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  1. Past hour
  2. Seems like your 2DA was borked by a mod that was poorly implemented. The vast majority of rows should be DEFAULT by, well, default. Mostly it's only the droid rows that use CM_Baremetal, aside from a few extras like Mandos, swoop gang members, etc.
  3. That fixed the issue, thank you so much! Now I'm wondering, because most of the other party members also have CM_Baremetal as a parameter for this one. Should they be set to default as well?
  4. You should set it to DEFAULT or ****, not CM_Baremetal.
  5. Hello everyone, I come to you with a never-before-seen (at least by me) issue with Zaalbar : Sorry for the rough quality of the screenshot, I had to video capture and take a screenshot from the video. I also can't get closer to Zaalbar because then it triggers the cutscene where they leave. Anyway, as you can see, his fur is acting up, as if the alpha of the fur wasn't acknowledged properly. Of course I have several mods and UNIws for fullscreen, but so far I tried : - Removing all the modded textures from Override - Tested multiple different mods for Zaalbar texture : Zaalbar HD, Fens Zaalbar, Ultimate Character Overhaul - Editing appearances.2da to make sure Zaalbar had the CM_Baremetal envmap - Disabling each graphic option : soft shadows, AA, anisotropy, frame buffer effect (which are disabled by default of course), even grass. The issue lies only with Zaalbar AFAIK, I tested quickly to reach Kashyyyk and there wasn't any issue with the Wookie slave at Czerka. Granted I've not pushed on to the wookie village to check the NPCs there. Of note, I have the openGL dll and ini with Clamp = 1 to fix the seam issue on some NPCs faces like Carth. There are other lines in the opengl32.ini that I left at default values : // Forces alpha to coverage instead of alpha test ForceAlphaToCoverage = 0 // 0 = Don't force any FSAA mode, any other number indicates number of samples, for instance 2, 4 or 6. ForceMSAAMode = 0 // For a specific pixel format ForcePixelFormat = 0 // Fix for flaw in OpenGL renderer in original UT ForceAlphaFromTex0 = 0 RemoveMipMaps = 0 ForceMipMapping = 0 ColorMipMaps = 0 ForceTrilinear = 0 // Forces GL_CLAMP to GL_CLAMP_TO_EDGE. May fix black borders around textures. FixClamp = 1 // Global scale and bias on texture alpha. Does not affect compressed textures at this point. // Could in some cases be used to fix translucency problems with alpha to coverage. // Alpha is 0..1, so a moderate contrast increase could be had for instance with AlphaScale = 2.0 and AlphaBias = -0.5. AlphaScale = 1.0 AlphaBias = 0.0 Any help would be greatly appreciated! Thank you very much
  6. Today
  7. Most of the combat stuff is probably hardcoded to some degree. It could be possible to edit that via the exe hacking project. Perhaps @Lane could offer some insight as to the practicality. Aside from that, you can pipe messages to the feeback window via script. If you wanted to add additional information, that might be one route, editing the AI scripts.
  8. Hey everyone, I’ve been playing around with the combat log and trying to improve some of the messages it shows during fights. Editing the StrRefs in dialog.tlk works fine for the basic templates, like the ones that use <CUSTOM0>, <CUSTOM1>, <CUSTOM2> and so on. But it looks like not all combat log lines come from the TLK. Some parts seem to be assembled somewhere else, and I can’t figure out where the overall structure or ordering of the messages is defined. So I wanted to ask: Is there any other file that controls how combat log entries are formatted? Or is most of it hardcoded and only partially exposed through dialog.tlk?? I’m still pretty new to this side of modding, so any pointers or experience would be greatly appreciated. Thanks!
  9. Yes, I've gotten all parts according to the quest log. The lens, emitter, and Solace crystal. It says all that is left is to construct it at a workbench, but there is no option to do so
  10. Yesterday
  11. I found how to fix one container that was causing a crash - "WARNING: 11/29/22 - It appears that the "big" font size category is causing crashes for people attempting to open certain lockboxes in the Taris Undercity." Go to \LargerTextFontsK1\FONTS\Dialogue_Description_Big\ and open with text editor file fnt_d16x16b.txi , change line 0.028385 0.750000 0 -> 0.026786 0.750000 0 I haven't tested anything beyond this container in one of the apartments. If you experience further crashes, try replacing a few more lines: 0.780990 0.750000 0 -> 0.776786 0.750000 0 0.968490 0.750000 0 -> 0.967262 0.750000 0
  12. You could edit your appearance.2da file to change the texi entries to their original values (PFBI or PMBI) assuming no other mods have changed that. There are many tools that can do this, such as 2DA Editor, KOTOR Tool, and Holocron Toolset. TSLPatcher doesn't really provide a safe way of uninstalling a mod after other mods have been installed, unfortunately.
