Just a question to the gods of modding that dominate tsl. Has there been a mod that allows more space combat in tsl, I know that there are only a few instances of space combat but it would be cool if someone brought that back. Maybe even add exp to it. Anyway thanks for listening.
↧
Space Combat
↧
TSLRCM 1.8.4
I know that this isn't the best thing to say. Can we have TSLRCM have the link to 1.8.3, I can't find the link to it and 1.8.4 is buggy for me. Thanks guys.
↧
↧
Modding on Android
Hello, all. Just saw there was a K1 port onto Android and downloaded it to my phone. Anyone try modding it much, yet? Not having much initial success finding the game files.
↧
Problem With Dialogue and Party Quests
I wasn't sure where to put this thread. I've experimented with placing threads like this in different forums lately, like the tech help forum and the KOTOR game forum, but with people visiting those forums so infrequently as of late it tends to take forever for someone to reply, and again with solid advice. So I opted for this forum.
Anyway, I just beat Kashyyyk and have third Star Map (second if you don't include Dantooine; I have two more to go), and just added my final party member--Jolee--to the crew. I decided to use Savegame Editor to give my characters super stats, feats, and Force powers, and have been using the "addlevel" cheat to level up frequently and rather early. I'm not sure if one (or both) of these things has contributed to the problem I am currently having, but I'm not getting much in the way of conversation with my newer party members, namely Canderous, Juhani, and Jolee. For Canderous, his dialogue reached a certain point and stopped; I barely got anywhere with Juhani; and Jolee has said nothing since he joined the party, aside from knowing about the current planet and making medkits (which is kind of a bummer because I enjoy his conversations most).
What worse is that these three characters' quests will not trigger as a result. I completed Bastila's quest with her mother and saw the romance dialogue to the end, have nearly finished the quest with Mission's brother (I just need to get him the tach gland), and have triggered the mission with Carth's son, but just haven't been to Korriban yet. But as for Canderous, Juhani, and Jolee, their missions will not trigger because their conversations are not complete (as I mentioned, Jolee's hasn't even started). This is a problem as I am about to go to Manaan and would really like to do the Sunry murder trial quest. I have never not done it and can't imagine playing that planet without it.
Here is what I have tried: loading saves, quitting and restarting, talking to characters after collecting Star Maps (this only worked with Carth), using KSE to put reset my formerly level-five Jedi Consular class back to level 1 and re-level up my main character (in order to try the speak-to-them-after-gaining-more-experience trick), and using KSE to (experimentally) give myself the "Jolee" dialogue quest. The last one will put a quest entry in my log that mentions that I got Jolee to speak a bit about his past, but it won't make further dialogue choices available for him.
So can anything be done, or have I fudged it up completely? If the conversations are a lost cause, then would it at least work out if I were to use KSE to activate the Xor, Jaggi, and Sunry quests? Or will it simply give me quest entries that just sit there and won't trigger anything?
I imagine one of the main culprits for this problem is probably the level 20 level cap. This wouldn't have been a problem in KOTOR 2, I don't think.
As I mentioned, I am now due to go to Manaan, so any prompt responses would be most appreciated. :)
Anyway, I just beat Kashyyyk and have third Star Map (second if you don't include Dantooine; I have two more to go), and just added my final party member--Jolee--to the crew. I decided to use Savegame Editor to give my characters super stats, feats, and Force powers, and have been using the "addlevel" cheat to level up frequently and rather early. I'm not sure if one (or both) of these things has contributed to the problem I am currently having, but I'm not getting much in the way of conversation with my newer party members, namely Canderous, Juhani, and Jolee. For Canderous, his dialogue reached a certain point and stopped; I barely got anywhere with Juhani; and Jolee has said nothing since he joined the party, aside from knowing about the current planet and making medkits (which is kind of a bummer because I enjoy his conversations most).
What worse is that these three characters' quests will not trigger as a result. I completed Bastila's quest with her mother and saw the romance dialogue to the end, have nearly finished the quest with Mission's brother (I just need to get him the tach gland), and have triggered the mission with Carth's son, but just haven't been to Korriban yet. But as for Canderous, Juhani, and Jolee, their missions will not trigger because their conversations are not complete (as I mentioned, Jolee's hasn't even started). This is a problem as I am about to go to Manaan and would really like to do the Sunry murder trial quest. I have never not done it and can't imagine playing that planet without it.
Here is what I have tried: loading saves, quitting and restarting, talking to characters after collecting Star Maps (this only worked with Carth), using KSE to put reset my formerly level-five Jedi Consular class back to level 1 and re-level up my main character (in order to try the speak-to-them-after-gaining-more-experience trick), and using KSE to (experimentally) give myself the "Jolee" dialogue quest. The last one will put a quest entry in my log that mentions that I got Jolee to speak a bit about his past, but it won't make further dialogue choices available for him.
So can anything be done, or have I fudged it up completely? If the conversations are a lost cause, then would it at least work out if I were to use KSE to activate the Xor, Jaggi, and Sunry quests? Or will it simply give me quest entries that just sit there and won't trigger anything?
I imagine one of the main culprits for this problem is probably the level 20 level cap. This wouldn't have been a problem in KOTOR 2, I don't think.
As I mentioned, I am now due to go to Manaan, so any prompt responses would be most appreciated. :)
↧
Changing appearance to canon revan head?
Hey, hope I'm in the right section but i'm having a bit of an issue, i've downloaded a canon revan head and put the files in my folder and can make a new character using the head, but i would prefer to change my current characters head to the canon revan one.
I have the save editor and can change the portrait to the revan one, but the code for the revan head doesnt seem to be there
I have the save editor and can change the portrait to the revan one, but the code for the revan head doesnt seem to be there
↧
↧
How to make MDL and MDX files compatible.
First of all, I've been following this site for a while I love and respect EVERY person here. I remember attempting to use mods and failing horribly but it's this site that kept me up.. So, thank you. But if anybody here still plays this amazing game (Star wars knights of the old republic) (Kotor for short) I was wondering how to edit MDX or MDL files to make Revan Robes compatible? Usually if I want to have a Revan robe I want more than one I have OCD so.. But sadly they clash with each other is it a way to make it compatible?
↧
Looking for a Specific Mod
So I have been looking for this one particular mod pretty much since Filefront kicked the bucket a while back and haven't had any luck finding it. Maybe you fine folks can help me out?
I believe it was called the Alien Species Dialogue mod, or something like that. Basically, with the amount of mods KotOR has for playing as an alien species, someone created a mod that edited the dialogue throughout the game to reflect this. There were specific options for two or three specific alien species, like Twi'leks, but there was also a generic option where you were just refered to as a sentient to reflect that your character was still an alien, just not one with specific dialogue to reflect your species. It was remarkably well done and considering that about only five percent or so of the dialogue specifically refers to you as being human, most of the editing was really just cutting out dialogue that refered to you as such. Taris is particular well done, as all the Upper City citizens react to you as if you were an alien and even the racist doomsayer Gorton Colu will refuse to speak to you (and even has spoken dialogue to reflect this, which seems to suggest there was, at one point, the idea of having your PC be an alien).
Anyway, if anyone has this mod, or knows where I can find it, any help would be appreciated.
I believe it was called the Alien Species Dialogue mod, or something like that. Basically, with the amount of mods KotOR has for playing as an alien species, someone created a mod that edited the dialogue throughout the game to reflect this. There were specific options for two or three specific alien species, like Twi'leks, but there was also a generic option where you were just refered to as a sentient to reflect that your character was still an alien, just not one with specific dialogue to reflect your species. It was remarkably well done and considering that about only five percent or so of the dialogue specifically refers to you as being human, most of the editing was really just cutting out dialogue that refered to you as such. Taris is particular well done, as all the Upper City citizens react to you as if you were an alien and even the racist doomsayer Gorton Colu will refuse to speak to you (and even has spoken dialogue to reflect this, which seems to suggest there was, at one point, the idea of having your PC be an alien).
Anyway, if anyone has this mod, or knows where I can find it, any help would be appreciated.
↧
Model files compatiblity
Alright, I didn't make It clear last time so if you have Darth Revan robes two sets of them and they both have mdl/mdx files so two sets of revan robes has them but they conflict, is there anyway to edit them to make them not conflict? Sorry for making two post.
