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Fair Strides

Member Since 21 Dec 2011
Offline Last Active Yesterday, 10:49 PM
*****

#61348 Handmaiden: Conversation with teaching her the Lightsaber Forms

Posted by Fair Strides on Yesterday, 09:37 PM

http://deadlystream....andmaiden-beta/


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#60612 TSL - Lightsabers to the new jedi

Posted by Fair Strides on 11 November 2017 - 04:14 AM

The issue is you're trying to use nwnnsscomp.exe directly. And you can't use just what I wrote above. That's just a sample of what you'd need in "a_makejedi.nss"; you'll want to use that as a base and open it.

 

What you want to do:

 

0. If you don't already have it, grab the "nwscript.nss" from the "scripts.bif" of both games and put the file in the games' respective Override folder.

1. Open KotOR Tool's Text Editor. (either use the button below the menu or the menu itself)

2. Open the .nss file you want to edit or copy-paste in.

3. Edit the code however you want, then when you go to save it, make sure it has ".nss" at the end.

4. Go to the menu in the Text Editor, the option on the far right, and hit "Compile" after you set whether the script is for KotOR 1 or KotOR 2.




#60595 TSL - Lightsabers to the new jedi

Posted by Fair Strides on 10 November 2017 - 08:15 PM

Wow.... I wasn't expecting this type of response at all. Thank you very much! One quick question- how to compile the scripts together? Do I need your toolset beta to write the nss files, or should I use the Script editor by Blue? Sorry for the questions, I just have never done any scripting before.

You can use KotOR Tool to both write/edit the .nss files and compile to .ncs files. I've not used Blue's tool and the Toolset Beta is really not ready for that. I've been working on the Toolset when I can, though college eats into that a lot... :(




#60563 TSL - Lightsabers to the new jedi

Posted by Fair Strides on 09 November 2017 - 10:18 PM

@Mellowtron: I have been absolutely buried and haven't done crap for modding in a while, but here's what you need:
 

Spoiler



#59949 [Request][K1] Change feats at level up.

Posted by Fair Strides on 24 October 2017 - 10:07 PM

Within the mechanics of the game, we can't do this. The game locks the stuff in unless you want to purposefully lose levels in KSE.




#57857 Question/Advice about Skill Modding (and other stuff)

Posted by Fair Strides on 16 July 2017 - 10:19 PM

Yes, you can change the names and descriptions, through either editing the lines in the dialog.tlk file or adding new lines to the dialog.tlk (which would then involve changing the references in the skills.2da. The numbers in the "name" and "description" columns refer to entries in the dialog.tlk file.

 

In Scripting terms, that would link them all to the same skill. That wouldn't help in terms of the already-compiled scripts in the levels, but it would work for any scripts going forward.

 

The "label" column is purely for the convenience of the person messing with the file. It's the "(Row Label)" column that's important, as that's actually the index to the row itself. Granted, it can't hurt to cover your bases and both move the row and change the "(Row Label)" column's value.




#57855 Question/Advice about Skill Modding (and other stuff)

Posted by Fair Strides on 16 July 2017 - 09:38 PM

I've done some digging around in the GUI. Even if I swap the positions of the Demolitions and Persuade skills in the Character Generation Skills page, the skill points go to their original spots. The CharGen GUI is pretty hard-coded in that respect.

 

However, I also swapped the GUI elements around in the normal Skill Info page (in the menus, right beside the Character screen) and they showed up properly there. So it's a foible with the CharGen menus that you'd need to be aware of and tell the users.




#57844 Question/Advice about Skill Modding (and other stuff)

Posted by Fair Strides on 16 July 2017 - 07:36 PM

The simplest way for me to respond is probably going to be a one-at-a-time method. :)

 

1. Sadly, the 30-point allotment is hard-coded. You can get around it with the Recommended button as you've discovered, though.

 

2. You can remove skills, and the game will recognize far more than the vanilla eight, but the GUI will only recognize eight skills because that's all the game's .exe was programmed for. So you could revise the skills.2da to remove the unused/combined skills' rows and just use your own.

 

Unfortunately, you could potentially run into issues where a script isn't possible to de-compile and you happen to need to change a skill check in that script to get around this.

