Thor110

[WIP][Beta] Expanded Galaxy Project [K2]

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Great work so far! The mod is coming along nicely and looking really good! I can't wait to see how this project will grow in the coming years...

Do you plan on also including Taris and Lehon (the Unknown World, home of the Rakata) in your mod?

Lehon is a beautiful world and I have an idea on how it could be used in your project. There is a narrow road in the upper left side from the Ebon Hawk ramp which leads nowhere...it could lead to the partially sunken Republic Ship there, you could use the Harbringer or the Endar Spire (or combine both) to craft the unsunken and visitable part of the ship! I also have an idea for a story involving it...

This is how the closed road looks like:

image.thumb.png.8f350d1760fa4f904b2f3a2c226b8af5.pngimage.thumb.png.eec8fdff052db76110397b106dc6171d.png

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Posted (edited)
On 2/22/2020 at 11:21 PM, JediArchivist said:

Great work so far! The mod is coming along nicely and looking really good! I can't wait to see how this project will grow in the coming years...

Do You plan on also including Taris and Lehon (the Unknown World, home of the Rakata) in your mod?

Lehon is a beautiful world and i have an idea on how it could be used in your project. There is a narrow road in the upper left side from the Ebon Hawk ramp which leads nowhere...it could lead to the partially sunken Republic Ship there, You could use the Harbringer or the Endar Spire (or combine both) to craft the unsunken and visitable part of the ship! I also have an idea for a story involving it...

There is no plans to include Lehon as of yet, but I might look into replacing Malachor IV on the planet list because the cutscene makes you travel there.

Taris cannot be included for obvious reasons.

I did have thoughts of using the Taris Sewers for Kiras getaway through the Escape Tunnel on Nar Shaddaa, but it depends how well it would fit in.

I have just uploaded 0.7.1 which is the latest and I have tested quite thoroughly, there are a few bugs that I know of but there shouldn't be anything game breaking.

After completing the game all these levels can be travelled by the player, I will slowly be adding in the ability to complete / hand in any quests that the player might have left as well as possibly pick up new ones, but this will be after making use of the new planets during the main game.

It's a slow process but I am still working on it all.

So it seems your comment got me thinking about it, so I decided to dive into the galaxy map scripts again, I have now managed to enable the final four slots making use of the Ebon Hawk, Peragus, Malachor V and Telos Polar Academy Slots.

K2_00020.thumb.jpg.3042c8d6725665ed80c2b94240d7177b.jpg
For the moment I have set it up so that the tutorial galaxy map dialog skips over actually using the galaxy map, it also does the same for when leaving peragus.

Sleheyron & Lehon can be travelled to.

I might end up removing Sleheyron as it is converted from the Demo and the models didnt convert properly, perhaps in future if the new Sleheyron gets released I could add it in, if not it is another planet slot that could be used, but for the moment it exits to the Sleheyron Demo Docking Bay, which for the best part works.

Malachor V only appears on the galaxy map when you have defeated Nihilus.

There is a duplicate version of the Yavin Orbital Station for the extra planet slot, Malachor V is also removed from the galaxy map after completing the game.

All of this is available on page 4 of this topic, it still requires TSLRCM, M478EP and the Jedi Temple / Coruscant mod.

All this means is the player never sees the galaxy map until leaving the Academy on Telos and getting the Ebon Hawk back.

Malachor V remains selected after completing the game.

Sleheyrons docking level mostly works, the rest dont.

Kashyyyk & Manaan still have slight map problems.

Exiting Kashyyyk enters Hyperspace for the Ebon Hawk.

Leaving the Ebon Hawk in Hyperspace exits to the previous planet.

The End Game Levels are duplicates of the main game levels so will be a little buggy, but work for the most part.

That should be the majority of bugs that I know of for the moment, I have tested heavily with a playthroughs worth of saves in depth but not played the game all the way through so there are bound to still be problems to found.

Edited by Thor110
v0.7.1
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I briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is.

In my brief investigation, I found a few, probably known, issues.

Alpha channels on the Rakatan planet seem to be missing, giving a lot of things a transparent look. (Elder base exterior, and the crashed Republic ship, for example)

The elder's base outer area (where the electric fence is in 1) seems to be missing an exit. Once you're there, you are stuck.

The swoop bike guy (yes, it is one of those things that very much interests me lol) on Tatooine seems to now just be a clone of the Telos swoop bike guy (dialogue wise, appearance wise he's still the roodian). When you take him up on his offer of swoop racing he takes to the Telos track and once that's complete, you return to the Telos Entertainment Cantina.

Sleyheyron works exactly as your post describes. Still impressive to see it ported over and all that.

 

Awesome work as always though.

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Posted (edited)
19 hours ago, DarthTycho said:

I briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is.

Thanks for checking it out, always good to know that it works, it alters various levels throughout the game now and a lot of M478, I am still looking for many things to fix or alter, I need to give it another playthrough at some point soon.

There are likely missing .txi files for the transparent textures on Lehon, I will hunt them down when I get a moment, I have recently reconverted Sleheyron and got it working, though the sky box does not work yet but most of the buildings / floor all works, I also added the correct doors.

