Thor110

[WIP][Beta] Expanded Galaxy Project

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Star Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project

The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game.

All three parts of the project now have an installer! Which handles everything.

The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs!

Brotherhood Of Shadow : Solomon's Revenge!

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This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that!

I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well.

NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository.
NOTE The port is an add-on for the Expanded Galaxy Project.

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Expanded Galaxy Project

The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine.

Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post )

Install Instructions

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Progress & Plans

Current progress for the Expanded Galaxy Project overall is as follows :

1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% -->

The base of the project is complete. ( Early Demo )

2 : Expanded Galaxy Project Port : Demo (Complete) <-- 100% --> 

The base of the port is complete.

3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% --->

Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo )

 

There is still a lot left to be done, much of which is not documented anywhere currently.

 

Mod Compatibility

Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own.

Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future.

Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project.

 

KotOR Modding Tools

Here is a list of tools that made this project possible.

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Included Mods

Below is a list of all mods that are included with the Expanded Galaxy Project.

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Contributions

Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily.

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I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above.

Thor110

Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!

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Edited by Thor110
GitHub Repository Update
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Very detailed post, would be good if someone could get a solution for you as i am also troubled with the same error.

Edited by Walleee
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The following screenshots will document my messages regarding permission to include other peoples content with this project.

 

For now I have only included mods that I consider a staple or something I would almost certainly want installed for myself, however I may change and or remove things as I see fit, potentially making them all optional or aiming to provide an overall compatibility layer ( or individual patches ) for as many mods from other authors as possible.

 

deathdisco ( Coruscant modules utilised in main and port project but content not included ) ( Blank Templates in Modders Resource )

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ebmar ( permission to include ebmars mod's as I see fit ) much appreciated :)

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bead-v ( permission to include the upgradeable swoop bike mod and continue working on it )

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Ashton Scorpius ( Jedi Malak Mouth Fix & Twilek Head Fixes Option A )

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Darth Sapiens ( TSLRCM 1.8.5 / M478EP 1.5.1 Animated Logo ) - This is going to be replaced or removed eventually.

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timurD2003 ( M478 fog fixes )

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Kexikus ( Extended Jedi Council Meeting & Coruscant Planet Texture + Icon )

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VaristyPuppet ( Malachor V Sideway Opening Doors, Peragus Tweak & Trayus Rank Reform ) - NOTE TO SELF FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD

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SithSpecter ( Sleheyron Levels ported to Modders Resource & KotOR2/Port )

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danil-ch ( Kreia's fall in-game cut-scene, dialog on small kindnesses, Extended Carth Meeting and sensor droid change )

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Schizo ( Re-Scaled Trandoshans )

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Marauder ( Reduced Graphics Mod ) - Optional - Mandalorian Chamber Mark III, Robe Description Fix and Droid Anatomy Description Fix )

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lachjames ( K2 Console Overlay & KotOR Save Importer for TSL ) - FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD

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jonathan7 ( Bodies Stay Mod ) - Optional

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ndixUR ( PMHC06 TSL Head Fix )

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ZimmMaster ( TSL Walking & Running Animation Fix )

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Markus Ramikin ( Kill The Ithorian )

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 PapaZinos ( Model Repair Mods )

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WildKarrde ( Yavin Station Hangar )

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SithHolocron ( "SH_Nar Shaddaa Docks' Computer and Monitor Upgrade" and "SH_Swoop Monitors" )

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For admins or moderators you can also check my inboxes to verify these if need-be.

I will continue to document and include screenshots for each and every project I include.

For anyone worried about permission I have ensured to tag every author of every included mod in the first post so that they should at least get a notification and have seen that post, I am also looking for permission to include all and any content for the KotOR games so get in touch if you have something to suggest or offer to the project.

 

Permissions I haven't utilised yet

Mandalore ( Kill the Disciple )

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A Future Pilot K1 Community Patches ( only the fixes or changes made by A Future Pilot )

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Alvar007 ( New Selkath Animation )

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Logan23 ( RoR Heads ) ( Message in this topic )

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Silveredge9 ( Brotherhood of Shadow : Solomon's Revenge )

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Stand-alone KotOR1 & KotOR2 Mods

These are my stand-alone mods for KotOR1 & KotOR2, all of these are included with the main project, they are also all or most are manual installs and not dynamic installs, so I would suggest not using them at all until I update them, unless you are just using them on their own or know for certain they don't modify files modified by any other mods you might be installing.

