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Member Since 06 May 2016
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#63130 What level is this map for?

Posted by jc2 on 24 February 2018 - 12:29 AM

If you've played the K1R, Kotor Restored mod, then you'd know that was the restored lower vulkar gang section. 

It was originally cut by Bioware, but as you can see the files still remain.


I'm guessing you haven't, no offense meant, but you may want to check it out because it restores that module. 

Therefore, I'd suggest you look at the K1R version of it, even playing through it would give you a decent concept of what it is, and that should satisfy your question. 


I'm curious about your intentions as a 3D modeler, are you considering working on a module for a mod, or simply curious about the game's files?

#63091 Dantooine Tensions?

Posted by jc2 on 22 February 2018 - 08:41 PM

Fallen is an interesting case. He started off as just another rookie modder, who had a particularly frustrating issue that I could never script around despite rearranging things 20 times at least, complete re-writes, etc.

From that process, I became confused and doubtful, and he grew and surpassed me - as has anyone I have helped in the past.

A shame it was never finished, but I cannot blame any modder for that.

Yeah if I recall, that was your Script Shack right? He was trying to get a door to open at a specific time.



Truth be told I PMed him about this back in September of last year and never got a reply. He hasn't been online since August of last year as well.


As I do not have any of the old links how would I find the Lucas Forums page if it was archived?


From what I remember in Glenn's Script Shack was that he was trying to do a TC mod, just thought you'd find that interesting to know.

#63014 Rece Wissner (Me) Important Thing...

Posted by jc2 on 18 February 2018 - 07:56 PM

Sounds awesome!

#62864 Party Leveler TSL

Posted by jc2 on 11 February 2018 - 09:27 AM

If I understand this from looking at the .utc files all it does is change the base level to 1 ? It leaves feats/skills/powers as they would at the characters higher level?


Would it be a simple matter of opening the .utc files with GFF editor and making the changes, then putting them back in the tslpatcher folder and running the patcher? It would save me the trouble of doing it with the save editor all the time.

yes, it would be as simple as that. Though I would recommend installing them into the override and then editing them in case you mess up.


Also you'd find their feats under the "feats list" as numbers. These numbers are referencing the names found in feats.2da, which you'll want to open up using the Kotor tool to extract and open, then you'll know which you are removing. In case you accidently remove one of those unique to class feats, or want more control over what you are removing.


Unless you want to remove everything, then by all means remove everything and don't bother checking the feats.2da file.


Same goes for force powers, check the spells.2da and the "spells list" struct.  



As for the Skills editing, I'm not 100% sure, but I believe you can edit them as well under Skills List, though I have 0 experience myself with editing that.  

#62854 Vanilla file request!

Posted by jc2 on 10 February 2018 - 10:33 PM

Here you go.

Attached Files

#62830 Replacing/muting the tach monkey sound

Posted by jc2 on 10 February 2018 - 06:12 AM

Yeah, when it comes to PlaySound I think it has to be within the Sounds Folder, I remember this giving me issues.

So you'll want to go inside the Sound folder and replace those sound files directly.


The Tach sounds are super annoying, you can turn adjust the volume via the choices provided, that helps. I think if you bring down the sound efffects and increase the voices, that would help. 


Also, I believe you might also find that the Tach sound is listed within the Module under sounds played in specific areas at random locations and/or specific intervals. 

#62822 [WIP] HK-48

Posted by jc2 on 09 February 2018 - 09:49 PM

I think this would be a welcomed addition! Best of luck finishing it! 


Personally, I won't use it because I love being able to solo HK factory, but still it looks like a great idea, and I've heard plenty of people express that the factory was too hard. 


More power to you!

#62632 Community Member of the Year 2017 Nominations

Posted by jc2 on 02 February 2018 - 07:32 PM

FairStrides - For all his scripting help over the past year, and invaluable advice to so many noob modders like myself.
DarthParametric - For his continual presence on the forums, giving advice and providing important information on numerous forums about modeling and other modding aspects. Not to mention the very impressive fixes for cutscenes and models, and in particular his Diversified Jedi on the Star Forge mod. 
Xuul - For all of his constant community service. He writes the News section in the forum, and he posts videos and reviews Deadlystream mods! He is an invaluable community member of Deadlystream.