  13. It doesn't modify Bao-Dur's actual .dlg file, but it does modify the file he uses to point out merc caches on Telos' surface. There's a bug where if you find more than one cache, his dialogue to get the armor repeats, resulting in you ending up with two. Great if you want two armors, but if you plan to use this mod I recommend removing "231bdur.dlg" from your override (check to make sure it wasn't there and used by another mod before), and just use Kotor Tool or Holocron Toolset to place the armor in his character file's inventory (p_baodur.utc). I used to use this mod more myself, but it's too low res for me since I used a lot of HQ texture mods.
  14. Sure, that's reasonable. Just uploaded the dual shards version as you requested.
  15. What about this ( https://www.nexusmods.com/kotor2/mods/20 ) classic armor mod for Bao? I honestly prefer the "Charged Armor" more tbh~ X3
  16. If possible, could you add two shards in it? Asking since, despite my IMMENSE RESPECT for Kreia, not all of use prefer to use her as a party member most of the time due to her severed hand that, despite not being helpless, severely limits the benefits that she'd otherwise gain through stacked combinations of various lightsaber crystals/part upgrades when wielding two lightsabers, whereas other Jedi-capable party members such as Mira and Atton can become a MUCH better selection if you don't mind the lessened (albeit only slightly obviously) exp gain trait that Kreia offers.
  17. She's probably going to release them at some point. I assume, from an artists perspective, that she probably sees "flaws" in her work that we non-artists don't see and she simply won't release something unless she knows for sure that it's as good as it can possibly be.
  18. Last week
  19. could you add an option to just undo the gloveless in appearance.2da or no? I'm asking this because I originally downloaded gloveless, but I think I liked the glove version more, but I already downloaded other mods that may have changed appearance.2da, so I was wondering if you could have a toggle, that changes just the glove lines, back to how it was idk if that's possible
  20. There are a multitude of ways to approach breaking hanharr, hence all the confusion but some truths remain. -you must gain high influence with him - you must talk to kreia about him and why we have him on the ship - you must exhaust his dialogue options with high influnce. That is to say, you can exhaust some of them with low influence, but the final one and any "influnece:success" checks will need to be done with high influence. For example, In my playthroughn, the dialogue line that got him to break was "Tell me about yhour life debts" which then devolved into "Yeah you're a slave to those debts you dumb slave wookie" and then it became " nah man you're just a slave you're doomed. effed. " When you're mean to him about that with high influence, he will break his commitment to the life debt. It can happen when you approach it from other angles too though, like saying "why do you follow me?" and then going down the "you are my prey. you are worthless. i will always hunt you because you're indebted to me" line. And if the last line you go down is "hanharrio, what is the source of your strength?" I suspect this is because you essentially need to pass all of the individual dialogues influence checks to break him - and its whichever one you end up doing last that gets the achievement, making this not that hard to miss really - just get high influence, talk to kreia to unlock additional dialogue, and pass all influence checks.
  21. Im guessing, that's the Bastila, in the pic above. To my memory, Juhani and that male Twilek have also never been released. May i also have a PM with them, assuming you are never releasing them.
  22. I downloaded it and the game softlocked me so I unstalled the mod
  23. Honestly, it's unpredictable. It works perfectly for some and soft-locks for others, depending on their setup. I hope to revisit and fix it in the future, but I can't guarantee it will work for you now.
  24. installlog.txtI got 20 warnings after installing this after the tslrcm, was that supposed to happen?
  25. Quicker TSL Patching just creates symlinks. It doesn't really change how any mods are installed and isn't a factor here. This mod is set up to look up KOTOR 1. You can edit changes.ini to make it look up KOTOR 2: LookupGameNumber=2 or to make you specify the installation folder: LookupGameFolder=0
  26. Does this mod still soft-lock the game? I'm thinking of downloading it
  27. This is a wild guess, but it could be possible that the Quicker TSL Patching mod simply doesn't not expect for a mod to be compatible with both games and therefore is hard set into installing the mod for just one of the games. Off the top of my head, TSLPatchers are usually set to install for one game or another. This mod by Shem could be set to Kotor I even though it can be redirected to install into Kotor II and it'll work just fine. Since this is an old mod not working with a new one, this is no fault to Shem but this might be something to look into.
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