Jump to content


Fair Strides

Member Since 21 Dec 2011
Offline Last Active Today, 04:45 PM
*****

#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]


  • jc2 likes this


#57100 Easy Turret Minigame?

Posted by Fair Strides on 10 June 2017 - 08:05 PM

Hmm, the script worked great for Taris, but when leaving the Leviathan the game bugs out right before the turret gun mini-game. The movie plays showing the escape from Malak, and you see the ship fly off, but then the screen goes black, and Carth and Revan are back in the Hangar Bay by the Hawk, unable to board the ship or leave the room. I know it's common to have problems at this point, and I've tried every remedy I could find. Removing the k_ren_levescape.ncs file solves the problem, but throws me into the turret gun, which did I mention drives me insane?   :P 

Is there another mod for this? Any ideas? 

 

Try this:

 

Attached File  k_ren_levescape.ncs   84bytes   31 downloads




#56985 Bugs and minor inconveniences with TSLRCM 1.8.5

Posted by Fair Strides on 06 June 2017 - 03:13 AM

So going off of your last post, Lucy, you did try renaming the Override folder, correct? Short of that, I might also rename the 352NAR.mod file to something different like "352NA.mod" as a temporary thing and then load a save from before going to Nar Shaddaa.

 

Besides this, have you tried adding "Disable Vertex Buffer Objects=1" and/or "DisableVertexBufferObjects=1" to the [Graphics Options] section of your swkotor2.ini file?




#56677 Download:Bastila Romance Scriptfix

Posted by Fair Strides on 25 May 2017 - 10:58 PM

I was  not aware of the Star Forge content requireing the post-kiss scene conversation... Can I include this mod into K1R, or  would you prefer it be kept separate?

 

If separate, can I link to this mod in the read-me and mod page?




#56410 Block "Item Lost/Received" message

Posted by Fair Strides on 15 May 2017 - 07:13 AM

Have you tried emulating commented out code from a_swapimplant.nss?

 

Changing this:

object oNewItem = CreateItemOnObject(sItem, OBJECT_SELF);

To this:

object oNewItem = CreateItemOnObject(sItem, OBJECT_SELF, 1, TRUE);



#56245 (Recruit Atris Mod) Can I get these certain scripts please?

Posted by Fair Strides on 10 May 2017 - 07:17 AM

Please post the code that you've already tried to use. Oftentimes it just needs a slight tweak, but if not, I can help out more.




#56225 Star Forge Robes/Darth Revan's Robes Alteration

Posted by Fair Strides on 09 May 2017 - 02:54 PM

The script should work, but it can be modified to be a bit cleaner/less redundant. the only bit of code that really needs to change is your uti resref:

 

Spoiler



#56182 Mandalorian Lehon Expansion

Posted by Fair Strides on 07 May 2017 - 10:49 PM

Or you should ask Fair Strides. He knows everything.

 

Not quite, as I've just found out with DarthTyren on Skype while investigating how the games scale enemies. I know almost everything and can probably help find the rest. ;)

 

Anyway, I might be able to help with the journal entries as I've had issues with those as well. In the end there were two working methods that I discovered: Using dialog.tlk entries and JRLEdit or using K-GFF.

 

He has had issues getting JRLEdit to work. I pretty much abandoned the tool when I began working on the Toolset, but it'll still be a bit before I get to the JRL part of it...

 

@JC2: I'll contact you on Discord, but I can probably give some time to look at and try to figure out the issue with JRLEdit.


  • jc2 likes this


#55988 Sorting droid armor into tiers

Posted by Fair Strides on 29 April 2017 - 03:50 PM

My judgement is somewhat hampered by not knowing how you pick each tier and what each tier is supposed to represent, but here goes:

 

The Desh plating is made of an inferior composition that's designed to be slightly lighter (making you faster), but also being a weaker protection. So I'd put it as Tier 1.

 

The Agrinium armor is designed for droids working in hazardous conditions and only requires the first level of upgrade feats. However, it does provide 50% immunity to heat, electricity, and energy. I'd mark it Tier 2 based on that.