I will fix the relevant transitions to and from the Rakatan Bases as well as unlock the doors to the temple, as well as lower the health of enemies in many areas.

Unfortunately I haven't got the swoop track levels working but I will try again at some point, there is a lot to do in the ways of actually writing dialog files, placing characters, enemies, placeables and triggers to use, though I am trying to make use / re-use and alter what already exists in many areas.

Being able to manually travel to Malachor V should make a nice difference to the way the game plays

I am toying with the idea of using the Taris Lower City areas for a new floor to Coruscant as well as using the Taris Sewers for exiting Visquis Base on Nar Shaddaa, I have prepared the relevant levels but am not sure on if I will use them without getting them reskinned.

Edited by Thor110
v0.7.6
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On 4/27/2020 at 11:57 PM, Thor110 said:

I am toying with the idea of using the Taris Lower City areas for a new floor to Coruscant as well as using the Taris Sewers for exiting Visquis Base on Nar Shaddaa, I have prepared the relevant levels but am not sure on if I will use them without getting them reskinned.

Could use the Sewers as the lower levels of Coruscant and just rename the Rakghouls Cthon

https://starwars.fandom.com/wiki/Cthon/Legends

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On 5/7/2020 at 3:39 AM, Shiny Boots said:

Could use the Sewers as the lower levels of Coruscant and just rename the Rakghouls Cthon

https://starwars.fandom.com/wiki/Cthon/Legends

Interesting idea, I wasn't planning on including the under city though, only the lower city. ( but again this might not happen at all, I have cut it at the moment as I have too many areas to work with.

For the moment here are a bunch of preview screenshots of 0.8.0 which I am still working on with intermittent internet access until I get proper internet installed on the 18th I won't be likely to upload an update until then or afterwards.

Expanded Galaxy v0.8.0 Preview Screenshots

Spoiler

K2_00011.thumb.jpg.760db8afd2491c67453a347bbe9fc459.jpgK2_00012.thumb.jpg.efa3c146afd464a15132701ec914882f.jpgK2_00017.thumb.jpg.04a511510641acdbe306e233de0fc581.jpgK2_00001.thumb.jpg.ab0bf85efc8a3ecabe9839809e83a2fd.jpgK2_00003.thumb.jpg.688aab42115707be84372094c1e1b3b0.jpgK2_00002.thumb.jpg.caea69501c59e15d10c1f257aca91028.jpgK2_00018.thumb.jpg.d527f69859d0a4476f476624803dbb44.jpgK2_00009.thumb.jpg.38354673c4f815bf298474fb9922dc1d.jpgK2_00013.thumb.jpg.7e0762b00762d4a04eaaa397da4f7841.jpgK2_00014.thumb.jpg.834b03e8d0aa5f127b908916d153e9cc.jpgK2_00015.thumb.jpg.866f4ee61d94428f8adfa8b5d9392e9b.jpgK2_00016.thumb.jpg.b29cd1d7bc1f600db9032c9dc1e6e85c.jpgK2_00010.thumb.jpg.87ada8e4b269f00d98bebea37692257e.jpgK2_00004.thumb.jpg.6211d8100d9382ce76f2ba653a044f88.jpg

 

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Im a tad confused,... been away for a long time. 

Are the files of kotor 1 maps for use in kotor 2 game? 

Was looking at your uploaded files.

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Posted (edited)
On 5/12/2020 at 4:52 AM, Logan23 said:

Im a tad confused,... been away for a long time. 

Are the files of kotor 1 maps for use in kotor 2 game? 

Was looking at your uploaded files.

In short yes, the v0.4.0 Modders Resource release was a sloppy port of all levels from both games into both games, realistically for learning / saving time, though for anyone wanting to learn they would be better off following my tutorial on porting a module from either game.

In long form the project itself is / was a bit all over the place, but v0.7.9 is completely separate from the Modders Resource version and introduces Sleheyron, Tatooine, Kashyyyk, Manaan, Yavin, Lehon and features a tie in story with the Coruscant Mod.

Currently I have been hard at work decorating Sleheyron as it was completely barren, in doing this I have also laid out the majority of it's quest line.

Thanks to Kexikus I have now included the Expanded Council Mod and used the 7 new council members to tie in the stories of all the new planets introduced into the game.

Spoiler

I will be releasing v0.8.0 within the next few weeks which should contain a fully furnished Sleheyron and accompanying quest line.

Yavin Orbital Station has a merchant on it allowing access to the upgradeable swoop bike pieces, another mod included thanks to bead-v.

A lot going on with this project and it's just me working on it unfortunately but I am focused on this version, while learning what I can and can't do along the way.

Note : I decided to set "GBL_MAIN_SITH_LORD" to 4 after completing the game, finally giving a use to the ability to display your character on the main menu.

K2_00019.thumb.jpg.805219b4c074c26367c6ac6de895b404.jpg

Mystery Box K2 Preview

Endar Spire - TSL - Preview

Spoiler

A preview of "end_m01aa" and "end_m01ab" built for the TSL engine.

So far I have only rebuilt the first two levels, there is still a lot to fix.

