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Fair Strides

Member Since 21 Dec 2011
Offline Last Active Yesterday, 03:53 PM

#62921 TSLRCM 1.8.6 - A "what if" thread

Posted by Fair Strides on 13 February 2018 - 06:11 PM

@Sith Holocron: You know... I was going to do that mod. :) Then I saw a new mod released called "Train the Handmaiden", so I had assumed it did the Force Power training... Oops.

#62918 RevanEditor: KotorTool for 2018

Posted by Fair Strides on 13 February 2018 - 05:57 PM

@VarsityPuppet: Oh, is this a race? I'd better hurry up and re-install my programming stuff if I want to get back to work...

#62910 Download:KotOR 1 Restoration

Posted by Fair Strides on 13 February 2018 - 07:40 AM

Sir, I must inform you that you are posting in the download thread of a restoration mod for the KotOR game and not on the game's store page or another place where Steam is likely to see your message.


That being said, I can understand your anger and being upset, as it clearly shows a passion for the games and the dedication to put the time in to attempt to make them work.


I would also recommend that you go to GOG.com and look up their copy of KotOR 1 (and 2). These are basically pre-patched (I believe...) versions of the game that are copies of what you'd find as a 4-CD copy from an old game store.

#62628 [WIP] (b1.1.0) KOTORPatcher - TSLPatcher-like app for Android

Posted by Fair Strides on 02 February 2018 - 05:55 PM

PorygonZRocks: I'm not sure if you know of me or not, but that knowledge would only help in giving you confidence in my offer. I have access to most of the file formats the KotOR games use and I recently just finished converting TSLPatcher from Pascal to Perl so I have the entire source code in two different langauges and can answer questions.


Had I even known this project existed (it likely got buried in all of the holiday and Episode 8 stuff), I would have been able to help out much sooner. Things like the .mod, .erf, and .sav files are all in the ERF format, while the .rim files are in the RIM format; both are similar, but have their tricks for writing the files. Also, with writing RIM files, you will never be able to get a 1:1 byte-to-byte ratio between the original game files and edited files... :|


I can be contacted on here via PM, on Discord (User name FairStrides, ID# 2148), or on Skype (though I'm rarely on that nowadays).


@peedeeboy: I realize that you guys are already past the fun of writing .2da files (yeah, the pointers part was fun, avoiding a 1:1 ratio and doing it the way Bioware did it), but I felt the need to correct you in that KotOR Tool does not do a 1:1 Pointer-to-Data ratio. It still uses a single pointer for each unique piece of data, with duplicate data being referenced by the original pointer. :)

#62317 Deadlystream selfies

Posted by Fair Strides on 18 January 2018 - 04:56 PM

...The view behind you and the view in your sunglasses don't match. Glasses look like you're standing in the road and taking a picture while a car's approaching at full speed.

#62303 No More Messengers After Xor Ambush -- FIXED!!!

Posted by Fair Strides on 17 January 2018 - 11:29 PM

As of 1-17-18, Snigaroo informed me that the download was broken and directing you to an error page here on DS. So he sent me the copy he'd already downloaded and I have re-attached it to the original post, as a .7z file that you will need to unpack using WinRAR, WinZip, or preferably 7zip.

#61994 TSL Patcher, TLKEd, and Accessories

Posted by Fair Strides on 07 January 2018 - 09:37 AM

Ndix_UR: I had completely forgotten about this. I fixed this bug in ERFEdit, but forgot that TSLPatcher uses a copy of this library. In either case, I'm mostly done translating TSLPatcher to Perl, where I don't even bother with the check on the filename's contents.

#61925 Revan "clones" in star forge and Taris

Posted by Fair Strides on 04 January 2018 - 09:41 PM

Edit: OK, yeah, there is a character alignment check it would seem. If you are LS, hitting it with saber throw/breach/destroy droid results in the "sleepy" pose. Hitting it with lightning/death field still gives you the crispy pose. As a DS character, they all end up crispy regardless.


If you wanted to either send me the scripts or tell me where to find them (and their names), I could change that so that it actually does depend on the power you use (which makes a hell of a lot more sense to me...)... :)

#61637 TSL Patcher, TLKEd, and Accessories

Posted by Fair Strides on 26 December 2017 - 05:37 PM

@Pepoluan: As it turns out, I'm rebuilding the TSLPatcher in a different language (from Delphi Pascal to Perl) due to some annoying issues with it.

Most of your list I've already been implementing.

I can probably allow a "modinstall.ini" in the same folder as the .exe, with a sub-folder called "moss". The "modlist.ini" would then have a list of installs to run back-to-back, with paths to the .ini files to run and the name of the Info file. The paths would be relative to the mods folder.
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#61372 Make repeating blasters fire twice

Posted by Fair Strides on 18 December 2017 - 06:54 PM

Drop this into your Override folder, assuming you don't already have the file in there.


Attached File  baseitems.7z   4.17KB   4 downloads


If you do already have one, then you'll need to open it with KotOR Tool. Find the row that you want to edit and then go to the "weaponwield" column.


1 = one-handed melee.

2 = two-handed melee, one attack.

3 = two-handed melee, two attacks.

4 = one-handed ranged.

5 = two-handed ranged, one attack.

6 = two-handed ranged, one attack.*


*: Going by the above pattern, I would assume that 6 was originally meant to be two attacks as well like the melee counterpart, but that obviously never got programmed that way.


Setting the repeating and heavy repeating blaster lines to have "weaponwield" of 3 will not turn them into melee weapons, at least as far as the feats to use and being used at range. I didn't exactly check the math on the to-hit and damage bonuses...

#61348 Handmaiden: Conversation with teaching her the Lightsaber Forms

Posted by Fair Strides on 17 December 2017 - 09:37 PM


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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:


#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.