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Kexikus

Member Since 14 Oct 2014
Offline Last Active Today, 03:30 PM
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#54383 Download:Jolees hut mod - Modders resource

Posted by Kexikus on 23 February 2017 - 10:54 PM

You simply extract the entire kas_24aa.rim and kas_24aa_s.rim and pack those unmodified files into kas_24aa.mod before placing it into the tslpatchdata folder just as you would for 2da files etc.

Then you add this .mod file to the installed files, making sure that the "Replace" box is NOT checked. Generally in the file installation this box specifies whether or not TSLPatcher will skip the file if it finds one of the same name in the installation directory or replaces that old file. And since TSLPatcher does the file installation first before doing any modifications, this will make sure that the necessary .mod is always present when installing your mod. Any mod installed afterwards will then patch the files inside the .mod.




#54261 Fair Strides' Script Shack

Posted by Kexikus on 22 February 2017 - 10:54 AM

The door could also be locked.

IIRC doors won't open even with scrpits while they're locked. So try and add

SetLocked("<door tag without <> >", FALSE);

But most likely your issue is the file extension in the script. This may be due to a wrong understanding, so let me try and clear this up. What you reference here is NOT the file name but the file tag set in the .ut* file. Usually it's the same (maybe it even has to be the same) but the tag obviously has no file extension which is why you don't use it.

That said, you NEVER use file extensions as FS said even when you actually reference files like in the ExecuteScript() function.


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#54232 Response to Claims that Peragus' Purpose is Confusing

Posted by Kexikus on 21 February 2017 - 08:08 PM

1313 might have taken place on only one planet, but we will never know.

Other than that Battle of Naboo is the only thing that comes to my mind as well. But I've never played it so I can't be sure either.




#54217 Fair Strides' Script Shack

Posted by Kexikus on 21 February 2017 - 03:10 PM

The tutorial you're referring to is probably this one.

 

(Most of the lucasforums tutorials are still available in the Wayback Machine. You can find them with the links Darth Parametric posted in this thread.




#54200 Changing your PC to a party member?

Posted by Kexikus on 21 February 2017 - 10:02 AM

No, it would be more like:

void main() {
 
int nNPC = 1;
 
SwitchPlayerCharacter(nNPC);
 
}

 

It should be

int nNPC = -1;

right? 1 would be the first party member (whoever that is)




#54138 TSLRCM's take on Bao-Dur's endgame fate?

Posted by Kexikus on 20 February 2017 - 08:09 PM

I agree with JCarter on that one.

 

There's definetly potential to be found in the vanilla/TSLRCM ending sequence, but it's overshadowed by plot holes and boring gameplay. However, I think that it's possible to take what's there and both rearrange it and add to it while keeping to what's established in the rest of the game. This could include a proper conclusion to Bao Dur's story as well as better endings to the Malachor/Kreia plot. But just from the many many different outcomes alone this would be a tremendous task, not to mention making all of this work in the game (in a technical quality that matches vanilla).

 

If done properly this would pretty much be the one mod I wish TSL would get.




#54098 Fair Strides' Script Shack

Posted by Kexikus on 20 February 2017 - 07:05 AM

Those are the correct scripts.

k_con_talkedto is the script you want as condition for the first time (!) dialog and not the later one even though the name might suggest as much. Then have k_act_talktrue as the script run at the end of the conversation (the end doesn't really matter as long as it's fired somewhere) and you're all set up.


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#53996 Download:High Quality Skyboxes

Posted by Kexikus on 18 February 2017 - 05:23 PM

Thanks, if it does have a unique skybox- think of this as an opportunity! lol

 

I could give every module its own unique skybox. That wouldn't be a problem, but it wouldn't be worth it either.

 

Anyway, make copies of LUN_Sky0001 to LUN_Sky0005, rename them to LUZ_Sky0001 to LUZ_Sky0005 and place them in your Override folder. That'll give you a high quality skybox for the LS ending. The sun could be too bright though as I edited the Unknown World models to have a less bright sun. I will fix this and include the renamed skyboxes in the next patch for this mod. That'll either be a small update in about two weeks after my last exam for this semester or I'll hold off on updating it for a bigger update I intend to do anway. In that case it'd take longer.

 

But in the meantime you can just fix it yourself as described above.

Thanks for letting me know of this oversight :)




#53938 Contact T7Nowhere

Posted by Kexikus on 16 February 2017 - 06:57 PM



What kind of mod we talking about? What type of way elements? I'm sure if you credit T7 in your Readme and recognize his contribution, you'll be fine.

