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Fair Strides

Member Since 21 Dec 2011
Offline Last Active Today, 03:32 PM

#52386 Quanons many projects.

Posted by Fair Strides on 20 January 2017 - 01:15 AM

Just going to throw this out there for you Q if you want to make more than one skin (like alternates or whatever) for T3 and/or HK: with a little .uti editing and if needed 2da magic, you could make the skin change depending on what armor item/armor class the droid is wearing... ;)

#52362 A question about an old mod.

Posted by Fair Strides on 18 January 2017 - 10:50 PM

Looking at the files, this should be safe to use. Anything from the module it would overwrite, but it doesn't overwrite the characters or anything important like that.

#51834 Schematic Lightsaber Mod [SLM]

Posted by Fair Strides on 08 January 2017 - 08:17 PM

First off I'm glad things were kept civil enough after the first shots were fired, so thank you for that.


Second, in regards to everything that was said, we have no real control over GUI stuff because of the way the GUI is coded and worked into the game. While the idea to use feats was a nice one, the game would have ignored it entirely. About the only way to do this would be to edit any script that launches the workbench and have it unequip all equipped lightsabers, remember who they were equipped to, move them to a known inventory object (like a spawned-in footlocker), show the screen, and then restore the equipment settings and de-spawn the placeable object. Come to think of it, that should actually be possible and it wouldn't even be all that messy, I think. I can run tests on it and check Kaidon's permissions in the meantime.


As to the pathfinding thing, the game truly does have horrible pathfinding, but it doesn't help that everything in the appearance.2da has a "cylinder" of space around it for purposes of determining whether the creature can fit through any gaps and stuff. Either way, you could get around this a bit by warping the creature in question behind you, but then that kind of ruins the point of seeing them walk over to the workbench...


EDIT: According to Kaidon's status update from February 2016, his mods are free-for-all on editing.

#51813 "KotOR Remastered" - A Heavily Modded KotOR Build

Posted by Fair Strides on 08 January 2017 - 03:34 AM

These actually aren't hosted yet. However, I had contacted Shem before about something else on Facebook and this was his reply about permissions:


"I just noticed this message. Look, I'm fine with anybody modifying my mods. I like to make things easy for people. So I really don't care what anyone does with them. All I've ever have asked is if people just acknowledge me in their readme if they do. That's it!"


So I'll probably upload these tomorrow.

#51607 "KotOR Remastered" - A Heavily Modded KotOR Build

Posted by Fair Strides on 04 January 2017 - 07:28 AM

Just a recommendation to add to your build: Snigaroo and I did some patching to the Sherruk Attacks with Lightsabers and the Robes for Korriban Sith Students mods. The patching was to remove any unique or completely OP drops that the original modder, Shem, added to things.


The descriptions as given in the K1 Mod Build:


"Name: Sherruk Inventory Patch

Author: Fair Strides

Masters: Sherruk Attacks with Lightsabers

Description: Shem's above mod not only gives Sherruk equipment which is horribly overpowered, he also gives him unique items which are only meant to be acquired once in the game. This modmod reduces his loot levels and removes his unique equipment without reducing his overall difficulty.

Category & Tier: Patch / 1 - Essential"




"Name: Robes for Korriban Sith Students Inventory Patch

Author: Fair Strides

Masters: Robes for Korriban Sith Students

Description: Robes for Korriban Sith Students, like many of Shem's mods, includes horribly overfilled loot lists and the inclusion of multiple items which are meant to be unique. This inventory patch reduces the loot of the Academy's occupants down to levels closer to that of vanilla.

Category & Tier: Patch / 1 - Essential"

#51530 Mod of the Year Results!

Posted by Fair Strides on 02 January 2017 - 06:15 PM

Once again I find myself baffled by all of the support, so thanks everyone! :D


Looking back, 2016 really has been an interesting year, with lots of new modders and a lot of new creativity that's always been great to see. I've met some nice people and learned more about some of you wonderful people. Surprisingly, I even managed to get some stuff done! And I've got a lot more planned for this year, but we'll see if I can get around to it, eh?


