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Showing content with the highest reputation since 03/28/2023 in File Comments
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2 pointsHow convenient that you commented here! This is the perfect opportunity to announce that I do plan on making a compatibility patch for your Crashed Ship mod, with this patch the Mandalorian NPCs in your mod will have some of the new appearances from this mod (and maybe a few HOB items will be placed on the Ship as loot). This might not come for a while but it definitely on the agenda! I actually didn't make the female Mandalorian models, it's from Inyri Forge's Female Mandalorians mod from all the way back in 2008. As I don't make models, I won't be able to make a realistic replacement for Inyri's old model... but if anyone else is interesting is making a realistic female Mandalorian model based on the comic Dark Hope linked I'm more than happy to integrate it into the mod.
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2 pointsBecause your AV is garbage. Check out a comparison on Virus Total. A heuristic detection is basically a wild guess that an executable might be malicious due to the way it works. False positives are common for low-end AV shovelware. The red flag that caused the detection here is likely due to wrapping the program as a single exe. This is apparently a problem for Holocron Toolset as well. It's a downside of using Python.
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1 point@ConansHair Thanks for the suggestion! Good point about Affect Mind not being used, but since the power is relatively strong for it being given to Bastila at level 3, replacing Force Aura was just my attempt at balancing things a little. She can still get Force Aura and the rest of the tiers as she levels up so she's not really cut off, but yeah I recognize that this effectively reduces the number of vanilla powers you can give her by 1. I haven't played much through the story with the mod yet but I'll do that to get a sense of the balance and will keep your feedback in mind if I update things later.
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1 pointThis is very accurate. I'd like to point out this is not just a Python problem, I have the same problems compiling my stuff in C#. Many users use Python because of it's flexibility and how quick it is to setup. Due to the ease it has a very abstract and a varying community. Many users do compile projects to an EXE. Enough people do this, and eventually someone compiles something purposefully malicious. Well... byte signatures within the file are going to match the only main Python compiler in existence, which of course isn't ran by a large industry like Microsoft, causing everyone to have this problem. The reason you don't hear about this happening much on other languages is due to the professional culture that usually surrounds compiled languages like C/C# and Java. Many of those are used by larger industries, school, and of course they have the funds to pay for signing. With python, you're more likely to run across, in an effort to bridge this back to gaming, indie-like development. Personal projects and quickly developed projects. It's a very pythonic language, for a lack of a better term. Languages such as C#/C take a bit of time to setup and install all the requirements. With python you can be setup and writing code in a couple of minutes. The volatile nature of pythonic culture is what causes the false positives. And there's nothing devs can really do besides shoveling money into signing their releases. You are always rolling the dice when you download something from the internet. As far as protection goes, Windows Defender is all you need. I'm serious. Maybe you worry about something you installed a few days ago and of some problems happening, so you download and run a malwarebytes scan. Perfectly normal, let it do its thing and then we remove it because Windows defender is all you need
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1 pointOkay, I didn't know that. So, enemies have learned how to remove buffs and put them on (specifically everything they have, and even more specifically, the final boss). However, given Malak's already extremely serious stats, I have to assume those abilities were cut for a reason. That is, they did the right thing. With this mod, the final battle turns into a game of "who can remove and apply buffs first". But you don't seriously think that the ability to do such a monstrous amount of damage is determined by your skill in the game, do you? I can see the point though.
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1 pointSomehow, EAF97 returned....with a new mod! I like this and it makes sense for Davik to wear this outfit. Also, this will go great with N-DReW25's NPC diversity mods! Only minor nitpick is there appears to be medals on Davik's chest, making this look like a military uniform when Davik is not military.
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1 pointFancy. One day I plan to rebake the lightmaps for some of those modules that will necessitate overwriting the same room models (all new LM UVs). We'll have to do a merge patch collaboration if I ever manage to release something. On that Manaan hangar edit, did K1CP not edit/replace that lightblocker mesh? I know I fiddled with it at some point, but that might have only been for my take-off/landing video experiments.
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1 pointYes you are correct, KOTORModSync and the default instructions file are capable of following the mod build exactly. If you uncheck or check a mod from the list, any instruction you'll see on the mod build post is respected and followed. See https://pastebin.com/7gML3zCJ for more information on how KMS handles this internally. for example, if you have the mod `HD Visas Marr` selected for install, you might remember the modbuild says that 3 specific files must be deleted for the ultimate character overhaul patches. This is how we handle that instruction: So yes, simply select the mods you want to install from the left list, press install, and let KMS worry about how to handle it all.
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1 pointI haven't slept at all and it's 6 am here but I do believe I have solved the issues I mentioned. I compared the dialog.tlk for the PC and Switch versions of KOTOR 2, output the difference (favoring the switch), which left me with all the instances of altered button prompts made specifically for the switch, as well as some other interface text elements. Then I made a script to look at that output and the TSLRCM dialog.tlk, updating any strings with the same id to the switch iterations, and inserting any strings with entirely new ids as well. A preliminary test shows promise, but after I complete a full playthrough I will post everything and credit both dMATOovoxq and jacqylfrost. For now I need sleep.