↧
[KotOR 1 WIP] Running Kotor I large mods (total conversions, story mods) on the IOS platform
This thread is to offer important feedback to modders and help adapt the larger Kotor I mods (such as Bortherhood of Shadow) on the IOS version of Kotor I.
Since I have replayed Kotor I as an IOS version, I totally loved the idea of porting and optimising it for mobile platforms! If works great on an iPad, the big screen, portability and optimised controls made playing Kotor on IOS feel like reading a great book, it is an awesome experience!
After re-finishing the games on my iPad, i started looking for story mods and total conversions, wanting more of this awesome gaming experience. I discovered that small mods like appearance changers and added items can be easily installed, however larger mods that introduce new modules into the game do not seem to run properly, and there seems to be nobody working on getting them to work...
I tryed the following story / total conversion mods so far, and managed to get them working to some degree, but so far they all seem to have major problems regarding how the scripts and asset placement are handled by th mobile port of the game:
1. Brotherhood of Shadow - Solomon's Revenge
2. Yavin IV Mod
3. Kotor 1 Restored Content Mod
Here is a detailed report I have made from a beta tester's standpoint regarding how these mods are handled by the IOS version.
1. Brotherhood of Shadow - Solomon's Revenge
Type: story mod / total conversion
Adds entire new modules to the game, with new areas, characters and items.
- Installed on a jail broken IOS device (iPad 3 Wi-Fi), transferred onto device via the iFunBox Windows application (was used to transfer the mod assets from the PC to the iPad), installed using the IOS Cydia app iFile (was used to place the mod assets into the game install directory because iFunBox had restricted access to that folder).
Mod installed sucessfully.
- Game runs fine after mod installed, the Brotherhood of Shadow splash screen appears after the Kotor 1 splashscreen, just like on the PC version. Nothing changes when starting a new game or loading an older savegame. If the savegame included in the Brotherhood of shadow mod is also installed, alomg with the mod, loading it will not be possible! In order to make it work, we must change all the savegames files filenames to complete lowercase letters because IOS has this issue, where case capitalisation of filenames matters! A file named "Save.sav" will be seen as a distinct file from "SAVE.SAV", also distinct from "save.sav" - this is very important when attempting to run a mod!
Changed filnames to complete lowercase, savegsme now loads.
- After loading savevame, the game runs perfect, the player can go to Korriban and will notice new assets like the Czerka outpost and the technician fixing the door on the corridor! The plyer can start the mod's storyline by talking to the Rodian inside the bar. The characters are loaded perfectly, their appearances are the same as on PC, the conversation runs perfect, there are no bugs to this point.
- When the player lands on Tatooine to confrunt Daemon Drexl, the game runs ok until the player exits the spaceport and enters the city gate. At that moment, after the module loads, a few seconds after succesfully loading and the player takes a few steps on the map, the game suddenly crashes! Tried multiple times, the same result occurs, the game exts back to IOS.
Bug occurence: 5/5
- Using a PC i bypassed this point, transferred the savegsme file to a PC, played that section on the PC until the mission on the Orion begins (in order to bypass all Tatooine sequences, since the game crashes in this area). Transferred new savegsme made on the Orion back to iPad.
Savegame loads, new BoS loading screens work perfecty on IOS!
- Started playing further on the Orion on the iPad, some module assets are completly missing! All the doors on the Orion are missing,through the ones that should be permanently closed outer space can be seen, plot related doors (like the cargo bay door) are also absent, allowing the player to enter those areas.
Sara Degana is also completly missing from the map, this bug is practically preventing the player to progress further in the game!
All other assets appear and work perfectly, the player can speak to the Captain, the Mechanic and the Pazzac player and the conversation works with no bugs, all other items work fine.
- Bypasseing this portion of the game like before was not possible this time, as when the savegsme is transferred back to the PC some of the missing assets still do not appear! The doors now appeared as normal, but Sara Degana was still missing.
Continued with the old save (before moving it to the IOS), that loaded all assests, including Sara. Progressed further until back in the first section of Orion, where the player must find the code fragments in order to open the cargo bay to access the artefact. Transferred new save to the iPad.
- Doors and enemies that loaded perfectly on the PC using the same savegame are now missing, the enemies do not show up, instead only the piles of items that show after they are defeated are present (it is like they had all been killed before loading the save).
Other assets like the robots work ok, the computer console can be accessed and the codes imputted. After all codes are imputted and the player gives the domputer terminal the command to open the cargo bay door, the game crashes like on Tatooine.
After this portion I have stopped playtesting this mod on IOS. I have used a smart Windows application tht allows multiple files renaming, to change all the filnames of all files of the mod to lowercase letters (this was done to circumvent the IOS case letters capitalisation roadblock that affected the savegsme files).
There was no result, everything runs just like before (that is strange since I had expected at least some reaction, as the renamed files should have either loaded because before they could not load before due to the uppercase filenames, either they could load fine before but changing their filenames to lowercase would have made them unloadable!)
Conclusions:
- The mod loads and runs to some extent, loading screen, envirnoments, characters, items and conversations all load).
- Some certain assets (certain characters and envirnoment entities, like doors) will not load.
- Game crashes at some points.
- Most issues seem to be cause by scripts (a given scripted event crashes the game) and assets (doors, characters that do not appear).
- Changing the entire mod content to lowercase files format will not habe any impact on the problem.
- Savegames made after playing in a corrupted envirnoment (first Orion module) will show most of the same corruptions when transferred on a PC where the mod runs perfectly (missing chracters). However, some will not (no missing doors).
- It appears that entire module elements are sometimes stored onto the savegame file (this has been observed by loading a savegame done in a modded version of the game into an unmodded version of the game, where the modules that the savegsm takes place should be missing, yet the savegsmes load and the module can be explored!)
2. Yavin IV Mod
Type: add-on story mod / total conversion
Adds new content (modules, characters, items).
- Mod installed via the same method as Brotherhood of Shadow. Game runs normal,no changes prior to reaching the area where the mod is "activated" (the door on the left on Yavin spce station). When activating / opening the door the game crashes (normally it should begin a conversation with the Rodian, after which the player is transported to the surface of Yavin IV).
Bypassed theissue by transferring savegame from PC past this area, on the surface of Yavin IV.
- Loaded transferred savegame on the iPad, module loads and is playable, but with many bugs: some Iridorians are invisible, some have corrupted skins (they look like different chracters), some crash the game when the player initiates combat with them. The character that should appear near where Jolee's house was on the original map (Kashikk) and has conversation when interacted with also does not appear. When reaching the Iridorian base entrance the game crashes.
Also used transferred savegsme to bypass this bug and progress further.
- Inside the Iridorian base there are the same bugs: missing or corrupted skins and assets, game crashing bugs. The Iridorians skins are also like in the first part, some display properly but others are either invisible, either have wring skins either crash thegsme when initiating combat with them or when defeating them in combat. Most lockers also have wrong skins or are invisible. The speeder / swoop bike that should normally take the player further cannot be interacted with (scripting error), making the player unable to progress in the game.
I have not played past this point, but intend to do so eventually using the same savegame bypass method.
Conclussions:
- Mod can be installed but cannot be started, the script that should start the mod when interacting with the door crashes the game.
- Mod partially playable but many missing or corrupted skins and certain scripts caue the game to crash.
3. Kotor I Restored Content Mod (K1 Restoration)
Type: add-on content mod / restored content mod
Adds new assets (modules, skins, items) that were cut / scrapped from the original game before launch, but partially left as inactive content in the game files.
- Installed using same method as for the previous two mods.
- Game loads normally, Kotor restorstion splashscreen (featuring the Iriaz) is displayed on startup. When starting a new game the first bug occurs: the skins for the male and female soldiers are corrupted, they show as black textures.
- The game runs smoothly afterwords, when crash landing on Taris the player can observe the new dialogue lines added by the mod. Everything loads and runs ok after, until reaching the Swoop Registration office at Lower Taris appartments (new location implemented by the mod in an abandoned appartment).
The area loads and works perfectly, but when entering the door to the Swoop Tracks the game freezes on the loading screen. The game is affected only if the player attempts to enter the door to the swoop tracks, otherwise you can exit the area and there are no other bugs.
- There are no problems until forward, when reaching the Black Vulkar base. When entering the elevator to the upper level (that has been added by the mod where the armory is located in theunmodded game), the game crashed afger the loading screen. This was easily fixed by renaming the module, by changing all uppercase characters to lowercase characters!