 

Nope, that's against the site rules:

 

 

All content on Deadlystream must be uploaded by the original creator/owners of the content. Uploading content that is owned by someone else is strictly prohibited, unless explicit permission can be demonstrated by the uploader. If you are found to upload content that is owned by another person without explicit evidence of permission, the first offense will result in a warning via PM and removal of said content. Any additional infractions will result in a permanent ban.




#53909 [Query] Modelling with Gmax?

Posted by Kexikus on 15 February 2017 - 07:12 PM

I suggest you just learn 3dsMax. When it comes to KotOR modelling there's almost no difference and in any other regard it's waaay better and not outdated.

 

3d modelling will always be difficult no matter which tool you use, but Sithspecter posted a very good tutorial series on 3dsMax in the Tutorials section that should allow you to get into it.




#53813 Yavin Station/Dune Sea, Leviathan/Taris Sewers - Same Music

Posted by Kexikus on 13 February 2017 - 06:34 AM

That is a really good point bead-v. I'll go with that option.

 

But then we need default options that this mod will install. Here's my list of suggestions:

 

Taris Sith Base -> Manaan Sith Base / Academy

Shyrack Caves / Tombs no changes

 

Taris Hideout / Temple Summit get individual file names but the music stays

 

Leviathan -> Manaan Sith Base / Academy (not quite sure here)

Taris Sewers remain unchanged

 

Manaan Sith Base / Dreshdae / Sith Academy get individual file names but the vanilla music stays

 

Anchorhead no changes

Ebon Hawk -> Hideout

Sandral Estate -> Dantooine Outback

 

Dune Sea no changes

Yavin Station -> ???

 

Sandpeople Enclave -> Dune Sea

Unknown World no changes

 

Please post any further suggestions (especially for a track to use on Yavin Station). Thank you :)




#53719 Download:KotOR_Ultimate_2_0_Taris_Upper_City

Posted by Kexikus on 10 February 2017 - 11:32 PM

You Can upload The 2 GB in seperate Files on The Same download page, Can You not?
Also tga Files can be compressed as well. Photoshop for example can do that and while The compression might be less effective than dds, you'd probably be able to shrink The file size to 1 or 1.2 gb.


#53582 [K1] Music overview (and warp code list)

Posted by Kexikus on 07 February 2017 - 09:32 PM

Since I was checking K1 for modules that reuse the same music even though they are different places, I created a spreadsheet that lists all of K1's modules and their corresponding Day, Night and Battle music. Day and Night is always the same (with one exception) and I think the game actually only uses Day anyway. All tracks are listed with their number corresponding to their row in ambientmusic.2da, their file name and the name given in the KotOR Soundtrack playlist linked below.

 

You should hopefully be able to sort the spreadsheet by any of the values. To do so, click in the column you want to sort by, press Ctrl+A to select everything and then in "Data" select "Sort by Column XX...".

That's all there is to it. I don't know if anyone will ever use this but since I made it, I figured I might as well shart it^^ At the very least you can use it to get warp codes :D

 

Here you go:

 

K1 music overview spreadsheet

 

Note that most of the STUNT modules do not have any ambient music assigned. That does not mean that no music plays in this scene. Instead the music is most likely started by the script that controls the cutscene.

 

While building this list, I also found some music pieces that are not used in any of the game's modules. However scripts could still play them anywhere in the game. If you happen to know where exactly, please let me know and I'll add the information. Those are the following tracks (once again with the name for the linked playlist):

 

1 mus_gui_start (The Old Republic Theme)
That's the theme played in the main menu.

 

7 mus_theme_carth (Captured by the Leviathan)

This one is played in the cutscene where the Ebon Hawk is captured in the Leviathan's tractor beam.

 

33 mus_bat_out (The Temple)

 

45 mus_bat_valsith (Uthar Wynn's Trials)

 

46 mus_bat_sforge (Star Forge Battle (Not quite sure here as I haven't checked the game file))

 

And finally, here's the playlist.

 

 




#53580 Yavin Station/Dune Sea, Leviathan/Taris Sewers - Same Music

Posted by Kexikus on 07 February 2017 - 08:59 PM

 
And you DID miss one. The Upper City Apartments and Hidden Bek Base share the same theme.

 

I didn't. I just thought that those are similar enough so that it makes sense for them to have the same music. But I could of course include them in the mod.

 

So, here's my updated list on the options I want to give with the "No more reused music mod":

 

Taris Sith Base / Shyrack Caves / Korriban Tombs:

Taris Sith Base -> Manaan Sith Base / Sith Academy

Taris Sith Base -> Custom (??)