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1 pointAs stated above, I am very busy, at the moment I am settling into a new job, and I just got back from a convention. I've given @dMATOovoxq/Dr Snuggly my blessing to split this off into their own modding framework with their improvements, but they previously indicated they have no plans to get this working on Windows. I will look into this myself at some point, but to be frank, I'm exhausted, and this is my first weekend off in nearly 3 weeks, and I'm taking a breather. Never say never, but don't expect it soon. I may look over my notes and see if there's something I missed when I wrote the readme later today, but I did get TSLRCM and another mod working just fine with this, so I suspect I may have worded something poorly or just forgotten a detail. The script shouldn't be strictly necessary for TSLRCM, I'm just not sure what issue people are running into. Some have gotten it working just fine.
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1 pointActually, got it working! Screenshots attached — one with the first sign that TSLRCM is working in the character creation menu (the "Mobility" feat is added), and one with the first in-game sign that it's working (the first dead body has a Vibrocutter instead of a Vibrosword). However, I had to take a modified approach to this, details below. Background: I'm sure you've noticed already, but there's no real pattern to which files live in the romfs's override folder vs. the Localized override folder. So, I dumped it all from the Switch and mapped out where each override file is supposed to be (along with other folders split between romfs and Localized, like romfs/StreamSounds/). Resolution: I've attached a modified version of your original framework. I've flattened the directory structure to get rid of the Localized folder, so all mods are installed into romfs/ (instead of installing to romfs/Localized/English/ and moving things around afterwards). Once the mods are all installed, run the finalize.sh script to restructure everything into what the game expects on the Switch, then copy the Title ID folder (i.e. 0100B2C016252000) to the SD card under /atmosphere/contents/. NOTE: the script I wrote will only work on macOS or Linux (or on Windows with WSL2 or Cygwin, if you're feeling adventurous). It can be easily adapted to Windows batch or PowerShell, but I don't currently have the inclination or motivation to do so. Feel free to incorporate this into this framework, if you wouldn't mind adding an attribution (to DrSnuggly, I’m in the process of changing my username here lol), if you feel it's appropriate. UPDATE: WIth jacqylfrost's blessing, I've spun my work into it's own framework that can be found here (along with a GitHub project to create issues and the like). Now with the TSLRCM main screen working!
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1 pointThat one is a mistake/laziness on my part. I used KOTOR Tool instead of KGFF, so the name got converted to a local string instead of using the TLK reference. I'll make an updated version of the mod that addresses it at some point, thanks for pointing it out. If you want to fix it on your end, you'll first need a couple of tools - KGFF and ERFEdit. Go to the game's install folder and look in the Modules folder. Find sta_m45ad.mod and open it with ERFEdit. You should see something like this: Select the eight files dp_plc_jedifuel1.utp through to dp_plc_jedifuel8.utp and simply drag and drop them outside the ERFEdit window (for example, onto your Desktop). You can now close ERFEdit. One at a time, open the UTPs in KGFF. Scroll down until you see the "LocName" field and click on it to select it. It should look like this: With LocName selected, look over to the side panel on the right: In the StringRef field where it says -1, click in that field and delete the -1, then enter 35430, like so: Now back on the left, select the LocalString line underneath the LocName line, right click on it and choose Delete String: After it is deleted you can save the file from the menu up the top (File -> Save). Close the file and repeat the process for the other seven UTPs. Once all the UTPs are edited and saved, cut and paste them into the game's Override folder. Note that in order for this to show up in-game, you'll need to load a save before entering the final Star Forge level with Malak. Any save already inside there will have stored the UTP data in the save itself. The pop-up messages that show when you click on them should also be in English, but it seems like you already changed those? Those ones are added TLK strings. Since those are custom strings, other people would need to supply translated TLK strings for other languages. If you are interested in doing this for Russian, you can look at editing append.tlk in the mod's tslpatchdata folder and sending it to me.
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1 pointNope. This mod gives uniforms to Janos Wertka on Kashyyyk, Greeta Holda on Tatooine, B'ree on Korriban, and several NPCs that were already corrected by the Community Patch and Back in Black, such as the miners on Tatooine and the port authority on Korriban, which I included here too for completionism.
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1 pointMore updates are planned, of course! However, I know GL as it was before had quite a few bugs and I decided to release what I had made last year. At this current time, I'm in my "Kotor 1 Only phase" if you can't tell by my most recent mods. GenoHaradan Legacy will get more updates and some of my ideas are content related, though I also have designs upon the M4-78 mod so don't expect Geno anytime soon.
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1 pointI'm afraid not as the script would need new complicated data to make that work. Are both lightsabers normal or can the player have a normal and short lightsaber in each hand? If the latter, which lightsaber is held in what hand? Is the short lightsaber in the left or the right hand? And if the player does have a normal and short lightsaber does which hand will Atris wield the normal and short lightsaber? Plus, the ultimate reason the Exile cannot have dual lightsabers is because in the Jedi Council scene Vrook refers to the players weapon as "Your lightsaber, surrender it to us" (suggesting the player only has one weapon) and Atris also says "I have always kept it" (Again suggesting the Exile had only one lightsaber). I'm sorry if this wasn't what you were expecting.
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1 pointYeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version). The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs). I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?
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1 pointI like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things: 1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker. 2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me. I think both issues can be solved, while only slightly affecting the scene: Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual. I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.
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1 pointFrom what i know all .dlg mods are compatible if they are installed first, K1R then use TSL to add its own fixes, from what i understand. Combine all .dlg mods together with tool (if any overwrite same file) and then just instal K1R. By basic K1R goes AFTER all other fixes and .dlg mods, and BEFORE all Texture & model mods.
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