 

3. In a round-about way, you could do so. The game has four "hidden" inventory slots that are not represented in the GUI. These slots are the CARMOUR, CWEAPON_L, CWEAPON_R, and CWEAPON_B slots in nwscript (I presume these to be "Creature hide slot", "Creature left weapon", "Creature right weapon", and "Creature bite weapon").

 

You can use scripting in the start of the tutorial level (in the script that adds equipment by level, for instance) to add the required item to the player's inventory and equip it via scripting, since the player can't access the slots in-game.

 

4. Your guess is correct in how you'd go about doing that. I can probably get a good tutorial going throughout the week and have it up either during the week or the next weekend on all the tools and where to start.

 

5. The skill focus feats are in the files, but I don't know if the game's .exe was coded to recognize them. Sadly, we cannot actually control what the "passive" feats (any feat that you can't physically use) do or make our own, as the effects of "passive" feats are hardcoded into the .exe.

 

6. Sadly, the only way to do this would be to boost the CON score, but that'd be for every level. There's no way to do this so that it only affects the first level at character generation.

 

7. Unfortunately, the attribute progression is hardcoded into the .exe as well.

 

8. New classes are definitely possible, though I believe we've always had trouble with doing the spellcaster classes and the game crashing.

 

9. There is a way to limit which spells are available to which class, which would allow a psuedo-Talent system,  but for it to actually work, you'd need to keep the three-class system Bioware implemented. So it'd be a toss-up between "Jedi character progression" and "Specialized access to powers".




#57799 Classic Postmortem: BioWare's Star Wars: Knights of the Old Republic

Posted by Fair Strides on 15 July 2017 - 05:23 PM

Besides, the TSL Prima would be next to useless with TSLRCM... :)




#57611 Problem with KotOR Restoration

Posted by Fair Strides on 07 July 2017 - 02:52 AM

Also, if you had copied the dialog.tlk file that was shipped separately with K1R that patched some vanilla stuff, that was an English dialog.tlk file. I'd need your dialog.tlk file to switch the language back to Spanish (it wouldn't change the actual text/characters shown, but it would make the game read it properly).




#57527 Download:NPC Auto-Leveller

Posted by Fair Strides on 02 July 2017 - 05:26 PM

File Name: NPC Auto-Leveller

File Submitter: Fair Strides

File Submitted: 02 Jul 2017

File Category: Modder's Resources


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» NPC Auto-Leveller 1.0 Read-Me
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NAME: NPC Auto-Leveller
TYPE: Modder's Resource
VERSION: 1.0
DATE RELEASED: July 2, 2017

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» DESCRIPTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A while back, Darth Tyren was asking me about how the KotOR 2 balances the enemies to make them tougher as you go on through the game. We then spent a few hours running some tests and digging through the files, with the end result being that the game seems to just upgrade the enemies' Hit Points and Force Points.

 

I then theorized that one could use the extra functions Obsidian added for modifying your skills, attributes, feats, and force powers to work up a framework for levelling up the NPCs without actually assigning them levels. This is the result of that work.

 

The heart of this modder's resource is the "fs_level.nss" #include file, where I've one main function called LevelUp and several support functions that will randomly assign feats, force powers, skill points (including support for cross-class skills), and attribute points at the appropriate times and in the appropriate amounts. I've scoured the various .2da files and the all of the default values and rules that the player has to obey are obeyed by the script as well.

 

Also, there are 750 .uti files included. There are 50 for each class, and each item handles the defense, saving throw, and attack modifier increases that a given class would get as they level. These items are not accessible or equippable in-game, as they use the hidden creature slots (specifically, slots 14 and 15).

 

I've shown how to use the #include file in the included "k_ai_master.nss" in the source folder. The compiled form is included in the installation.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» INSTALLATION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.

 

You don't have to use the installer if you're just using parts of this or adapting it, but it's an easy way to get it all set up and ready to go.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» KNOWN BUGS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not exactly a bug, but the two slots I used may very well be used by animals like the Kinrath that have special properties to their attacks.

 

There are 2 ways to report bugs:
1: Post your issues in the Bug Reporting Thread.
2: PM your issues to Fair Strides at Deadlystream.

 

TO REPORT THROUGH PM

 

1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream....7-fair-strides/ )
2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.

 

TO REPORT THROUGH THE BUG THREAD:
1) Go to the Bug Thread ( http://deadlystream....uto-leveller/ )
2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» CONTRIBUTORS / CREDITS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Darth Insidious, Malkior, Markus Ramikin, Darth Tyren, and probably many others who were willing to discuss the topic with me over Skype. :D

 

Darth Tyren for the initial investigative work and the idea itself.