- After renaming the filename the game loads the level without problems, and the Vulkar Base upper level added by the mid works well except for a few bugs. All assets and characters load and work ok, the player can speak to the Mechanic and the Vulkars in the bar, but the door to the control room where the player must update the garage key with the new code always remains locked, redardless of what the player does! This makes it impossible to progress further in the game.
The quest description for this level also have a bug, as they only appear as blank spaces with no text in the quest log!
After transferring the savegame file to a PC and loading it from there (into a PC version of Kotor with the K1 Restoration mod installed), some parts of the quest logs appear and can be read, but the door still remains locked.
I have not yet played further, but plan to use a savegame to bypass this area and test the mod on IOS further.
Conculssions:
- The mod runs mostly fine, with just a few bugs noticed so far (missing or corrupted textures, script errors).
- A major scripting bug cauzes the door on the Vulkar base upper level to always stay locked, preventing the player to progress further.
As I test the mods further I will keep updating the post.
If anyone else has been researching this and found any solutions to get these mods running on the IOS version, please post everything you have discovered (solutions, tutorials, fixed mod gamefiles) here, it will be of great help!
Since I have replayed Kotor I as an IOS version, I totally loved the idea of porting and optimising it for mobile platforms! If works great on an iPad, the big screen, portability and optimised controls made playing Kotor on IOS feel like reading a great book, it is an awesome experience!
After re-finishing the games on my iPad, i started looking for story mods and total conversions, wanting more of this awesome gaming experience. I discovered that small mods like appearance changers and added items can be easily installed, however larger mods that introduce new modules into the game do not seem to run properly, and there seems to be nobody working on getting them to work...
I tryed the following story / total conversion mods so far, and managed to get them working to some degree, but so far they all seem to have major problems regarding how the scripts and asset placement are handled by th mobile port of the game:
1. Brotherhood of Shadow - Solomon's Revenge
2. Yavin IV Mod
3. Kotor 1 Restored Content Mod
Here is a detailed report I have made from a beta tester's standpoint regarding how these mods are handled by the IOS version.
1. Brotherhood of Shadow - Solomon's Revenge
Type: story mod / total conversion
Adds entire new modules to the game, with new areas, characters and items.
- Installed on a jail broken IOS device (iPad 3 Wi-Fi), transferred onto device via the iFunBox Windows application (was used to transfer the mod assets from the PC to the iPad), installed using the IOS Cydia app iFile (was used to place the mod assets into the game install directory because iFunBox had restricted access to that folder).
Mod installed sucessfully.
- Game runs fine after mod installed, the Brotherhood of Shadow splash screen appears after the Kotor 1 splashscreen, just like on the PC version. Nothing changes when starting a new game or loading an older savegame. If the savegame included in the Brotherhood of shadow mod is also installed, alomg with the mod, loading it will not be possible! In order to make it work, we must change all the savegames files filenames to complete lowercase letters because IOS has this issue, where case capitalisation of filenames matters! A file named "Save.sav" will be seen as a distinct file from "SAVE.SAV", also distinct from "save.sav" - this is very important when attempting to run a mod!
Changed filnames to complete lowercase, savegsme now loads.
- After loading savevame, the game runs perfect, the player can go to Korriban and will notice new assets like the Czerka outpost and the technician fixing the door on the corridor! The plyer can start the mod's storyline by talking to the Rodian inside the bar. The characters are loaded perfectly, their appearances are the same as on PC, the conversation runs perfect, there are no bugs to this point.
- When the player lands on Tatooine to confrunt Daemon Drexl, the game runs ok until the player exits the spaceport and enters the city gate. At that moment, after the module loads, a few seconds after succesfully loading and the player takes a few steps on the map, the game suddenly crashes! Tried multiple times, the same result occurs, the game exts back to IOS.
Bug occurence: 5/5
- Using a PC i bypassed this point, transferred the savegsme file to a PC, played that section on the PC until the mission on the Orion begins (in order to bypass all Tatooine sequences, since the game crashes in this area). Transferred new savegsme made on the Orion back to iPad.
Savegame loads, new BoS loading screens work perfecty on IOS!
- Started playing further on the Orion on the iPad, some module assets are completly missing! All the doors on the Orion are missing,through the ones that should be permanently closed outer space can be seen, plot related doors (like the cargo bay door) are also absent, allowing the player to enter those areas.
Sara Degana is also completly missing from the map, this bug is practically preventing the player to progress further in the game!
All other assets appear and work perfectly, the player can speak to the Captain, the Mechanic and the Pazzac player and the conversation works with no bugs, all other items work fine.
- Bypasseing this portion of the game like before was not possible this time, as when the savegsme is transferred back to the PC some of the missing assets still do not appear! The doors now appeared as normal, but Sara Degana was still missing.
Continued with the old save (before moving it to the IOS), that loaded all assests, including Sara. Progressed further until back in the first section of Orion, where the player must find the code fragments in order to open the cargo bay to access the artefact. Transferred new save to the iPad.
- Doors and enemies that loaded perfectly on the PC using the same savegame are now missing, the enemies do not show up, instead only the piles of items that show after they are defeated are present (it is like they had all been killed before loading the save).
Other assets like the robots work ok, the computer console can be accessed and the codes imputted. After all codes are imputted and the player gives the domputer terminal the command to open the cargo bay door, the game crashes like on Tatooine.
After this portion I have stopped playtesting this mod on IOS. I have used a smart Windows application tht allows multiple files renaming, to change all the filnames of all files of the mod to lowercase letters (this was done to circumvent the IOS case letters capitalisation roadblock that affected the savegsme files).
There was no result, everything runs just like before (that is strange since I had expected at least some reaction, as the renamed files should have either loaded because before they could not load before due to the uppercase filenames, either they could load fine before but changing their filenames to lowercase would have made them unloadable!)
Conclusions:
- The mod loads and runs to some extent, loading screen, envirnoments, characters, items and conversations all load).
- Some certain assets (certain characters and envirnoment entities, like doors) will not load.
- Game crashes at some points.
- Most issues seem to be cause by scripts (a given scripted event crashes the game) and assets (doors, characters that do not appear).
- Changing the entire mod content to lowercase files format will not habe any impact on the problem.
- Savegames made after playing in a corrupted envirnoment (first Orion module) will show most of the same corruptions when transferred on a PC where the mod runs perfectly (missing chracters). However, some will not (no missing doors).
- It appears that entire module elements are sometimes stored onto the savegame file (this has been observed by loading a savegame done in a modded version of the game into an unmodded version of the game, where the modules that the savegsm takes place should be missing, yet the savegsmes load and the module can be explored!)
2. Yavin IV Mod
Type: add-on story mod / total conversion
Adds new content (modules, characters, items).
- Mod installed via the same method as Brotherhood of Shadow. Game runs normal,no changes prior to reaching the area where the mod is "activated" (the door on the left on Yavin spce station). When activating / opening the door the game crashes (normally it should begin a conversation with the Rodian, after which the player is transported to the surface of Yavin IV).
Bypassed theissue by transferring savegame from PC past this area, on the surface of Yavin IV.
- Loaded transferred savegame on the iPad, module loads and is playable, but with many bugs: some Iridorians are invisible, some have corrupted skins (they look like different chracters), some crash the game when the player initiates combat with them. The character that should appear near where Jolee's house was on the original map (Kashikk) and has conversation when interacted with also does not appear. When reaching the Iridorian base entrance the game crashes.
Also used transferred savegsme to bypass this bug and progress further.
- Inside the Iridorian base there are the same bugs: missing or corrupted skins and assets, game crashing bugs. The Iridorians skins are also like in the first part, some display properly but others are either invisible, either have wring skins either crash thegsme when initiating combat with them or when defeating them in combat. Most lockers also have wrong skins or are invisible. The speeder / swoop bike that should normally take the player further cannot be interacted with (scripting error), making the player unable to progress in the game.
I have not played past this point, but intend to do so eventually using the same savegame bypass method.
Conclussions:
- Mod can be installed but cannot be started, the script that should start the mod when interacting with the door crashes the game.
- Mod partially playable but many missing or corrupted skins and certain scripts caue the game to crash.
3. Kotor I Restored Content Mod (K1 Restoration)
Type: add-on content mod / restored content mod
Adds new assets (modules, skins, items) that were cut / scrapped from the original game before launch, but partially left as inactive content in the game files.