 

I will update them at some point in the far future!

 

Stand-alone KotOR1 Mods

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Stand-alone KotOR2 Mods

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Thor110

Edited by Thor110
Standalone mods added.
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I have moved the tutorial I wrote for porting modules from K1 over to K2 into the Tutorials section.

My previous message here.

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Edited by Thor110
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  On 12/29/2018 at 6:58 AM, Thor110 said:

...some objects are randomly transparent now...

  On 12/29/2018 at 9:44 AM, Kexikus said:

The transparent textures are most likely due to missing .txi files.

As an addition to Kexikus' insight- for testing purpose [and if you're not using custom textures], the best option would probably go with using the vanilla TPC format; as TXI data are efficiently stored there. By then, you will not misses any relevant shader for the textures.

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  On 12/29/2018 at 9:49 AM, Thor110 said:

Is there anything else you can suggest to keep an eye out for that can regularly make levels crash?

Not a lot as I never worked with creating new modules. I know that missing textures don't matter while missing models crash the game (maybe not always though).

  On 12/29/2018 at 9:49 AM, Thor110 said:

There doesn't seem to be all that many txi in the librarys that kotor tool offers me access to ( which from what I know is all of them ) most are in the lightmaps and scattered around, I extracted the entire BIFF archive each and every last file, is there any way to know if txi's get broken?

The game stores the .txi information inside its textures, that is, in the .tpc as ebmar mentioned. It's only when using the converted .tga files that you need the extra .txi file to keep this information.

I'm not 100% sure about how KotOR Tool handles txi information when doing batch extraction (as I assume you did that). I know that it shows the txi information when you use it to open (not extract!) a texture. And since the batch extraction gives you .tpcs IIRC, the information should also still be there. But depending on how you continued from there, the information might no longer be there.

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A big thanks to everybody that helped early on and helped me learn my way into KotOR modding as well as the people who made the tools that made this whole project possible, when I started this project two years ago I had no idea how far it would really go beyond just a dream of porting the original DLC for KotOR to TSL on the original Xbox and PC.

Quite quickly I was able to release the Modders Resource ( v0.4.0 ) which ultimately was a mess that was sort of smashed together in a rush while learning my way into KotOR modding and after sometime being unable to work on the project I was quickly able to get back to it.

Edited by Thor110
Updated to say thanks to those that helped early on.
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Previous message about using custom textures.

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Thanks again for every-bodies interest, tips and help in general, I have a lot of work to do to wrap it up but am amazed at how quickly I achieved the results I was looking for which is a basic blank template for each map / module from the original game.

Edited by Thor110
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  On 12/30/2018 at 6:09 PM, Thor110 said:

Does anyone know of a way to automatically extract all the textures from these files?
Say if I was to extract the entire models.bif from kotor tool with the .mdl, .mdx, .dwk, .pwk and .wok files.
How would I then extract all of the textures contained within the .mdl files at once without having to do it individually to each file like I would in kotor tool. ( unless I have missed something )

Why don't you just extract the entire swpc_tex_tpa.erf? That should contain 99+% of all textures. And you can extract that with the "Extract Entire ERF" button in KotOR Tool. That should even give you the .tpc files and not convert them to .tga.

Btw, maybe I just misunderstood you but just to clarify: A model (i.e. .mdl file) does not contain textures. It only has references to textures and KotOR Tool can use them to extract those textures from the .erf archive while exporting the model to ease your workflow.

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Previous message about extracting the entire texture pack and removal of the visibility file.

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Edited by Thor110
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These modules from K1 are good job! I am very interested in how the expansions will stick to the storyline. TSL's main plot was very deep and much darker than K1, which could make it a better RPG, but it doesn't because the game seems kind of rushed. Nar Shaddaa is the only longer planet, Dantooine and Onderon could be great but everything is rushed in there (albeit Dxun by itself is OK) and Korriban is just a giant red rock of solitude and depression (M4-78 expanded the story in that point quite well, without the droid planet Korriban feels so rushed that it makes the story overall quite lacking). Having this in mind, I very much look forward to any additions of new quests and planets which could compensate what I missed from K1 - longer planets filled with content. 

Good luck with your work!

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I just want to say I am very interested in this idea. I had an idea awhile to try and learn the KoTOR tools and create a small Yavin 4 mod in KoTOR 2 using the station from 1 and re-purposing the Dxun jungle temple area.

