange.
The rest is just speculation on my part, but I figure it goes something like this. There was always friction between the mercenaries and the settlers, and they probably always wanted to take over Khoonda because it's better than being kicked off the planet. But nobody was callous or crazy enough to do it until Azkul. A mysterious party, possibly a faction of Sith seeking to destabilize the Republic, gives Azkul enough funding to bring more mercenaries to Dantooine with the intent of taking over the planet for them. It's still not a sure thing, though, so they bide their time. Meanwhile, Vrook comes up with his stupid plan to get himself captured so he can figure out what they're up to. Azkul makes a deal with the Exchange to sell Vrook for the bounty on Jedi, and maybe the Exchange will give them weapons and/or manpower in return, to help with the mercenaries' attack on Khoonda. Then the player "rescues" Vrook and the mercenaries retaliate.
I think that scenario makes more sense than G0-T0 hiring you to stop himself, anyway. Or Azkul describing the Exchange as far more powerful than you after you've single-handedly wiped them out on one or two planets.
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Isn't it pretty funny GO-TO is so obsessed with saving the Republic that he lets the Exchange hire Azkul and the mercenaries to take over Dantooine from the Republic?
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Isn't it pretty funny GO-TO is so obsessed with saving the Republic that he lets the Exchange hire Azkul and the mercenaries to take over Dantooine from the Republic?
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How TSL applying the BGM as SoundFX is very intriguing; particularly with al_jazz- the BGM that played inside the NS' Entertainment Promenade. Definitely something that K1 don't have, and surely is an improvement from the former.
Edit: Just figured this out- ambient sounds and background music are two different things but is similar. It seems K1 have them too, it's just that they don't have the variety as TSL does.
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My guess would be it's so you can't hear it from outside the room. The Entertainment Promenade is unlike the other cantina modules what with its two different lounge areas and the hallway in between.
The cantina music on Telos is also played from a sound object rather than as BGM. I believe in that case, it was specifically so they could script it to turn off during some cut content with Corrun Falt... which isn't even in the game, but there you go.
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Latest robe progress:
This is my replacement for the Ossus Keeper robes. Used Atris and Jocasta Nu for reference because they're librarian robes. I might take a second look and tweak some things later, but for now I'm moving on to the Norris robe.
Also, I'm looking for input here regarding the remaining texture variants. There's some weird stuff going on with the original designs.
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Hmm, maybe. My options are limited, though, because every texture variant on the model uses the same TXI file. So if I added a normal map, for example, then no other robes could have one. They could share a cube map, but then they'll have to all use the same one. I'll have to finish the textures before deciding, but it might be worth doing if only to have the metal parts of the belt shiny.
Also, I'm already making adjustments to the Ossus Keeper. I sought advice on Discord about the Norris robe, and that led me to have some new ideas for the Ossus Keeper. It was actually something that I had tried before and it looked bad, but with the power of cosplay reference photos I was able to figure out a way to make it look not as bad. Essentially, the patterned sashes will be closer to how Atris' are.
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