- Installed using same method as for the previous two mods.
- Game loads normally, Kotor restorstion splashscreen (featuring the Iriaz) is displayed on startup. When starting a new game the first bug occurs: the skins for the male and female soldiers are corrupted, they show as black textures.
- The game runs smoothly afterwords, when crash landing on Taris the player can observe the new dialogue lines added by the mod. Everything loads and runs ok after, until reaching the Swoop Registration office at Lower Taris appartments (new location implemented by the mod in an abandoned appartment).
The area loads and works perfectly, but when entering the door to the Swoop Tracks the game freezes on the loading screen. The game is affected only if the player attempts to enter the door to the swoop tracks, otherwise you can exit the area and there are no other bugs.
- There are no problems until forward, when reaching the Black Vulkar base. When entering the elevator to the upper level (that has been added by the mod where the armory is located in theunmodded game), the game crashed afger the loading screen. This was easily fixed by renaming the module, by changing all uppercase characters to lowercase characters!
- After renaming the filename the game loads the level without problems, and the Vulkar Base upper level added by the mid works well except for a few bugs. All assets and characters load and work ok, the player can speak to the Mechanic and the Vulkars in the bar, but the door to the control room where the player must update the garage key with the new code always remains locked, redardless of what the player does! This makes it impossible to progress further in the game.
The quest description for this level also have a bug, as they only appear as blank spaces with no text in the quest log!
After transferring the savegame file to a PC and loading it from there (into a PC version of Kotor with the K1 Restoration mod installed), some parts of the quest logs appear and can be read, but the door still remains locked.
I have not yet played further, but plan to use a savegame to bypass this area and test the mod on IOS further.
Conculssions:
- The mod runs mostly fine, with just a few bugs noticed so far (missing or corrupted textures, script errors).
- A major scripting bug cauzes the door on the Vulkar base upper level to always stay locked, preventing the player to progress further.
As I test the mods further I will keep updating the post.
If anyone else has been researching this and found any solutions to get these mods running on the IOS version, please post everything you have discovered (solutions, tutorials, fixed mod gamefiles) here, it will be of great help!
↧
↧
Attention Modders: Changes are coming!
Attention modders:
LucasForums is undergoing changes and we want to know what modders think about the future of Holowan Labs and modding on LucasForums. Join the discussion here: http://www.lucasforums.com/showthrea...12#post2868212
LucasForums is undergoing changes and we want to know what modders think about the future of Holowan Labs and modding on LucasForums. Join the discussion here: http://www.lucasforums.com/showthrea...12#post2868212
↧
IMPORTANT! New modding forum under "Star Wars Gamer"
I'll try not to post up a wall of text, so make this simple.
LucasForums and LFN in general is undergoing a bit of restructuring. We are trying to consolidate all our efforts into a single Star Wars community instead of basing them on many different fan sites.
To that end, we've created "Star Wars Gamer" and the Star Wars Gamer forums. Our plan is to archive the old LF boards and have everyone move into the new unified community.
To that end, we've set up a Modding forum which is currently empty and would like you to have your say on how it should be set up for your needs.
Refer to this post in a thread in that new forum for more details: http://www.lucasforums.com/showthrea...33#post2868233
LucasForums and LFN in general is undergoing a bit of restructuring. We are trying to consolidate all our efforts into a single Star Wars community instead of basing them on many different fan sites.
To that end, we've created "Star Wars Gamer" and the Star Wars Gamer forums. Our plan is to archive the old LF boards and have everyone move into the new unified community.
To that end, we've set up a Modding forum which is currently empty and would like you to have your say on how it should be set up for your needs.
Refer to this post in a thread in that new forum for more details: http://www.lucasforums.com/showthrea...33#post2868233
↧
(KOTOR) Pink Lingerie mod
I found this mod:
http://www.nexusmods.com/kotor/mods/49/?
But there´s no description where I have to copy it. I tried everything and searched everywhere but I didn´t find anything. On which folder of KOTOR do I have to paste the files. The char just have to old clothes.
http://www.nexusmods.com/kotor/mods/49/?
But there´s no description where I have to copy it. I tried everything and searched everywhere but I didn´t find anything. On which folder of KOTOR do I have to paste the files. The char just have to old clothes.
↧
Kotor tool
Hey star wars masters/knights/padawans :D Does anybody here know how to use the Kotor tool to make .2da or uti files compatible?
↧
↧
Holowan Laboratories: Forum Rules and Etiquette
Welcome to Holowan Laboratories, home of the friendly technology people! Holowan Laboratories is one of the best places to discuss Knights of the Old Republic and The Sith Lords modding. While you are here, please follow some guidelines that will help keep the forum neat, tidy, and enjoyable for all.
__________________________________________________
A. General forum rules:
The General Forum Rules, applicable to all Star War Gamer forums, including the present forum, can be found here: http://www.lucasforums.com/showthread.php?t=222842
__________________________________________________
B. Additional Holowan Laboratories rules
In addition to the general rules, Holowan Labs has a few specific posting rules:
1. Check if your question has already been asked
Most likely if you have a question, it has been asked before. Please use the Search Feature to see if this is true in your case. The search button is at the top of the page. Also, if you are just getting started into modding, please also check the locked tutorial forums at the top of the main Holowan Labs page (General Tutorials + Tools, Skinning and Modeling, 2da Editing and Scripting). There is a ton of information there to help get you started. It is a lot easier to get help when you have played around a bit with the tools and can ask specific questions. That said, if you do have a legitimate question, please do not be afraid to ask.
2. Your topic should be about modding Knights of the Old Republic or The Sith Lords
Stay on target! Holowan Laboratories is a place to discuss the finer points of modding Knights of the Old Republic and The Sith Lords. There are plenty of other Star Wars Gamer forums to talk about other topics. If your thread is not on topic, it will be moved, closed or deleted.
3. Use descriptive thread titles
When starting a new thread, please use a title that specifically describes what it’s about. This helps to attract people who are interested, and it allows those who aren't to steer clear. Titles such as "Help!", "What do I do?", and "Question" are not helpful. A more descriptive thread title will get you the help you need in a more timely fashion.
4.Put your modding requests in the modding requests forum
If you have an idea that you would like to see implemented but cannot create the mod yourself, please post it in the Modding Requests forums.
If you are looking for download links to a mod you just can't find, or one that's no longer available, please post in the Mod Link Requests thread. This thread is very active and you can expect to get a quick response.
5. Get permission before using someone elses work
Some modders have no problem with people using some or all of their work for other projects, but most do. This can be a very sensitive issue, as modders have worked very hard to produce their mods and don't want them stolen. As a courtesy to the authors of other mods, please get permission to use their work with your own. This will prevent any hard feelings. Threads that discuss/link to mods that use other mods without permission will be locked and the links to said mods removed. That includes uploading someone else's work on another
6. Mods containing assets (models, textures, sounds, etc.) ported from another game are prohibited
It is against LucasArts/Disney policy to port assets from one game to another. Holowan Laboratories does not condone porting of this nature. Theoretical discussion of porting is allowed, however no mods may be released with ported assets. The exception to this is if the asset in question is present in both KOTOR and TSL. Modders may create from scratch mods that resemble assets from another game.
7. When asking a question, state which game (Knights of the Old Republic or The Sith Lords) it is about
To make it easier for other members to help you and avoid confusion, please state which game your question concerns if you ask about something. While (Knights of the Old Republic or The Sith Lords are fairly similar from a modding perspective there are some significant differences in how certain things are done, and some things may be possible to do in one game but not the other.
8. A word to Holowan veterans
Holowan veterans, don't forget to be helpful and thoughtful of new members. They don't know the community as well, and so they are going to make some mistakes. Don't forget what it was like when you were new. Let's try to encourage them and keep them around.
__________________________________________________
C. What's in a name?
1. Holowan Lab Orgins
Thanks for following these guidelines, and don't forget to have fun!
