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  3. You only need to add it in the Script field. That will automatically execute it when the line plays. You can try adding some debug feedback. I'm not sure if JE still has all the same script functions. Does it even have a combat log? Been a while since I played. Anyway, try adding the following to the script: SendMessageToPC(GetFirstPC(), "SCRIPT FIRING");
  4. Awesome! Thanks both, I feel I'm super close now. I found the "JadeDlg.exe" which helped me find all the dlg files, and I think I found one just before the part I need. I extracted it with "JE ERF RIM Editor v0.3.6a" and I opened the dialog file in "jedlgeditor" (there are sooooo many apps haha). I added the following script: void main(){ SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE); SetGlobalBoolean("J00_SILKFOX_ROMANCE_DONE", TRUE); } titled "SFRom" for both the nss/ncs files. I copied all three into the override. But it doesn't seem to change my romance. I wonder if the issue is I need to change it and then reload? I included an image of the change of the dlg file below. Thanks again all, I'll be honest, I didn't know people were still helping people learn modding. So its so cool getting help. Cheers! Thanks mate, I'm trying to force the relationship status on Jade Empire, as they do this odd thing where they place straight relationships over gay/lesbian even if your further along in the lesbian relationship. I'm up to the part where you find out which you got and I can see I missed it. So was hoping to enforce it myself (this is me just refusing to accept what I got). But I also think it would be awesome to have it available for others for other options as I feel Jade Empire doesn't make it as straight forward as KOTOR
  5. I’m not 100% how Jade Empire works but with kotor we have a few ways a script can be executed. These include dialogue (as DarthParametric advised), triggers that the player can walk into, actions with objects/npcs such as on death, on spawn etc. I suppose it makes sense to know exactly *how* & *when* you want it to execute, do you just want it to be something that executes randomly after an event or during a specific event?
  6. Just edit any DLG that you can quickly access in-game. One of the companion DLGs would be the easiest. I haven't looked at JE's file structure for years, so I couldn't tell you where to look. The easiest solution would be to just find a mod that already edits one of those DLGs and steal it as a basis. You only need to keep it long enough to execute your script once.
  7. Thank you! I feel like I'm getting close. I found the exact string I need using "TalkEd" I want to set it at sound reference: 189216 or Entry Text 125244 I've got JE DLGEditor working, but having trouble obtaining the dlg file to that I can add the script. I tried searching for the entry text / sound reference in "JEFindRes" but I don't see it. Would you know how best I can search for the dlg that has the above? Then I can inject the script.
  8. View File TSL Jekk'Jekk Tarr Tunnel model fix =========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used: Submitter OzilsEyes Submitted 11/29/2024 Category Mods TSLRCM Compatible Yes
  9. Easiest way is probably just to attach it to a dialogue.
  10. Cheers for the reply mate , I didn't know you had to execute the script some how. I guess because I'm just setting the global variable I just want it to be set anywhere haha, as my save state is just before the end part of the game maybe around there. Is there a simple way to trigger it? Or will I have to try to get it triggered through another way? initial research looks like I have to maybe find a dlg around that area and maybe use the kgff editor? Is that the right track? Thanks!
  11. Yesterday
  12. 3 Features I would like added if they are not added already. If they are already added I would appreciate support finding them. 1. A setting to tell HoloPatcher to not make Backup and Uninstall Folders. With ModSync, I do not really need Backup and Unistall Folders. I wrote some simple .bat scripts to delete them in my mod directory and subdirectories as a temporary solution to save space, but I would prefer not to do the read/write in the first place. Backup and Uninstall folder is essential when manually installing the mods, but with mod sync I just do a full re-install so easily. It would also make the process faster because now those folders do not need to be created and files do not need to be backed up. I have tried the original method of editing change.ini that TSLPatcher used, but HoloPatcher appears to be set to do this by default. This may be something more to address with the HoloPatcher.exe so I am going to reach out to the developer too to see if he can release an alternative version of Holopatcher that does not backup/unistall or can add the feature to read the change.ini. 2. Make defined windows borders if possible. The program works fine without them, but sometimes when I am in the thick of managing a bunch of mods the window slides around. 3. I have been managing the mod install order by numbering my mod folder then adding them to modsync. I realize there are a bunch of features in Modsync so that the actual add numbered order is irrelevant, but I just find it confusing to manage that way. I prefer it in the numbered order that I install it in. When I press "add a mod" the mod is added to the end of the list creating a new entry in the toml file at the end/bottom. I would like the feature that inserts the entry based on what mod I have currently selected. I suppose beneath the mod I have selected makes the most sense but either insert the new mod addition above or below the mod I have currently selected. Perhaps a separate insert button or just make this the default way to add mods. My temporary workaround has been editing the toml file in Notepad++. It is easier to copy and paste the entries than it is to move them up or down with the arrows in ModSync unless it is only a few spaces needed to move.
  13. After some further testing, it seems like the problem is related to the editable executable itself. Even completely untouched, the crash happens on attempting to load any save. The default legacypc exe from Steam loads without issue. Is the download from https://deadlystream.com/files/file/1321-kotor-2-editable-executable/ not updated properly? Is there another exe out there that works?
  14. Panther

    Balance Tweak Pack

    I have kind of a problem... I have a mod that already uses Dialogue from Handmaiden and Disciple. I swear I remember a mod that used to give you powers like this and Force Camouflage.
    It's not so much a review, as it is a comment. I like the idea. But, I don't like some of the Jedi class choices for the game. Sorry.
  15. Eevenin