I would be extremely pleased if you could somehow bring the swoop tracks in 1 and put them in 2. I would love to visit those planets in two, even if they don't really have much of a story, just kind of a hub area with minigame stuff set up (pazaak/swoop).

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Old message containing conversion and story notes.

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Thor110

Edited by Thor110
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I haven't posted on your threads as of yet as I was interested to see if you can port modules between games. I must say the potential is pretty crazy for the ported modules, especially in the planets unplayable previously in each game. 

If you could make them a modders resource you'll have my eternal gratitude :D. I've always wanted to walk through Nar Shaddaa in K1!!!

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Old messages and K2 to K1 screenshots, now also in the first post!

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Edited by Thor110
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This mod loks great, Thor110! I know you plan on adding your own story content to this mod, but do you also plan on releasing it prior to that as a modder's resource? Among others, I'd find it very useful in my machnima films, personally.

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Both mods have been released and are available on ModDB.

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Edited by Thor110
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  On 1/5/2019 at 3:28 PM, Thor110 said:

the release will be a full port, containing everything except missions or stories, characters, placeables, triggers, stores, area transitions, planets on the galaxy map and a few other minor issues I will need to fix such as the music and sounds but I am working on that currently

Is it possible to make a port of the K2 maps for K1 in the future, after you are done with all your projects, without ripping out the missions, stories, scripts, characters, triggers, area transitions, etc and leaving everything intact so i can experiment with them?

That would help me greatly with my K2M mod... Or better yet, maybe you could lend me a hand with it later on, if possible...

https://deadlystream.com/topic/6833-wip-kotor-ii-mobile-k2m-project-kotor-ii-tsl-content-ported-to-kotor-1-mobile-ios-android/

Great work so far, can't wait to play with the maps. And when it's done, I'm sure your mod will be awesome!

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My old message with potentially relevant information about scripts kept, removed or edited.

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Edited by Thor110
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  On 1/5/2019 at 4:34 PM, Thor110 said:

I have already changed my mind about including the scripts / triggers and decided to include them in the base release as I have now seperated out the model files for placeables and characters not in the first game.

That is great, will they just include the srcipts and triggers or everythimg they came with?

Once your tutorial is up I'll try to port the maps myself to see if they work ok on the mobile version. For that I only need to convert the filenames to full lowercase characters and copy them like I would on a PC version of the game.

Could you please include in the tutorial, your method for batch (mass) module porting used here? The K1 to K2 tutorial considered porting each individual map at a time, but you said here that you mass ported all maps for practicality...

I aim to port all of the K2 maps to K1 and see if I end up with anything playable...

 

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Notes about the conversion process for anybody interested in following my tutorial or having trouble converting maps.

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Edited by Thor110
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I would love to beta test the mods on IOS and Android for you! I have an iPad and an Android tablet, both with a genuine copy of KOTOR Mobile installed.

I'm also quite good at adapting / porting PC KOTOR 1 Mods onto KOTOR Mobile.

So far I even managed to get Yavin IV to work flawlessly on IOS, K1R (Kotor 1 Restoration) to work partially on IOS, and Brotherhood of Shadow: Solomon's Revenge to work very well on Android.

I also kow how to mod KOTOR on newer, locked (jailed) versions of IOS by sideloading the KOTOR app with the mods preloaded into it, I even discovered a way to "sign" the preloaded app by updating it with the genuine one (provided it has been bought on the App Store Account used) so that the preloaded app works permanently, instead of the 7 day temporary license!

I really admire what you did with porting the maps, it is awesome so far and I can't wait to get the uploaded K2 maps for K1! Hope you plan to upload these soon!

Many Kudos for your work so far! I just started learning to make KOTOR mods as well, so far I only managed to make a simple mod for K2 that turns Visas into Mira! I am also working on a proper Mira Romance mod, I already altered her Dialogue file, but I ran into some issues preventing me from finishing the mod... The plan is to also port the animation from K1 where Revan and Bastila kiss and have that scene with the male Exile and Mira! I also made a mod for K1 and ported Mira to replace Juhani, but that one had weird results so i did not post it here (her head is untextured and her outfit is messed up)! My dream project is to port the entire content of K2 as a mod for mobile K1, thus getting K2 on mobile (the maps You have already ported, the characters and textures should be easy to port too, and lets hope that the scripts will not require some adaptations). However, if the scripts will not work fine it will be a very hard, next to impossible project, but at least we'll get the maps and assets!

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Old message from this post.

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Edited by Thor110
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