__________________________________________________
A. General forum rules:
The General Forum Rules, applicable to all Star War Gamer forums, including the present forum, can be found here: http://www.lucasforums.com/showthread.php?t=222842
__________________________________________________
B. Additional Holowan Laboratories rules
In addition to the general rules, Holowan Labs has a few specific posting rules:
1. Check if your question has already been asked
Most likely if you have a question, it has been asked before. Please use the Search Feature to see if this is true in your case. The search button is at the top of the page. Also, if you are just getting started into modding, please also check the locked tutorial forums at the top of the main Holowan Labs page (General Tutorials + Tools, Skinning and Modeling, 2da Editing and Scripting). There is a ton of information there to help get you started. It is a lot easier to get help when you have played around a bit with the tools and can ask specific questions. That said, if you do have a legitimate question, please do not be afraid to ask.
2. Your topic should be about modding Knights of the Old Republic or The Sith Lords
Stay on target! Holowan Laboratories is a place to discuss the finer points of modding Knights of the Old Republic and The Sith Lords. There are plenty of other Star Wars Gamer forums to talk about other topics. If your thread is not on topic, it will be moved, closed or deleted.
3. Use descriptive thread titles
When starting a new thread, please use a title that specifically describes what it’s about. This helps to attract people who are interested, and it allows those who aren't to steer clear. Titles such as "Help!", "What do I do?", and "Question" are not helpful. A more descriptive thread title will get you the help you need in a more timely fashion.
4.Put your modding requests in the modding requests forum
If you have an idea that you would like to see implemented but cannot create the mod yourself, please post it in the Modding Requests forums.
If you are looking for download links to a mod you just can't find, or one that's no longer available, please post in the Mod Link Requests thread. This thread is very active and you can expect to get a quick response.
5. Get permission before using someone elses work
Some modders have no problem with people using some or all of their work for other projects, but most do. This can be a very sensitive issue, as modders have worked very hard to produce their mods and don't want them stolen. As a courtesy to the authors of other mods, please get permission to use their work with your own. This will prevent any hard feelings. Threads that discuss/link to mods that use other mods without permission will be locked and the links to said mods removed. That includes uploading someone else's work on another
6. Mods containing assets (models, textures, sounds, etc.) ported from another game are prohibited
It is against LucasArts/Disney policy to port assets from one game to another. Holowan Laboratories does not condone porting of this nature. Theoretical discussion of porting is allowed, however no mods may be released with ported assets. The exception to this is if the asset in question is present in both KOTOR and TSL. Modders may create from scratch mods that resemble assets from another game.
7. When asking a question, state which game (Knights of the Old Republic or The Sith Lords) it is about
To make it easier for other members to help you and avoid confusion, please state which game your question concerns if you ask about something. While (Knights of the Old Republic or The Sith Lords are fairly similar from a modding perspective there are some significant differences in how certain things are done, and some things may be possible to do in one game but not the other.
8. A word to Holowan veterans
Holowan veterans, don't forget to be helpful and thoughtful of new members. They don't know the community as well, and so they are going to make some mistakes. Don't forget what it was like when you were new. Let's try to encourage them and keep them around.
__________________________________________________
C. What's in a name?
1. Holowan Lab Orgins
Thanks for following these guidelines, and don't forget to have fun!
↧
Where can I find and host mods and images?
Mod Hosting:
Deadly Stream - An online community of gamers dedicated to all aspects of Star Wars Gaming. Home of the TSLRCM, along with a large variety of mods for all things Star Wars. Deadly Stream is the essential mod upload site in the KotOR and TSL modding community. With the ability to quickly upload large mods and screenshots, it's the go-to place for all of your mod publishing needs.
Nexus KotOR and TSL - A popular mod upload site that spans over many genres and games. Quick and easy self-upload process that allows users to host mods and screenshots.
NOTE: before submitting a mod to a site read the Terms of use/ Mod submission guidelines specific to the site to which you are submitting your mods.
__________________________________________________
Download Mods:
Taris Upper City Emporium - Our very own mod release sub-forum, most mods will have a thread submitted in the Taris Upper City Emporium. Look here for a wide variety of mods.
Deadly Stream - Deadly Stream is the premiere Knights of the Old Republic and The Sith Lords mod hosting site. With hundreds of mods uploaded, Deadly Stream is the go-to place to quickly find the mods you are looking for. Each features a description, screenshots, and a support topic.
Nexus Mods - The Nexus has small but growing KotOR and TSL sections, well worth checking out. Easily one of the most heavily-visited KotOR and TSL mod sites, don't miss the mods over at Nexus.
Gamefront - Kotor and TSL - what remains of the old KotORFiles mod repository. An expansive collection that no longer has screenshots or descriptions, but is still worth a look.
Mod Link Request Thread - If you're looking for a mod with a long-dead link, this is the place to come. Several members have large collections of mods, and are willing to help you find what you're looking for.
__________________________________________________
Image hosting:
Photobucket - Excellent image hosting website, and very consistent. 2 gigabytes of storage for free, easy bulk uploading, minimal advertisements. A personal favorite of mine, I've used this over the years and had no problem whatsoever.
ImageShack - Another excellent image hosting website, advertising unlimited space, unlimited uploads, and the security of cloud storage.
You can also upload screenshots (1024x768 max dimensions) to your member profile album here on Lucasforums.
__________________________________________________
Want to set up your own free website?
NOTE:If you have your own site, we strongly encourage you to submit you mods to one of the above sites (Deadly Stream and Nexus) as well in order to make your mods more accessible.
Here are some free webhosting suggestions:
(None of the following sites requires knowledge of html but it helps if you want to do something a little more fancy)
Tripod
Monthly Bandwidth: 1 GB
Disk space for storing files: • 20 MB
FTP : YES
Angelfire
Monthly Bandwidth: 1 GB
Disk space for storing files: • 20 MB
FTP : YES
Freewebs
Monthly Bandwidth: 500MB (small mods only or you'll run out of bandwidth pretty fast)
Disk space for storing files: 40 MegaBytes - Freewebs used to have a limit of 750 kb/file I don't know if this limit still exists.
FTP : NO
__________________________________________________
General File hosting:
DropBox - 2 Gigabytes free space, more space available with purchase. Excellent for direct downloads and file sharing for projects. Adds a folder to the desktop that acts as a faux-FTP (with no single-size file limit). We uploads also available for files under 300 Megabytes.
Media Fire - 50 Gigabytes of free space. Great for direct downloads, offers the ability to password protect files as necessary. Offers the ability to share folders and file for projects.
__________________________________________________
Members' Mod Sites
If you want your website to be added to the list, just PM me. If you don't ask it won't be added.
NOTE: Only links to websites will be accepted. Direct download links to mods will not be added to this list. Sites must have appropriate content.
Sites are listed in alphabetical order. Most of these are quite old, but they all still work. PM me if any of these links are actually dead.
Deadly Stream - An online community of gamers dedicated to all aspects of Star Wars Gaming. Home of the TSLRCM, along with a large variety of mods for all things Star Wars. Deadly Stream is the essential mod upload site in the KotOR and TSL modding community. With the ability to quickly upload large mods and screenshots, it's the go-to place for all of your mod publishing needs.
Nexus KotOR and TSL - A popular mod upload site that spans over many genres and games. Quick and easy self-upload process that allows users to host mods and screenshots.
NOTE: before submitting a mod to a site read the Terms of use/ Mod submission guidelines specific to the site to which you are submitting your mods.
__________________________________________________
Download Mods:
Taris Upper City Emporium - Our very own mod release sub-forum, most mods will have a thread submitted in the Taris Upper City Emporium. Look here for a wide variety of mods.
Deadly Stream - Deadly Stream is the premiere Knights of the Old Republic and The Sith Lords mod hosting site. With hundreds of mods uploaded, Deadly Stream is the go-to place to quickly find the mods you are looking for. Each features a description, screenshots, and a support topic.
Nexus Mods - The Nexus has small but growing KotOR and TSL sections, well worth checking out. Easily one of the most heavily-visited KotOR and TSL mod sites, don't miss the mods over at Nexus.
Gamefront - Kotor and TSL - what remains of the old KotORFiles mod repository. An expansive collection that no longer has screenshots or descriptions, but is still worth a look.
Mod Link Request Thread - If you're looking for a mod with a long-dead link, this is the place to come. Several members have large collections of mods, and are willing to help you find what you're looking for.
__________________________________________________
Image hosting:
Photobucket - Excellent image hosting website, and very consistent. 2 gigabytes of storage for free, easy bulk uploading, minimal advertisements. A personal favorite of mine, I've used this over the years and had no problem whatsoever.
