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nonameperson66

Need Some Help With My Personal Mod

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Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.

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Relatively simple, just look at the tutorials sction and mods in question and work out what needs doing.

Just a matter of working out what files to transplant across.

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12 hours ago, nonameperson66 said:

Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.

So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files.

 

For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP.


To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine.

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10 hours ago, N-DReW25 said:

So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files.

 

For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP.


To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine.

Thank you for the reply! I have never done any modding for Kotor or Kotor 2, so I am unsure of where to start, but I want to try and see what I can do.

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So I have tried to figure out where to start at with this mod but I don't know where to begin. My thought process has been this: 'In TSLRCM after you finish talking to Zherron, a in-game cutscene triggers. How does this cutscene get triggered?' I have not been able to figure out how the cutscene get triggered. I am using the Holocron Toolset and DLG Editor. I can see that at the end of the dialog chain in zherron.dlg there is '{change module}' in the dialog box using DLG Editor, but I don't know what that does or what module it is changing to. I apologize in advance if this is obvious to everyone else, but I am at a complete loss as to how to even start doing this, much less where to go afterwards.

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5 hours ago, nonameperson66 said:

So I have tried to figure out where to start at with this mod but I don't know where to begin. My thought process has been this: 'In TSLRCM after you finish talking to Zherron, a in-game cutscene triggers. How does this cutscene get triggered?' I have not been able to figure out how the cutscene get triggered. I am using the Holocron Toolset and DLG Editor. I can see that at the end of the dialog chain in zherron.dlg there is '{change module}' in the dialog box using DLG Editor, but I don't know what that does or what module it is changing to. I apologize in advance if this is obvious to everyone else, but I am at a complete loss as to how to even start doing this, much less where to go afterwards.

My advice is not to use Holocron Toolset, it is still essentially in beta and it's changes to a module cannot be trusted for the final product.

Whenever I use it, I use all of the individual tools for filetypes to extract the relevant information I am applying to it, which is only ever co-ordinates as it's 3D viewer is helpful.

But for releasing or even making a mod, it makes too many changes to fields that it doesn't need to for me to fully trust it.

To determine which level it transitions to, you will either need to look at the string parameter field in the dialog line or you might need to decompile the script, it is worth noting however not all scripts can be decompiled, but most can.

If I were looking to do this, what I would do, is extract TSLRCM's module to a folder, then extract the other mods module to a folder, from there I would write a batch script to diff all of the files in both folders to determine exactly which files are different between each mod, then I would examine them more closely and figure out what changes need to be merged, kept or abandoned.

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On 2/27/2025 at 4:57 PM, Thor110 said:

My advice is not to use Holocron Toolset, it is still essentially in beta and it's changes to a module cannot be trusted for the final product.

Whenever I use it, I use all of the individual tools for filetypes to extract the relevant information I am applying to it, which is only ever co-ordinates as it's 3D viewer is helpful.

But for releasing or even making a mod, it makes too many changes to fields that it doesn't need to for me to fully trust it.

To determine which level it transitions to, you will either need to look at the string parameter field in the dialog line or you might need to decompile the script, it is worth noting however not all scripts can be decompiled, but most can.

If I were looking to do this, what I would do, is extract TSLRCM's module to a folder, then extract the other mods module to a folder, from there I would write a batch script to diff all of the files in both folders to determine exactly which files are different between each mod, then I would examine them more closely and figure out what changes need to be merged, kept or abandoned.

Thank you for the reply! I will see about making a batch script to compare the files.

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