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Showing content with the highest reputation on 08/10/2019 in Posts

  1. 1 point
    The KotOR Collection DVD version of KotOR II and the Steam version apparently do not write registry entries when installing, thus neither KotOR Tool nor the KotOR Savegame Editor can find the installation without you looking for it manually. The fix for both is simple: a registry file. Use the registry file I provide below, but change the path to where you actually have KotOR II installed and remove the .txt extension. Steam: "Path"="C:\\Program Files\\Steam\\steamapps\\common\\Knights of the Old Republic II" (32-bit) "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II" (64-bit) KotOR Collection DVD: "Path"="C:\\Program Files\\LucasArts\\SWKotOR2" (32-bit) "Path"="C:\\Program Files (x86)\\LucasArts\\SWKotOR2" (64-bit) Once the file is saved, double-click on it and let it merge into the registry. Then KotOR Tool and the KotOR Savegame Editor should both work correctly. Source: http://www.lucasforums.com/showpost.php?p=2820902&postcount=2 SWKotOR2.reg.txt
  2. 1 point
    Hi Salk, really appreciate the issue report! I am very intrigued by this behavior and was able to reproduce the issue with Horned Kath Hound, Katarrn, and droids in Marka Ragnos' tomb. However, when I tested it on other combat scenarios, the target only waits until the current round ends and proceeds to charge toward my party regardless of distance. I'm convinced it's some hidden engine issue, when EffectForcePushed is used as a standalone effect, it does not signal the events properly, (shamelessly blame the engine for everything that's gone wrong🤣). Unfortunately, nwscript.nss' source code isn't available and there is no way I could pin down the very source of this issue. Nonetheless, if I append a very short stun effect after the knockdown, the issue went away (I retested all 3 scenarios to make sure). It becomes clear that when the stun effect is over, it resets/clears the object's state and signals events properly. Since the failure to resume attack only occurs on Human-Subrace-Beast and Droid, I added condition checks in the original script and applied a very short stun/droid-stun effect after the knockdown. Dropping the attached ncs to your override should now fix the issue, I'll make an update shortly. Let me know if the issue persists, or if there are any other weird behaviors, thanks again! fp_saberthrow.ncs
  3. 1 point
    Hello! There is a problem with this mod and the AI. The knocked down opponent doesn't resume its attack. I am showing this in a video here: https://youtu.be/3J0R8SbRcpY The vanilla behavior is such that the enemy would just attack again instead of waiting for a party member to get closer.
  4. 1 point
    In K2, probably yes. In K1, probably no. I suggest using NWNSSComp instead. I've attached some batch scripts that'll compile all scripts in the NWNSSComp folder provided the games are installed or if you copy the corresponding nwnscript.nss file to it too. compile_K1.bat compile_K2.bat
  5. 1 point
    Perhaps this will help: The file name for the diffuse map, yes.