ImageShack - Another excellent image hosting website, advertising unlimited space, unlimited uploads, and the security of cloud storage.
You can also upload screenshots (1024x768 max dimensions) to your member profile album here on Lucasforums.
__________________________________________________
Want to set up your own free website?
NOTE:If you have your own site, we strongly encourage you to submit you mods to one of the above sites (Deadly Stream and Nexus) as well in order to make your mods more accessible.
Here are some free webhosting suggestions:
(None of the following sites requires knowledge of html but it helps if you want to do something a little more fancy)
Tripod
Monthly Bandwidth: 1 GB
Disk space for storing files: • 20 MB
FTP : YES
Angelfire
Monthly Bandwidth: 1 GB
Disk space for storing files: • 20 MB
FTP : YES
Freewebs
Monthly Bandwidth: 500MB (small mods only or you'll run out of bandwidth pretty fast)
Disk space for storing files: 40 MegaBytes - Freewebs used to have a limit of 750 kb/file I don't know if this limit still exists.
FTP : NO
__________________________________________________
General File hosting:
DropBox - 2 Gigabytes free space, more space available with purchase. Excellent for direct downloads and file sharing for projects. Adds a folder to the desktop that acts as a faux-FTP (with no single-size file limit). We uploads also available for files under 300 Megabytes.
Media Fire - 50 Gigabytes of free space. Great for direct downloads, offers the ability to password protect files as necessary. Offers the ability to share folders and file for projects.
__________________________________________________
Members' Mod Sites
If you want your website to be added to the list, just PM me. If you don't ask it won't be added.
NOTE: Only links to websites will be accepted. Direct download links to mods will not be added to this list. Sites must have appropriate content.
Sites are listed in alphabetical order. Most of these are quite old, but they all still work. PM me if any of these links are actually dead.
- Andargor
Andargor's HQ
(Home of the Holowan Emporium and Holowan Cloakworks)
- Achillies
Achilles' KotOR Mod Site
(Several Custom Sabers and Item creation tutorials.)
- ChAiNz.2da
JumpStationZ
(Some great mods can be found here. including some quality reskins)
- Darth333
Darth333 KotOR mods
(Miscellaneous mods for Kotor 1 and 2: Easy swoop racing, Recruitable mods, New force powers and some other stuff)
- Darth_ToMeR
KOTOR Mods by ToMeR
(Reskins and recruit mods)
- Doom_Dealer
Doom Dealers MODS
(Includes Reskins and the Holowan Spire mod)
- Envida
Envida's KotOR II: TSL MODS
(Interesting mods that include reskins, items, a mod that adds a lab station in the Ebon Hawk and more)
- Gameunlimited
KotOR Mod page
(Includes Survival Battle, Yuthura, Elite Force, All Force Powers/Feats, Romance, Villain, & Vandar Mods, and some robe modification/reskin mods)
- Gsccc
Infinite Empire
(Reign of the Sith, Rise of the Sith mod & More!).
- MasterWaffle
MasterWaffle's Mod Emporium
(Armor and skin mods etc)
- Prime
Warped Productions
Skins of Jedi robes that are similar to those worn in the prequel movies. Also some specific skins for robes worn by Qui-Gon, Obi-Wan, Mace Windu, and Anakin Skywalker. The site also a saber blade mod for altering blade colours.
- Princess Artemis
Telosian Archives
Mods, Pics, FanFics and more, this site has it all... Angst Muffins? ;)
- PrtyLizardJedi
Trandosha Academy - PrtyLizardJedi
- RedHawke
RedHawke's KOTOR Mods
(These mods are not to be missed.)
- stoffe
stoffe's Mod site (High Level Force Powers, Improved AI, Handmaiden/Deciple Choice Mods, and many others.)
- svösh
Svösh's KotOR Mods
(Great new Items, Reskins and several npc reskins and a few new unique models with more to come)
↧
New Area Knowledge Thread
New area creation is something of an experiment and hasn't been discussed thoroughly. The purpose of this thread is to serve as a knowledge collective of new area knowledge, and discuss what we know and don't know, and what we can and cannot do with areas at this point. I hope this thread will allow us to share our techniques and eventually allow me to write a comprehensive tutorial on new area creation.
For the purposes of this thread, "new area creation" refers to modeling a brand new area, not simply a module reskin. Additionally, this thread does not serve as a tutorial on how to use 3DSMax or GMax, though various techniques and functions may be discussed.
We've been able to create new areas for a while, ever since Magnus II released KAurora, which enabled us to compile new walkmeshes. KAurora has added several functions, including adding emitters and lightmaps.
1. We can create newly modeled areas
This one is fairly obvious, but I felt the need to include it anyways. As several members on here have already done, newly modeled areas are entirely possible. However, a new area isn't something that happens overnight. A new area takes careful planning, consideration, and a lot of hard work. Making a new area on par with existing KotOR areas will take several months of work. Area creation also entails a good amount of troubleshooting, most of which will have to be done on your own.
2. We can create emitters for our areas
KAurora also has the ability to export new emitters, for use in areas and other applications. To add an emitter, you can start by creating one from the helpers tab in Max. I have found that the best way is to base your emitter off one from the game. Pull a model with a similar emitter up in KAurora, and fill in the fields as closely as possible, changing only what you need. Additionally, not all of the fields are visible in Max, so you'll have to work on your emitters in KAurora as well. I have found that creating a model for each emitter and including them in the layout and .vis is the most hassle free. Additionally, I've had trouble getting the orientation fields set correctly. The ones that export from Max seem to screw it up when they are set at angles. For instance, when I create the steam emitters that come from the bottom of the Ebon Hawk, I always copy the orientation from the landing module of an existing planet, and everything is good. Emitters take some fine tuning, but can add a lot of detail to an area.
3. We can add lightmaps to new areas
I'd say that given the difference between lightmapped and non-lightmapped areas, it's almost not even worth it to create an area if you don't intend to lightmap it. In my opinion, lightmapping accounts for about 60-80% of how good an area looks. Disbeliever made the original, groundbreaking lightmap tutorial, which is still relevant today. Quanon's created an additional tutorial detailing the use of MultiObjectUnwrap, which streamlines the lightmapping output. Quanon and I have exchanged quite a bit of discussion on lightmaps, and we've each found different techniques that work. Quanon has found that it's best for him to do one massive lightmap of his whole area. I have found that it's best to split my areas up into small sections before lightmapping, and doing multiple lightmaps. I've also found that lightmaps are a tricky and buggy portion of the process. They take a long time to get right, and sometimes you have to start over it it's not applying correctly in the game. When finished, they are spectacular.
4. We can add lights to new areas
We've known since the beginning that AuroraDLights were possible in KAurora, though there is some confusion surrounding them. Hopefully I can help clear some of that up.
In the days before lightmaps, ignorant people such as myself thought that all the lighting came from AuroraDLights and Aurora Lights. It was thought, at least by myself, that AuroraDLights and Aurora Lights were 2 different things. AuroraDLights were possible to create through NWMax, but imported areas from the game through the old MDLOps 0.5 showed mostly blank dummies called Aurora Lights. New evidence from areas run through MDLOps 0.6a shows that all of these are actually AuroraDLights. So yes, AuroraDLights are possible. Aurora Lights aren't real things.
Lightmaps provide the lighting for an area. AuroraDLights are meant to create shadows and give light to dynamic objects such as creatures, placeables, doors, etc.
Quanon seems to be correct in that only 3 can light up at a time. However, you can have far more than 3 AuroraDLights in any given area. I think a common misconception used to be that there could only be 3 AuroraDLights. This is false. Use as many as you want.
A much more in depth explanation of AuroraDLights can be found here.
5. We can create minimaps for our areas
This one is a minor addition, and doesn't really have to do with KAurora. But, with some trial and error and a top-down render of the area, it's entirely possible to create a minimap for your area. It's a nice touch to finish up your area, even though it's not entirely necessary.
Here is a quick synopsis of my findings with K1 minimaps:
I was dreading working on the minimaps. I did one for the main street a while back, and it was a 4-6 hour trial and error process that was annoying as all get out.
So, I pulled up another module, rendered the top down view, and took it to Photoshop. Opened up the .are, and got ready to begin the process again. I knew that the fields in the .are were based on knowing the precise pixel coordinates on the 512 by 256 TGA of the map, and referencing actual meter coordinates of the area. However, last time I tried this, something didn't add up.
