Jump to content
  1. Kotor Modding

    1. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      11k
      posts
    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

      24.8k
      posts
    3. Modding Tools

      Develop new tools, research file formats and make amazing new discoveries!

      785
      posts
    4. Work In Progress

      Here you can list any projects that you are working on.

      Don't forget, if you're creating a large project you can apply for Modders Account.

      11.9k
      posts
    5. Tutorials

      Submit any tutorials here.

      154
      posts
    6. Game Saves

      Announce your game saves here.

      Saves submitted to our Downloads Section will automatically have a thread created here.

      87
      posts
  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

      13.8k
      posts
    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2.3k
      posts
    3. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

      1.9k
      posts
    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
      posts
    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
      posts
  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

      191
      posts
    2. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      68
      posts
  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

      517
      posts
    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

      33
      posts
  5. General

    1. 427
      posts
    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

      5.9k
      posts
    3. Star Wars

      General Star Wars discussions.

      3k
      posts
    4. 1.2k
      posts
    5. Site Feedback

      Got a suggestion for the forums? Let us know here.

      875
      posts
    6. General Discussion

      Place to discuss everything else.

      2.9k
      posts
  • Recent Status Updates

    • Leilukin

      PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.
      · 0 replies
    • 90SK

      I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset.
      90SK's TSL ReShade.zip



      · 0 replies
    • 90SK

      I am recruiting minds for the Edge Of Darkness mod project. We are exploring different ideas and directions for the mod. Here is a link to the EOD Discord. I'd love to see people come in and share their experiences of the game, and help shape its future. 
      https://discord.gg/vhywa9CxX

      · 0 replies
    • th3w1zard1

      I most likely do not maintain my projects nor this account anymore.
      · 0 replies
    • Leilukin

      Updated many of my TSL mods to improve compatibility with Steam's Linux port of TSL, by lowercasing file names and mod install destinations, as well as converting custom voice-overs from MP3 to encoded WAV with SithCodec.
      · 4 replies
    • Leilukin

      My Alternate Revan Romances REDUX has been updated to 5.0, a new major update for the mod.
      · 1 reply
  • Posts

    • The mod is stuck in moderation.  
    • The script's OnEnter appears to be: void main() { object trigger = GetObjectByTag("utt_belloq"); DestroyObject(trigger); ActionStartConversation(GetFirstPC(),"unk_belloq"); } So the issue is simple. You're destroying the script owning object (the trigger) while the script it is trying to execute is running. That instantly kills all commands in the script. I would suggest you look at some vanilla trigger OnEnters to get a better idea of how to do this. The two primary approaches are checking and setting a local boolean on the trigger (k_inc_utility has functions for this), or if you want to destroy the trigger either start the convo first and set the destroy on a delay, or signal an external object (invisible placeable typically) and have it fire the convo and destroy the trigger via its UserDefine. The other simple solution is to simply remove the destroy command from the OnEnter and move it to a script on the first node of the conversation.
    • I'm reworking one of my mods before I upload it here. The final area includes a trigger (.utt) which when entered, starts a dialogue (.dlg). I know the trigger has been properly added to the area's .git because when I walk over its intended spot, something in the game breaks so that I am unable to talk to anyone. Of course, the dialogue itself does not appear to trigger. I tried adding it to the intended NPC and I'm able to trigger it manually by talking to them, but I really think that a trigger approach would be more suitable. Does anyone have any idea what I might be doing wrong? wonw_trove3.mod dk_wonw_Belloq.nss dk_wonw_Fight.nss onenter.nss
    • @AxConsortium Boy, am I glad to see this. Thank you! I really appreciate it. In fact, this was one of the reasons I haven't started any new playthroughs. You were actually supposed to get my proposal as a private message, so I could share some insight on what could be affected by the mod. But you were my second choice, and it's been a while since my first choice was active, so I opted to wait till they responded, though it's been months. I figured I'd dump all of it here, in case you find some of it useful for the purpose of fine-tuning. But I'm very glad with the mod as it is. I reference StrategyWiki to refer to the checks and dialogue trees. The only convos that matter for this mod are the two right below, but I also included everything affected by the reputation mechanic or the companion assignment, for reference.   Affected convos: Docks convo after Landing Rights/Visquis's message This is the interaction with Hanharr or Mira that you miss if you're using the Choose Mira or Hanharr mod and your alignment leads to the interaction with the one that you end up not choosing. With the reputation over alignment mod, the convos and results flow seamlessly—you get approached and warned by the bounty hunter that ends up joining you. Favor with the Exchange (>=2) gets you Hanharr, and mixed (<2, > -4) and disfavor (<= -4) gets you Mira. Since you get Mira as a gray Exile, you get her with mixed standing with the Exchange as well. If Mira is the one to approach you, her second line varies, but StrategyWiki doesn't show whether the condition is alignment or Exchange standing. Since what the line references is your actions while on Nar Shaddaa, Exchange reputation should be the condition (negative for one, mixed for the other). The ideal approach, however, given that one line specifically refers to saving everyone, could be to set killing Saquesh, the boss at the Refugee Quad, as the condition, as this results in freeing the refugees from Exchange oppression. Docks convo with alignment check This, however, is the point where supposedly the game assigns your crewmate, way before the other convo. This alignment check would remain as it is for the purpose of Mira's line, just without the assignment of your future companion based on alignment. So for the reputation check, the logical route would be placing it after the moment the game checks whether you have enough reputation to continue (more info below), but before either Mira or Hanharr approaches you at the Docks.   Other convos of note: Mandatory Docks convo with Mira This interaction with Mira takes place regardless of your future crewmate. Fight at the combat pit This is the point in the game where the new companion becomes playable. Darth Traya's forecast The last section here shows Kreia's foretelling of each planet's future. In Nar Shaddaa's case, the condition seems to be the fate of the refugees, but I have no way to be sure.     Convos already making use of the reputation mechanic: Exchange reputation choices – Visquis's message is covered there as well further below. These are all the choices the player has to get the Exchange's attention and gain or lose their favor. Once you get at least 8, regardless of favor or disfavor, Visquis's message will trigger at the landing pad. You could be a LS Exile who assumes wrecking havoc will get them nowhere or just get everyone killed, and thus tries to get the Exchange's attention by gaining their favor; or you could be a DS Exile who simply seeks to wreck havoc. Regardless of their intentions, what the game should check is what actions the Exile made while on Nar Shaddaa, not how they are morally as a whole. Rodent convo at the Entertainment Promenade This is the mechanic the game allows for the player to check their standing with the Exchange. StrategyWiki seems to show the option with the highest favor is missing a response, though I haven't checked this. The reputation over alignment mod makes this mechanic more useful as well. One-sided Docks convo with Zez-Kai Ell This is the first interaction with Zez-Kai Ell, and one of the two times your standing with the Exchange is checked. This is also where the conditions are laid down: +2 or more for favor less than +2 and more than -4 for mixed -4 or less for disfavor It looks like StrategyWiki have the conditions mixed up, though it may be a bug in the game that perhaps TSLRCM fixes. I haven't checked this either. As far as I know, regarding Zez-Kai Ell, your reputation only changes this particular dialogue, with no further repercussions. Visquis convo at the combat pit This is the second and last time your favor with the Exchange is checked, as far as I know.   Optional: Zez-Kai Ell with alignment check This is the final interaction with Zez-Kai Ell on Nar Shaddaa. It is your alignment that is checked, and this check would remain as it is, unless you'd like to make an option to check your reputation instead.   Hope this helps. I thought some of it was worth looking into. Many thanks again.
  • Recent Community Blogs

  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.