    Reveal Map Armband

    Is there a chance of getting an update to this that allows it to be found in-game, such as in the first Hideout Locker, or in a shop inventory? I'd like to mod it in to the Android version, but there is no cheat console I can use to put it in my inventory.
  16. Hello, You're quite right it will be in globals.2da, what are you using to execute the script you're making? Is it through dialogue, a trigger, other?
  17. Hi all, hope its okay to post it here as I think Jade Empire is set up similar to KOTOR? In terms of modding? I want to make a mod to update the romance option you have set. I saw from another mod that someone used the "SetGlobalBoolean" value, so I'm trying to learn too. I have a nss file and my code is simple, just: void main(){ SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE); } But it doesn't seem to work, I compile it to a .ncs file, and I just name it something generic and unique like SFRomance.ncs but it doesn't seem to change anything? As far as I understand, this should be a variable available? And I guess it comes from the Globas.2da (though I don't think I see it in there) https://jadeempire-modding.fandom.com/wiki/Globals.2da Thanks! I've also tried using "J00_SILKFOX_ROMANCE_DONE"
  18. I don't want to say anything about it. It's just a good song. And here's original in Russian.
  19. Kexikus, people like me that use jc2's Camera Mod version 2 have a problem with your signature on skyboxes. Ironically, this version of the modification was recommended by jc2 himself to be used to enjoy HD skyboxes like yours: VERSION 2: Only modifies the player's ability to look straight up and straight down. If you have any High Quality Skyboxes or HQ texture mods for Kotor 1, then you might want to be able to see all of them without wasting time moving your player to the farthest side of the map, just to look up. But this is what I see when I look up at the Tarisian sky from Upper City South:
  20. Oh, my apologies! I must have misread the description and confused the different files relating to the galaxy map. Thank you for clearing that confusion. As for the avatar, it was designed by Miguelgarest over on Dribbble! It's meant to be Jiji from the Studio Ghibli film "Kiki's Delivery Service". Thanks for asking!
  21. Last week
    Same issue as with M4-78, no idea which files are supposed to move where specifically and no idea if I'm supposed to overwrite anything. Again, will give better review and rating when either of these mods instructions are more clear.
    I'd love to see if this actually works, unfortunately your instructions are so vague I haven no idea what to do with the files. Do I put them in the same dlc folder as the restored content, do I make a second folder, if I do put them in the same folder, do I override anything, if so what do I override? I have to forgo using this mod because I can't figure how tf to install it properly without ruining it and reinstalling ALL of my mods, again. I'll give it a better review and rating when this issue is solved, thank you for your time.
  22. 5 downloads

    =========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used:
  23. View File Sith Head -------------------------------------------- Knights of the Old Republic - The Sith Lords -------------------------------------------- TITLE: Sith Head AUTHOR: Blackrock ------------ INSTALLATION ------------ Unzip and move all files to Override folder. ----------- DESCRIPTION ----------- This mod is a replacement head for pmhh01 with portraits. Enjoy ------------ UNINSTALLING ------------ Remove from the Override folder pmhh01.mdl, pmhh01.mdx, PMHH01.tpc, PMHH01d1.tpc, PMHH01d2.tpc, PO_PMHH01.tpc, po_PMHH01d1.tpc and po_PMHH01d2.tpc. Submitter Blackrock Submitted 11/28/2024 Category Mods TSLRCM Compatible Yes  
  24. View File Bastila rejoins at player level This script "fixes" the script that lets Bastila rejoin the player on the Unknown World temple summit: The script checks for the caller's level, and depending on that, you get a different one of the six Bastila UTC files joined as your new party member: Levels <= 15: Bastila level 15 (p_bastilla001.utc) Level = 16: Bastila level 16 (p_bastilla002.utc) Level = 17: Bastila level 17 (p_bastilla003.utc) Level = 18: Bastila level 18 (p_bastilla004.utc) Level = 19: Bastila level 19 (p_bastilla005.utc) Level = 20: Bastila level 20 (p_bastilla006.utc) The different Bastilas of course not only have a different level, but also more feats and force powers as the levels progress (appropriate change per level). The script however was called in a dialogue line of Bastila, which during that time is a level 18 Jedi Guardian, so it always selected the "p_bastilla004.utc". I believe the intention was however to have this scaled to the player level, to have a same-level Bastila rejoin the party. So I adjusted the script to check for the PC's levels rather than Bastila's (that are always 18). Now, I don't even recommend using this, and I won't be using it myself, as I feel that when Bastila joins you at level 18 that's better both for low, and high-level characters: At low level, the upcoming fights are going to be quite hard, so having a level 18 partymember should help you out a bit (especially since the other two Jedi will be unavailable at that point), and if you are at a level > 18, which is common if you did most quests, then having Bastila join at level 18 at least allows you to steer her remaining development very slightly with the two remaining levelups she'll get. (If she joins at level 20 there's nothing at all you can do anymore to adjust her rather questionable Dark Side build). But I wanted to put it up here for anyone who might find that little discovery interesting. Enjoy. Installation instructions: Put the file "k_punk_bastjoin.ncs" into your Override folder. Submitter R2-X2 Submitted 11/27/2024 Category Mods K1R Compatible Yes  
  25. As this just came up for the KotOR1 Galaxy Map mod I made, I thought I better post this for clarification purposes... (Though the attached screenshot was taken in KotOR1, the location of the texture is identical.)
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