So I have 8 different values I have to figure out in the .are to get the map and the scaling right, based on 2 (x,y) points on the TGA and the coordinates of the area.
MapPt1X (TGA reference of X coordinate #1)
MapPt1Y (TGA reference of Y coordinate #1)
MapPt2X (TGA reference of X coordinate #2)
MapPt2Y (TGA reference of Y coordinate #2)
And
WorldPt1X (Meter value of X coordinate #1)
WorldPt1Y (Meter value of Y coordinate #1)
WorldPt2X (Meter value of X coordinate #2)
WorldPt2Y (Meter value of Y coordinate #2)
I picked out two references I could see visually on the TGA of the map, and got their meter coordinates in MAX. Filled in the WorldPt values, which was the easy part.
So I had figured out that the MapPt values were decimals based on how far from the top left corner the pixel representing the coordinates I just found was. For example, if the pixel was halfway to the bottom, the MapPtY for that pixel would be .5. That seemed to work fine for the Y-axis. I would figure out how many pixels from the top the pixel was, divide by 256, then I'd have the right MapPtY. The weird thing was the X-axis. This was off for the X-axis for some inexplicable reason.
However, I finally discovered that while the textures are all 512 by 256, the game only uses ~435 by 256 of the texture. By diving the X pixel values by 435 instead of 512, the map worked perfectly!! I did several maps right in a row, making up for the sustained time loss fighting the Great Walkmesh War of 2016.
6. We can use walkmeshes that are divided into multiple parts
Quanon probably has more to say about this, as he's done it and I haven't. But it appears that when you divide the walkmesh into multiple parts, you can rig it to work by including a doorhook line in the layout file with the coordinates of the seam between the two. This should enable us to create areas that utilize the full functionality of the vis file and multiple AuroraDLights.
7. We can block line of sight and blaster fire with walkmeshes
When I looked at the existing walkmeshes in the game, I discovered that they had "walls". By extruding the edges of the walkmesh, and raising them up, you can create walkmesh "barriers" that block line of sight and blaster fire. The polygons of these walls need to be assigned the Non-Walk material. There's not much else to say about this, but it works well. I guess the main lesson is to use the existing KotOR and TSL models as your guide.
8. We CAN block camera movement by using the walkmesh injector!
This one has plagued us from the beginning, and I'm not sure we can do it with the tools we have. I have determined that the camera is blocked not by the walkmesh, but by the model itself. This makes sense, as things such as characters still block the camera even though they don't have walkmeshes. I'm very open for any discussion into this, as it's one of the last features that existing areas have that we can't duplicate.
We can block the camera movement through walls by using Dastardly's Walkmesh Injector!!
9. We cannot create area animations through KAurora
KAurora currently can't handle animations, but there are several ways around it. Placeables can still be animated through MDLOps, and included in the area. Additionally, it's possible that you could use a faux character model in the same manner. I haven't found the need to experiment much with this yet, but others may want to use it in their areas.
For the purposes of this thread, "new area creation" refers to modeling a brand new area, not simply a module reskin. Additionally, this thread does not serve as a tutorial on how to use 3DSMax or GMax, though various techniques and functions may be discussed.
We've been able to create new areas for a while, ever since Magnus II released KAurora, which enabled us to compile new walkmeshes. KAurora has added several functions, including adding emitters and lightmaps.
1. We can create newly modeled areas
This one is fairly obvious, but I felt the need to include it anyways. As several members on here have already done, newly modeled areas are entirely possible. However, a new area isn't something that happens overnight. A new area takes careful planning, consideration, and a lot of hard work. Making a new area on par with existing KotOR areas will take several months of work. Area creation also entails a good amount of troubleshooting, most of which will have to be done on your own.
2. We can create emitters for our areas
KAurora also has the ability to export new emitters, for use in areas and other applications. To add an emitter, you can start by creating one from the helpers tab in Max. I have found that the best way is to base your emitter off one from the game. Pull a model with a similar emitter up in KAurora, and fill in the fields as closely as possible, changing only what you need. Additionally, not all of the fields are visible in Max, so you'll have to work on your emitters in KAurora as well. I have found that creating a model for each emitter and including them in the layout and .vis is the most hassle free. Additionally, I've had trouble getting the orientation fields set correctly. The ones that export from Max seem to screw it up when they are set at angles. For instance, when I create the steam emitters that come from the bottom of the Ebon Hawk, I always copy the orientation from the landing module of an existing planet, and everything is good. Emitters take some fine tuning, but can add a lot of detail to an area.
3. We can add lightmaps to new areas
I'd say that given the difference between lightmapped and non-lightmapped areas, it's almost not even worth it to create an area if you don't intend to lightmap it. In my opinion, lightmapping accounts for about 60-80% of how good an area looks. Disbeliever made the original, groundbreaking lightmap tutorial, which is still relevant today. Quanon's created an additional tutorial detailing the use of MultiObjectUnwrap, which streamlines the lightmapping output. Quanon and I have exchanged quite a bit of discussion on lightmaps, and we've each found different techniques that work. Quanon has found that it's best for him to do one massive lightmap of his whole area. I have found that it's best to split my areas up into small sections before lightmapping, and doing multiple lightmaps. I've also found that lightmaps are a tricky and buggy portion of the process. They take a long time to get right, and sometimes you have to start over it it's not applying correctly in the game. When finished, they are spectacular.
4. We can add lights to new areas
We've known since the beginning that AuroraDLights were possible in KAurora, though there is some confusion surrounding them. Hopefully I can help clear some of that up.
In the days before lightmaps, ignorant people such as myself thought that all the lighting came from AuroraDLights and Aurora Lights. It was thought, at least by myself, that AuroraDLights and Aurora Lights were 2 different things. AuroraDLights were possible to create through NWMax, but imported areas from the game through the old MDLOps 0.5 showed mostly blank dummies called Aurora Lights. New evidence from areas run through MDLOps 0.6a shows that all of these are actually AuroraDLights. So yes, AuroraDLights are possible. Aurora Lights aren't real things.
Lightmaps provide the lighting for an area. AuroraDLights are meant to create shadows and give light to dynamic objects such as creatures, placeables, doors, etc.
Quanon seems to be correct in that only 3 can light up at a time. However, you can have far more than 3 AuroraDLights in any given area. I think a common misconception used to be that there could only be 3 AuroraDLights. This is false. Use as many as you want.
A much more in depth explanation of AuroraDLights can be found here.
5. We can create minimaps for our areas
This one is a minor addition, and doesn't really have to do with KAurora. But, with some trial and error and a top-down render of the area, it's entirely possible to create a minimap for your area. It's a nice touch to finish up your area, even though it's not entirely necessary.
Here is a quick synopsis of my findings with K1 minimaps:
I was dreading working on the minimaps. I did one for the main street a while back, and it was a 4-6 hour trial and error process that was annoying as all get out.
So, I pulled up another module, rendered the top down view, and took it to Photoshop. Opened up the .are, and got ready to begin the process again. I knew that the fields in the .are were based on knowing the precise pixel coordinates on the 512 by 256 TGA of the map, and referencing actual meter coordinates of the area. However, last time I tried this, something didn't add up.
So I have 8 different values I have to figure out in the .are to get the map and the scaling right, based on 2 (x,y) points on the TGA and the coordinates of the area.
MapPt1X (TGA reference of X coordinate #1)
MapPt1Y (TGA reference of Y coordinate #1)
MapPt2X (TGA reference of X coordinate #2)
MapPt2Y (TGA reference of Y coordinate #2)
And
WorldPt1X (Meter value of X coordinate #1)
WorldPt1Y (Meter value of Y coordinate #1)
WorldPt2X (Meter value of X coordinate #2)
WorldPt2Y (Meter value of Y coordinate #2)
I picked out two references I could see visually on the TGA of the map, and got their meter coordinates in MAX. Filled in the WorldPt values, which was the easy part.
So I had figured out that the MapPt values were decimals based on how far from the top left corner the pixel representing the coordinates I just found was. For example, if the pixel was halfway to the bottom, the MapPtY for that pixel would be .5. That seemed to work fine for the Y-axis. I would figure out how many pixels from the top the pixel was, divide by 256, then I'd have the right MapPtY. The weird thing was the X-axis. This was off for the X-axis for some inexplicable reason.