Caves / Tombs -> Dreshdae / Sith Academy

Caves / Tombs -> Custom (SWTOR Korriban)

 

Taris Hideout / Temple Summit (seems fine to me, but I'd include it anyway):
Hideout -> Taris Upper City

Hideout -> Taris Appartments

Hideout -> Custom (??)

Temple Summit -> Temple

Temple Summit -> Custom (??)

 

Taris Sewers / Leviathan:
Leviathan -> Taris Sith Base

Leviathan -> Manaan Sith Base / Sith Academy

Leviathan -> unused mus_theme_carth (since it's used in the Leviathan tractor beam cutscene)
Leviathan -> Custom (SWTOR Imperial Agent)
Taris Sewers -> Taris Lower City
Taris Sewers -> Custom (SWTOR Taris)

 

Manaan Sith Base / Dreshdae / Sith Academy:

Manaan Sith Base -> Taris Sith Base

Manaan Sith Base -> Ahto City

Manaan Sith Base -> Custom (??)

Dreshdae / Sith Academy -> Korriban Tombs

Dreshdae / Sith Academy -> Custom (SWTOR Korriban)

 

Sandral Estate / Ebon Hawk / Anchorhead:

Anchorhead -> Dune Sea
Anchorhead -> Czerka
Anchorhead -> Custom (SWTOR Tatooine)

Ebon Hawk -> Hideout
Ebon Hawk -> Custom (TSL Ebon Hawk)

Sandral Estate -> Dantooine Outback

Sandral Estate -> Custom (??)

 

Dune Sea / Yavin Station:

Dune Sea -> Anchorhead

Dune Sea -> Sand People Territory

Dune Sea -> Custom (SWTOR Tatooine)

Yavin Station -> Custom (SWTOR Yavin)

 

Sandpeople Enclave / Unknown World:

Enclave -> Dune Sea

Enclave -> Custom (SWTOR Tatooine)

Unknown World -> Temple

Unknown World -> Custom (??)

 

I don't really care about the reused battle music, but if you want that included as well, let me know and I'll add it.

 

And in a second mod I'll offer different options to add music to those areas that prievously had none:

Governor's Chamber (Sith Base) -> Sith Base

Dantooine Crystal Caves -> Dantooine Outback

Dantooine Crystal Caves -> Custom (SWTOR Tython, Republic, Jedi Knight, Jedi Consular. I need to check these)

Valley of the Dark Lords -> Sith Academy

Valley of the Dark Lords -> Custom (ROTS Palpatine's Teachings, SWTOR Korriban)

 

As before, I'd like to add suggestions for the Custom (??) options, so if you have any, please post them. Then I'll just have to see if all of these work well enough that I want to offer them in a mod, make a giant TSLPatcher file and release the mod. That will take some time though^^




#53559 Yavin Station/Dune Sea, Leviathan/Taris Sewers - Same Music

Posted by Kexikus on 07 February 2017 - 04:13 PM

I completed my analysis and it's worse than I thought... Anyway, here are the quick results (I'll post the full analysis later):

 

The following areas use the same ambient music:

 

Taris Sith Base / Shyrack Caves / Korriban Tombs (makes sense for the last two though)
Taris Hideout / Temple Summit
Taris Sewers / Leviathan
Manaan Sith Base / Dreshdae
Sandral Estate / Ebon Hawk / Anchorhead
Dantooine Ruins / Unknown World Temple (makes sense)
Dune Sea / Yavin Station
Sand People Enclave / Unknown World

 

The following areas share the same battle music:

 

Taris Sewers / Yavin Station
Endar Spire / Taris Sith Base / Korriban / Leviathan (makes somewhat sense)
Anchorhead / Taris North Apartments
Dantooine Ruins / Unknown World Temple (makes sense)
Sand People Enclave / Unknown World
Dantooine Crystal Caves / Shadowlands
Starforge / Mystery Box (also makes sense)

 

The following areas are actually missing ambient music:

Governor's Chamber (Taris Sith Base)

Dantooine Crystal Caves

Valley of the Dark Lords

 

The following ones are missing battle music (You probably never fight in some of these, so that's no big deal):

Gadon's Quarters (Hidden Bek Base)

Ebon Hawk

Swoop Registration / Cantina / Czerka Office

 

And then there are some tracks in ambientmusic.2da that are not used in any modules. They might be played with scripts or they could actually be unused, I don't know.

mus_gui_start (this one plays in the main menu I think)
mus_theme_carth (This one is apparently played in the cutscene where you are captured by the Leviathan, so triggered with a script)

Spoiler

mus_bat_out

Spoiler

mus_bat_valsith


mus_bat_sforge

Spoiler

 

With all of that information go ahead and post suggestions for improvement :)