 

90SK for some installer help on my Fumble! mod, whose changes.ini file I edited in Notepad for this mod.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» REDISTRIBUTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing.

 

I would also like to be contacted before you release your mod.


Click here to download this file




#57526 Fumble! Grenades

Posted by Fair Strides on 02 July 2017 - 05:12 PM

Posted Image

 

File Name: Fumble! Grenades

File Submitter: Fair Strides

File Submitted: 02 Jul 2017

File Category: Mods

TSLRCM Compatible: Yes

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» Fumble! Grenades 1.0 Read-Me
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NAME: Fumble! Grenades - No Feedback
TYPE: Added Content
VERSION: 1.0
DATE RELEASED: July 7, 2017

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» DESCRIPTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So, some of you may remember my recent "Friendly Droid Kits" mod where I mentioned Malkior and I had been talking about fumbling grenades. Well, things happened, I got bored, and it boils down to "Why not?" :D

 

What this mod does is allow anyone who ever uses a grenade to have a chance at fumbling the throw. Essentially, the person throwing the grenade will need to make a Reflex saving throw when they go to throw the grenade. The result of the throw is then matched up against a target DC based on the thrower's level:

 

Levels 1-5 = DC 20
Levels 6-10 = DC 22
Levels 11-14 = DC 25
Levels 15-19 = DC 30
Levels 20-25 = DC 35
Level 26+ = DC <Level * 1.2>

 

The scaling might seem off, but it tries to account for the better-tier items and boosts you get towards the higher levels and takes into account that it should get easier to use grenades over time.

 

Another thing this mod does is restore the Weapon Proficiency, Focus, and Specialization feats for the grenades. I've corrected the TLK entry for the description of the Weapon Specialization: Grenade feat to reflect the actual vanilla contents of the "k_sup_grenade.nss" script. I've also modified the use of the Weapon Focus: Grenade feat, since you don't make Attack rolls with grenades. Instead, the DC to save from fumbling will be reduced by 5 if you have the feat.

 

This version of the mod provides no feedback on the results of your fumble save.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» INSTALLATION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation.

 

You have four options to pick from when installing the mod; these choices boil down to two separate choices

 

The first is whether or not to print feedback to your message log on the results of the Reflex save against fumbling.

 

The second is whether you want to install a version compatible with Shem's SEM - Super Enhanced Mod.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» KNOWN BUGS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not a bug, but when you fumble a grenade, you won't know until it blows up. This is because the animation and model of the thrown grenade is specificied in spells.2da and takes a predefined course, namely at the person you're targeting.
There are 2 ways to report bugs:
1: Post your issues in the Bug Reporting Thread.
2: PM your issues to Fair Strides at Deadlystream.

 

TO REPORT THROUGH PM

 

1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream....7-fair-strides/ )
2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week.

 

TO REPORT THROUGH THE BUG THREAD:
1) Go to the Bug Thread ( http://deadlystream....ble-grenades/ )
2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» CONTRIBUTORS / CREDITS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Malkior for play-testing and providing feedback, as well as the initial idea and several talks on the subject.

 

N-Drew25 and high5 for playtesting and providing feedback/

 

90SK for doing the majority of the installer for me due to ChangeEdit not liking my resolution.

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» REDISTRIBUTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing.

 

I would also like to be contacted before you release your mod.

 

Click here to download this file


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#57525 Fair Strides' Script Shack

Posted by Fair Strides on 02 July 2017 - 02:19 AM

This script will simply unequip the items, not destroy them. Also, to make it work, replace the "" in "GetObjectByTag("");" with "<tag of your party member>", only don't use the < > marks.


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#57331 Easy Turret Minigame?

Posted by Fair Strides on 22 June 2017 - 03:17 AM

Been a while, so I apologize, but here's a file to skip that turret as well.

 

Attached File  k_ren_unkturret.ncs   72bytes   43 downloads




#57323 Download:Proper Sith Assassins for K1

Posted by Fair Strides on 21 June 2017 - 06:39 AM

It means you added an install folder at some point, then stopped using it or never added files to it.

 

Open your changes.ini file and change this:

[InstallList]
install_folder0=Override

to this:

[InstallList]


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