However, I finally discovered that while the textures are all 512 by 256, the game only uses ~435 by 256 of the texture. By diving the X pixel values by 435 instead of 512, the map worked perfectly!! I did several maps right in a row, making up for the sustained time loss fighting the Great Walkmesh War of 2016.
6. We can use walkmeshes that are divided into multiple parts
Quanon probably has more to say about this, as he's done it and I haven't. But it appears that when you divide the walkmesh into multiple parts, you can rig it to work by including a doorhook line in the layout file with the coordinates of the seam between the two. This should enable us to create areas that utilize the full functionality of the vis file and multiple AuroraDLights.
7. We can block line of sight and blaster fire with walkmeshes
When I looked at the existing walkmeshes in the game, I discovered that they had "walls". By extruding the edges of the walkmesh, and raising them up, you can create walkmesh "barriers" that block line of sight and blaster fire. The polygons of these walls need to be assigned the Non-Walk material. There's not much else to say about this, but it works well. I guess the main lesson is to use the existing KotOR and TSL models as your guide.
8. We CAN block camera movement by using the walkmesh injector!
We can block the camera movement through walls by using Dastardly's Walkmesh Injector!!
9. We cannot create area animations through KAurora
KAurora currently can't handle animations, but there are several ways around it. Placeables can still be animated through MDLOps, and included in the area. Additionally, it's possible that you could use a faux character model in the same manner. I haven't found the need to experiment much with this yet, but others may want to use it in their areas.
↧
Problem with custom character
I tried making a new character for K1 using these two tutorials. I edited the texture for both the body and the head.
I have a problem with the mdl file. If I edit it like in the first tutorial, the game crashes at the character selection screen, and if I only rename it, the default head texture shows up instead of the custom one (resulting in a Twi'lek with head and body differently colored:rolleyes:).
Does anyone know how to fix this? I'm sure it's a very stupid question but I can't find any answers...
I have a problem with the mdl file. If I edit it like in the first tutorial, the game crashes at the character selection screen, and if I only rename it, the default head texture shows up instead of the custom one (resulting in a Twi'lek with head and body differently colored:rolleyes:).
Does anyone know how to fix this? I'm sure it's a very stupid question but I can't find any answers...
↧
↧
Lost TSL-Warp and Cheat-Band/Help
Hello Guys,
I lost many of Mods because my PC had an crash for a while. I searching yet for the Mod TSL-Warp and Cheat-Band. Can someone me give a link where I find this Mod? Thanks for help
I lost many of Mods because my PC had an crash for a while. I searching yet for the Mod TSL-Warp and Cheat-Band. Can someone me give a link where I find this Mod? Thanks for help
↧
Central Station
Greetings, fellow sentients! I have a very impressive mod idea for you! Not only that, but I can also work on creating the dialog files for it and do some of character creating! Yes, I have actually worked on learning things! :D
Explanation of how I got introduced to modding
Please read above to learn why I'm making this.
BoS: SR, K1R Project, the mostly scrapped Sleheyron Restoration, Red Hawke's ORD Mandell mod. the MECK projects- all of these mods add a large amount of content to a game that merges beautifully with the game even if some of it might not fit with the lore(in the case of the MECK projects). Today I propose a project large just like this: The planet Central Station.
Planet Description:
Central Station is a planetwide city much like Taris and has a population of mostly alien refugees or their descendants. These refugees could be fleeing from a wide variety of things and for various reasons. Different classes, cultures, languages, and professions exist on the planet and things from all across the galaxy mesh here.
Central Station was originally an odd asteroid on the Outer Rim. A rare mineral created a large amount of gravitational force emerging from the asteroid's core and pulling on its rocky surface. The gravitational force also pushes away objects that draw too near to its atmosphere. In short, Central Station orbits very slowly around its nearest sun inside of an asteroid field that does not cause it harm. Ships are however able to land on Central Station because of the increased velocity made by their engines, albeit some turbulence.
The mineral soon began to be mined and a city was eventually made. The mostly alien workforce made for a large lack of discrimination and the hard to reach location made it perfect for people needing to get away. Goods are imported regularly and a steady planet income is brought in from the minerals still mined to this day.
I hope to make this planet. My vision of it would take a great deal of work to make, but it would be entirely worth it. To make the planet, resources from Nar Shadaa and Taris would most likely be used and I can quite easily plan out the areas. I hope to have a casino, swoop track, and high-tech battle arena to fill the place. I could, of course, supply story information as needed and learn to program a bit - if not all- of it by myself.
Explanation of how I got introduced to modding
spoiler: Okay, so after adding mods to one of my favorite Star Wars games ever, KOTOR 1, I decided to add some more...and more..and even more. This quite obviously created a lot of conflicts regardless of the use of the TSL patcher so I had to sort through a few files to find out what was wrong. However, with no tools at my disposal, I couldn't do anything so I used the Swiss Army Knife of all nerds: the internet. Through reading different forum posts and searching long enough, I found several different tools and got to work. I soon decided that I still wanted more and then started some slight work making my own mods, and when I say slight, I mean slight. I created some dialogue trees, found some sounds that I can add in, attached some dialogue to person and even spawned one in with a modified spawn script I found. (I've been using spawn scripts that I modify for a while now in order to debug some of the conflicting mods that don't spawn in what they are supposed t by using Darth333's spawn band.) The problem is tutorials only take you so far so I would like to go ahead and ask for some help now so I can get it when I need it.
Please read above to learn why I'm making this.
BoS: SR, K1R Project, the mostly scrapped Sleheyron Restoration, Red Hawke's ORD Mandell mod. the MECK projects- all of these mods add a large amount of content to a game that merges beautifully with the game even if some of it might not fit with the lore(in the case of the MECK projects). Today I propose a project large just like this: The planet Central Station.
Planet Description:
Central Station is a planetwide city much like Taris and has a population of mostly alien refugees or their descendants. These refugees could be fleeing from a wide variety of things and for various reasons. Different classes, cultures, languages, and professions exist on the planet and things from all across the galaxy mesh here.
Central Station was originally an odd asteroid on the Outer Rim. A rare mineral created a large amount of gravitational force emerging from the asteroid's core and pulling on its rocky surface. The gravitational force also pushes away objects that draw too near to its atmosphere. In short, Central Station orbits very slowly around its nearest sun inside of an asteroid field that does not cause it harm. Ships are however able to land on Central Station because of the increased velocity made by their engines, albeit some turbulence.
The mineral soon began to be mined and a city was eventually made. The mostly alien workforce made for a large lack of discrimination and the hard to reach location made it perfect for people needing to get away. Goods are imported regularly and a steady planet income is brought in from the minerals still mined to this day.
I hope to make this planet. My vision of it would take a great deal of work to make, but it would be entirely worth it. To make the planet, resources from Nar Shadaa and Taris would most likely be used and I can quite easily plan out the areas. I hope to have a casino, swoop track, and high-tech battle arena to fill the place. I could, of course, supply story information as needed and learn to program a bit - if not all- of it by myself.
↧
KOTOR 2 Appearance Mod Trouble
Hi folks!
First time poster so go easy on me ;)
I'm a longtime fan of the KOTOR series so naturally I've had a lot of experience playing the games with mods but I can't for the life of me figure out what's going wrong with my appearance mods.
I'm trying to play KOTOR 2 and literally every other mod BUT appearance mods are working. Did something happen with the compatibility between these mods and the Restored Content Mod? I Have the latest one installed. I know there is something you have to do with the appearance.2da files right?
Also, is anyone else noticing that since Filefront went down it's nearly impossible to find all the good appearance mods? I founds a bunch on Gamefront but their all corrupted and won't extract to the override folder.
Help me Star Wars Gamer community...you're my only hope.
First time poster so go easy on me ;)
I'm a longtime fan of the KOTOR series so naturally I've had a lot of experience playing the games with mods but I can't for the life of me figure out what's going wrong with my appearance mods.
I'm trying to play KOTOR 2 and literally every other mod BUT appearance mods are working. Did something happen with the compatibility between these mods and the Restored Content Mod? I Have the latest one installed. I know there is something you have to do with the appearance.2da files right?
Also, is anyone else noticing that since Filefront went down it's nearly impossible to find all the good appearance mods? I founds a bunch on Gamefront but their all corrupted and won't extract to the override folder.
Help me Star Wars Gamer community...you're my only hope.
↧