 

The Quadranium armor is an advanced design of the Agrinium and the metal itself is used to make starship fuel tanks. I'd make it one tier above whatever you make Agrinium.

 

Diatum Plating is hands down Tier 3 armor. Allowing immunity to 75% of melee damage, this material is designated as "[p]rohibatively heavy" and is used to protect critical structures in asteroid fields.

 

The Capacitor Armor is the equivalent of the Diatum Plating, except that it protects against energy, ion, and electrical damage. It is Tier 3 as well. As a sidenote, this item is only available in-game at the HK Factory, in the storage room behind the elevator right after you enter (specifically, if you go into the factory and then turn around to face the elevator, it should be the storage room on your right).




#55973 KAurora editor does not run on 64 bit system

Posted by Fair Strides on 29 April 2017 - 05:46 AM

Drop the file inside this archive into the folder where KAurora is located:

 

Attached File  KAuroraEditor.exe.config.7z   280bytes   3 downloads




#55804 So how is this "The Jedi Masters" mod by Trex?

Posted by Fair Strides on 24 April 2017 - 02:24 AM

Also, the Steam version is perfectly fine as long as you're using what they call the "Legacy-beta" version instead of the current version. The "Legacy-beta" version is the same as the GoG, 4CD, and Collector's edition. It just got renamed to that when Aspyr made a Steam-only update to the game.




#55724 Fair Strides' Script Shack

Posted by Fair Strides on 20 April 2017 - 09:05 PM

I've never actually done this myself, but you should be able to do the following:

void main()
{
    object oTarget    = GetObjectByTag("g_mandalor02");

    effect eInvisible = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
    eInvisible        = EffectLinkEffects(EffectVisualEffect(VFX_DUR_INVISIBILITY), eInvisible);
    eInvisible        = EffectLinkEffects(EffectVisualEffect(VFX_DUR_STEALTH_PULSE), eInvisible);

    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvisible, oTarget);
}

You can and probably should play around with it to see if there's a difference with the second two Effect lines commented out. Same thing with a difference between "DURATION_TYPE_PERMANENT" and "DURATION_TYPE_INSTANT".


  • jc2 likes this


#55695 Fair Strides' Script Shack

Posted by Fair Strides on 20 April 2017 - 04:49 AM

@jc2: You guessed correctly the first time and would need to add 1 every time. If you know for sure all the copies need to be changed, you can usually get away with this:

void main()
{
    string sTag = "tat_thug1";
    int iIndex  = 0;

    while(GetIsObjectValid(GetOjbectByTag(sTag, iIndex)) == TRUE)
    {
        ChangeToStandardFaction(oTarget, STANDARD_FACTION_HOSTILE_1);
        iIndex++;
    }
}

@bead-v and VP: Thanks for adding that bit of info. I've been busy all day. Though I will point out the obvious: most non-computer systems start counting from 1, not 0. So the 0-index system isn't exactly an intuitive thing for someone to pick up on. :)




#55469 <code> problems

Posted by Fair Strides on 14 April 2017 - 03:21 AM

As copy-pasted from my Script Shack:

Edit: And by the way, if you want to remove the Color-Coding that happens when you do your code snippet (which can be done with the blue <> in the toolbar) [Please, please, please remove the Color-Coding for the sake of my eyes if not your own!], set the Code Type to "XML".



#55468 Thank You

Posted by Fair Strides on 14 April 2017 - 03:18 AM

I'm glad I saw this thread pop up before it was too late. :) I appreciate the thanks and can sympathize with you about the political talk. There was an entire section for it on LF that I never went into because of how close-minded people can be; those types of discussions tend to cut deep and lose any sense of civility tragically early.

 

I like this place for my own reasons, but at its core the people are nice, the conversation robust, and the creativity is always flowing. Along that line of thought, while I appreciate your use of Alfred in your stance on making a mod, I have a rejoinder: "You don't know the power of the dark side." It could very well be your next addictive hobby. ;) Besides, I could teach.