Thor110

Edited by Thor110
Endar Spire Preview / Updated Footage
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I have been talking to Thor110 lately,  and I am giving him permission to use the RoR heads in his project.

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Posted (edited)

I am not 100% sure I will include the RoR heads with the project yet but I was thinking of both including it as an optional package and releasing it as a separate mod so that people can use the heads and races from RoR in regular K2 but I will see how it goes when I get around to it.

On 6/3/2020 at 4:49 AM, Logan23 said:

I have been talking to Thor110 lately,  and I am giving him permission to use the RoR heads in his project.

In the meantime here are some story and design documents if anyone wishes to take a look, in truth it is a mess at the moment.

A lot of different text documents and some images of stuff i've written on paper.

It's not very well presented basically, there are also various design images possibly conflicting ideas who knows.

Spoiler

I moved the spawn point on Malachor V to the following location in preperation for an idea to add either a cutscene on the Ebon Hawk making use of the Cockpit Background for the planet or just being there and having to use the elevator to get out onto the surface of Malachor V.

2019295940_MALACHORVEXIT.thumb.png.7a02b27ed34d9f23ea5e9813afac4e26.png

I need to take the time to go through it and assess it's worth, I think it's all awful at the moment as I haven't properly gone through it.

Story On Paper.7z Design Documents.7z Design Images.7z

Below is an updated list of all mods that are included with the Expanded Galaxy Project by Author and then by order of when they were added to the project.

Spoiler

bead-v

        - Upgradeable Swoop Bike Mod
        - Ebon Hawk Model Fixes
        - Kreias Vibrosword
        - Rocket Launcher Sounds

Ashton Scorpius

        - Ebon Hawk Downloadable Map (No Longer Included) - Idea used to unlock Ebon Hawk Map On Enter Instead.
        - Jedi Malak Mouth Fix
        - Twilek Head Fixes - Option A

Darth_Sapiens

        - Animated Logo ( TSLRCM / M478EP ) - I will use this as a base and update it to say the correct version numbers.

TimurD2003

        - M4-78 Fog Fixes

Kexikus

        - Updated Coruscant Texture & Planet Icon
        - Extended Jedi Council Meeting

VarsityPuppet

        - Malachor V Sideways opening doors.
        - Peragus Tweak
        - Trayus Rank Reform

danil-ch

        - Extended Carth Meeting
        - Kreia's dialog on small kindnesses
        - Kreia's Fall In-Game Cutscene
        - Sensor Droid Appearance Change

Schizo

        - Re-scaled Trandoshans

Alvar007

        - Darth Malak Model Included From Playable Darth Malak Mod ( disguise optional )

lachjames

        - KotOR Save Importer For TSL
        - K2 Overlay Console

Marauder

        - Mandalorian Chamber Mark III Fix
        - Reduced Graphics Mod ( optional )
        - Robe Description Fix
        - Droid Anatomy Description Fix

jonathan7

        - Bodies Stay Mod ( optional )

ndix UR

        - PMHC06 TSL Head Fix

ZimmMaster

        - TSL Walking & Running Animation Fix

Markus Ramikin

        - Kill The Ithorian

Here is a list of the current projects that have wildly spun out of control for KotOR2

1 : K1 Port ( 25% )
2 K2 Expanded ( 25% )
3 : K2 Sequel / Free Roam ( 5% Sequel - 100% Free Roam )
4 : K1 Expanded ( 25% )
5 : K1 Port Sequel / Free Roam ( 5% Sequel - 100% Free Roam )
6 : Port Installer ( 5% )
7 : A Launcher for both the port and main project to run under one installation and possibly RoR + TJM as well ( 5% )
8 : Retrofit the NWN engine for level creation ( 0% )
9 : Xbox Version of everything ( 1% )

These are probably generous estimates of how far along each project is.

Some of these projects might not end up happening, but the first 7 are quite integral to both main projects.

Thor110

Edited by Thor110
List Of Current Projects
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Very ambitious project and impressive results so far, @Thor110!

I’m curious how K2 Expanded Galaxy are going to handle the planets from K1? Will visiting these planets be mandatory or optional? About quests/side quests for K1 planets: Are you planning on creating entirely new side quests or reusing the majority of the side quests from K1?

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On 8/17/2020 at 3:25 PM, LoneWanderer said:

Very ambitious project and impressive results so far, @Thor110!

Thank You, it is quite ambitious and may take years to complete.

On 8/17/2020 at 3:25 PM, LoneWanderer said:

Will visiting these planets be mandatory or optional?

The new storyline / quests will all be optional.

On 8/17/2020 at 3:25 PM, LoneWanderer said:

Are you planning on creating entirely new side quests or reusing the majority of the side quests from K1?

Entirely new main and side quests for the K1 planets set in the K2 era.

 

Though I have been slacking a little bit recently ( taking a break ) I will be back to working on both Expanded Galaxy Projects soon, the Port is very nearly done and will require an Expanded Galaxy all of it's own to introduce the K2 planets into K1 in K2s engine.

 

I am almost always on the Discord if anyone wants to get involved, ask me questions, offer suggestions, test or anything else etc

https://discord.gg/g9cnEvr

Thor110

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