#62489 Force powers mod - cannot compile

Posted by jc2 on 25 January 2018 - 06:07 PM

Have you compiled script on TSL before?


I took your .nss and compiled without errors. I think you didn't save it correctly.

Try the following, set script to TSL, select "Compile," then save as "k_inc_force.nss," it should compile as a .ncs file.

If it still won't compile then you probably don't have the TSL nwscript.nss inside your override. 

Then you'll need to extract nwscript.nss from the source script in TSL using the KT it should be under BIFs. 


Check out the spells.2da and go down the list until you run into the force power that has the animation you want, then move along the columns until you find the animation specified. It should look something like "animacolumn." It could be a number or a name, can't remember. 


So yes, you can change the animation attached to a force power, but you can do that only through editing the SPELLS.2da, not the force power script. 


As for the damage types, that should be doable, I've done something similar for k1 with my grenade mod. 

#62482 Fair Strides' Script Shack

Posted by jc2 on 25 January 2018 - 02:12 AM


Assuming you edited the dlg file using the dlgeditor and put the script in the Script Fire section, and placed it into the override folder. Then I think your issue is saving the script.


SetGlobalBoolean("EhWarp",TRUE); /// This is completely useless.

Booleans in kotor work on referencing the globalcat.2da file, like memory keys, they have to exist in the globalcat.2da file, else they won't have any impact.

However, I'd recommend not including this at all merely because it is completely unnecessary to warp the player from one location to another. 


Unless you have a good reason to do so, then you'd want to edit the global.2da and add a line to that with your tag "EhWarp" and label it as a Boolean. 


The rest of your script is correct,

void main() {

StartNewModule("tag of module goes here");



However, you'll need the nwsscript.nss in your override, which you can extract using the Kotor Tool in the source script section of the BIFs.

Finally, you'll want to set the script to K1 script, then compile it by selecting "compile" which will ask you to save it somewhere, save it as "whatever.nss" the .nss is very important, then it will compile as a .ncs file. You'll end up with two files, the .ncs is the compiled/working version, while the .nss is the source script.


After you've finished remember to put all the files in the necessary folders within kotor, in this case 2da files, scripts, dlg files can all go into the override. 

#62466 Create A Jedi Trainer

Posted by jc2 on 23 January 2018 - 05:58 PM

FYI, if you add a crystal to the game you'll need to edit the crystals.2da file otherwise the game won't recognize it as a "component" for upgrading items (lightsabers in this case). 

Basically, you added an item to the game without letting the game know what the item does.


Scripting has nothing to do with this problem. 


I don't know much about crystals.2da files but if you looked at several lightsaber/crystal mods I'm sure you could learn how they did it by studying/reverse engineering it.

#62368 Kyle Katarn Facts (New Edition) (Possible Episode VII Spoilers).

Posted by jc2 on 20 January 2018 - 01:28 AM

Kyle Katarn once said "that's no moon" because there was nothing there when he left.


Kyle Katarn wasn't in The Last Jedi, because he was the best Jedi, not the worst....


Kyle Katarn defeated the Yuuzhan Vong that's why they are not canon anymore, but simply Legends [of Kyle Katarn's adventures].

#62211 Kyle Katarn Facts (New Edition) (Possible Episode VII Spoilers).

Posted by jc2 on 15 January 2018 - 03:45 AM

Kyle Katarn knows how Bao Dur died.


Kyle Katarn taught the Force all it knows.


Kyle Katarn was the only jedi who didn't fail Kreia. 

#62190 Bounty Hunter Starport Visa Fix

Posted by jc2 on 14 January 2018 - 08:36 AM

Decent idea!

#62189 Download:Comlink and Sonic Imprint Sensor Icon Swap

Posted by jc2 on 14 January 2018 - 08:35 AM

N-DreW25 I'm a little curious, why did you change the UTI files if it was just an icon fix?