Here's to a great new year, everyone!!!

#51434 WARNING Toasty Fresh's Mods DANGEROUS!

Posted by Fair Strides on 30 December 2016 - 06:37 PM

Well I would love some help!

In the very first reply to this thread (my reply), I give a link and tell you that in that link are links to several programs to help with viruses...


You'll need to scroll down a bit. All are free, some are trials or free versions of a paid program.

#51048 What Did You Think of Star Wars: Rogue One?: MASSIVE SPOILERS

Posted by Fair Strides on 16 December 2016 - 07:44 AM

I voted that the movie felt pretty good, but it was only because of the mass character death. Otherwise I'd have loved it. While I understand the mass character death was necessary, it didn't feel right to introduce a lot of characters and then kill them off willy-nilly.


Don't get me wrong, I enjoyed the movie and plan to buy it. I also liked the droid. :)

#51011 MOD Questions

Posted by Fair Strides on 14 December 2016 - 08:44 PM

To use mods, you will indeed need to buy the PC version of the game. Most would probably recommend the Steam version for simplicity.


Most of the mods for the games are available either here or at a website called NexusMods ( http://www.nexusmods.com/kotor/? ), but a lot of the older ones would need to be requested in the Mod Requests section of the forums.


As for installing and using the mods, it's a bit circumstantial. At a rough estimate, I'd say 92-95% of mods come with an installer designed by the community for compatibility and patching and the other 5-8% is copying and pasting files to specific spots on your computer so the game recognizes the files. Similarly, 98% of mods come with a read-me and of those, the majority detail how to install them. If you need help, feel free to ask. :)


And activating the mods in-game? Depends on the mod. Some stuff might need to be done to make a mod activate, some mods might activate through normal gameplay, and some mods might just be running in the background so-to-speak.

#50967 Some History and a Stream

Posted by Fair Strides on 13 December 2016 - 12:44 AM

EDIT: The EU Stream will be January 7th, 2017 at 9AM PST (UTC-8) unless anything comes up!


Hi everyone! Staying warm and avoiding the ice out there?
We were supposed to be getting a news update from our Editor Xuul, but it seems he misplaced the draft. :D So I'm here mentioning two pieces we know for sure were going to be in the draft.


First up is a trip down memory lane and a look at the past. By now, many people probably know about the M4-78 Enhancement Project mod. This was an attempt at a restoration of a droid planet in KotOR 2, and while it was a very good attempt, it was not the only one. There have been others throughout the years and all have been unique in their own ways, even in their pitfalls.


This comes about due to a lot of research and dedication from our very own Sith Holocron. He's done a lot of work tracking people down, gathering info, and narrating the videos themselves. Xuul did the editing and hosting for it, which was very nice of him.


You can watch the first episode (and see the playlist as a whole for later updates) here:


The second thing I wanted to mention is an upcoming event very soon. I have decided to hold an experiment of sorts where I will be streaming to try to teach people something about KotOR modding. If this experiment goes well, there is a very good chance of future streams over more areas of modding.
For now though, the first stream will be focusing on Scripting. It might seem like I'm tossing people into the deep end by starting with this area, but the reasons are simple: 1) this is my forte, so it's my most confident area to start off with and 2) if you can understand this stuff, even if you can't do it yourself, it'll help tie other parts of modding together for you.
I am planning to hold two streams, though the plans have changed a little bit. After one or both streams, I'll be editing the footage to more of a tutorial format and will upload it to Youtube afterwards for anyone to reference and learn from as needed.
The first stream will be held at 5PM PST (UTC-8) Thursday December 15th. This one is aimed mostly at those in the US, though anyone who can make it is welcome.
The second stream I'm not sure on yet. It was going to be this Saturday, the 17th, but I need to get home to my uncle's place and take care of some things. The next weekend is Christmas, so I am not expecting or trying anything at that point. So preliminary estimates are looking like 9AM PST (UTC-8) Saturday December 31. It wasn't the plan, but this Saturday Stream is for anyone who can't make the first one (which for timezones, means Europe and beyond).
If anyone is curious about this topic of modding or just want to show some support for the modders, we'd be glad to see you at the streams! You can watch it here:

#50961 How to start a dialogue when the player reaches a point in an area?

Posted by Fair Strides on 12 December 2016 - 10:36 PM

I am kind of surprised you saved such a mediocre tutorial! :D

#50875 Download:Lightsaber and Force Forms

Posted by Fair Strides on 09 December 2016 - 12:51 AM

I'm pretty sure the game is hardcoded for 5 attacks per round max.


// 485: Create a Modify Attacks effect to add attacks.
// - nAttacks: maximum is 5, even with the effect stacked


effect EffectModifyAttacks(int nAttacks);

#50805 How to have a character walking around in a module?

Posted by Fair Strides on 05 December 2016 - 09:57 PM

I do not have all of my resources on me at the moment (you'd think I had them all on a flashdrive around my neck by now...), but I can tell you the basic idea of it:


1. Make X waypoints in the .git file of the level in question. You'd change the tag of the waypoint, but the basic theory on the waypoints: "wp_<tag of character, don't use the <> marks>_##" where ## is between "01" (yes, the 0 is required if it's under 10) and X.

2. Copy the k_def_spawn01.nss file (I think that's the name?) and rename it. Open it up and there should be several lines about walking, so listen to the comments and do what they say. At or near the bottom should be something like "GN_WalkWayPoints();". This needs to be uncommented (so no // marks).

3. Compile the script and enter the new filename, minus the extension, in the OnSpawn Script Slot of the .utc file.


Put everything in the Override folder (unless you want to put the .git file in the .mod or .rim) and test. *crosses fingers*



Edit: In lieu of my resources, I will use my past self! :D http://deadlystream....walk +waypoints

#50241 Giving a Party Member a Custom Feat

Posted by Fair Strides on 21 November 2016 - 01:59 AM

In this case, you can either use K-GFF and add it that way, or you can use my Toolset to do this.


To do this with K-GFF, you'd extract Carth's .utc file and open it in K-GFF. Then you'd:


1. Copy a feat struct.

2. Paste that struct to the Feats group (right-click the FeatsList or whatever it is, then click "Paste Struct").

3. Change the number to be the row from feats.2da.


To do this with my Toolset, you'd start the Toolset up and then:


0. Make sure the Toolset's in K1 mode. If the title doesn't have "KotOR 1" in it, go to View->Mode->KotOR 1.

1A. If you've already extracted the file from the .bif packages, you'd go to File->Open->Creature and browse to the p_carth.utc file.

1B. If you have not extracted the file from the .bif packages, you'd scroll down the Game branch of the Game Contents pane (the section in the lower-right of the main window) to the line that says:


Carth UTC p_carth


and right-click it. Then hit "Edit in UTC Editor".


2. Wait for the window to popup, disappear, and then reappear. Scroll down to the Feats section, specifically the bottom.

3. The last feat should be either a "No image" or whatever your icon is. Hovering over the feat should show the name of it (or the label from the feats.2da row).

4. Clicking the feat should give a white outline, signifying the feat is selected.

5. Click the Save button at the bottom of the window (you might have to maximize the window).

#49981 Fair Strides' Script Shack

Posted by Fair Strides on 10 November 2016 - 06:21 AM

Back when Lucasforums was still with us, there was a thread in Holowan Labs called "Qui-Gon Glenn's Script Shack". Qui-Gon Glenn started the Shack as a central area for anyone to trouble-shoot problems with a script or get an idea of how to do something. There were some requests as well, almost always answered, and people could even post cool or useful scripts they had made for others to use and share around.


It's my wish that this thread serve the same purpose, though I will attempt to curate the thread itself and keep up something of a Table of Contents for this thread.


And with that, let the gates of Modding Hell open up and bring on the chaos... :)

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