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Showing content with the highest reputation on 09/01/2020 in all areas
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2 pointsAhh, so that's how it all works. I should be able to get the lips moving now, then! jc2! Thanks for the welcome, and I'm glad you aren't offended that I'm making my own take on the concept. Hopefully I'll have everything finished soon thanks to the help I received here, and you'll be able to check it out. EDIT: So, the mod is now complete, fully functional, and bug-free. Feels good. Now I just need to learn TSLPatcher and write the Readme, and I can upload it. EDIT 2: Well, it's done. I created a Manual Install version as well as a TSLPatcher version. I read the readme for TSLPatcher, but when I got to the step about configuring and appending specific edits to the default .DLG file, the process seemed like it was for more time and trouble than it's worth, so I just directed TSLPatcher to throw the DLG file into the Override folder. I don't know how many other mods touch unk41_mission.dlg, but I realized that if they do, appending my changes onto their changes isn't a great idea. I think that only one mod that touches unk41_mission.dlg should be used at a time. I know the design philosophy behind TSLPatcher is to move the burden of mod compatibility from the end user onto the mod maker, but my own philosophy has always been that it's each mod user's responsibility to manage their own game installation and avoid compatibility issues by reading the mod's documentation and learning how mods work. Dark Side points gained?
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1 point
Version 1.2
2,672 downloads
==================== Spare Mission and Zaalbar v 1.2 ==================== Created by DarknessSquall (aka Scarrab) 8/31/20 SPOILER WARNING FOR DARK SIDE PLAYTHROUGHS! . . . . . . ==================== Description ==================== This mod adds options for Dark Side ending players to keep Mission (and by extension, Zaalbar) as a party member, or to non-lethally remove Mission from the party while keeping Zaalbar. The default options that end in violence remain in the game. ==================== Long Description ==================== One of the most common complaints I've noticed about the Dark Side ending is that there's no way to avoid killing Mission. And the only way to keep Zaalbar alive is temporary as well, since he turns on you as soon as he realizes what happened. Some people refuse to go dark side for that reason - myself included! The way the game forces you to kill her really doesn't feel good, especially since Zaalbar has sworn his loyalty to you; killing Mission will obviously jeopardize that. Mission says she doesn't believe you'll kill her, and the only way to handle that is to...kill her? The violence felt unnecessary, and possibly out of character, depending on how you play the game. That's where this mod comes in. For dark side players at the end of the game, two new options have been added, bringing a grand total of three options for dealing with Mission & Zaalbar: 1) Retain them both as party members 2) Remove Mission as a selectable party member without killing her, but retain Zaalbar 3) The vanilla options to kill Mission & Zaalbar, which still function exactly as they do in the base game My goal was to write the dialogue and script the events in the most lore-friendly, in-character, way possible, so that the mod felt seamlessly integrated into the game. If I have succeeded, first-time players won't even notice that a mod is running. Mission seemed very opposed to the idea of swearing loyalty you, but she also wasn't going to run away or attack you willingly. I believe that in this situation, where's she's stuck between a rock and a hard place, there are ways to avoid the situation ending in violence. Also, if anyone is worried about messing up their alignment - you will not gain light side points for choosing any of the options in this mod. Nothing about the situation really feels like a "light side" act, to me, after all. ==================== Installation ==================== Manual install: Open the folder called "Manual Install", then place unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip in your Override folder, which is located in your Knights of the Old Republic installation directory. Automatic install: Open the folder called "Automatic Install", then run TSLPatcher.exe and follow the on-screen instructions. ==================== Technical Description ==================== This mod consists of only a single .DLG file edit, but it gets the job done. Three of Mission's voice lines from other parts of the game are reused, so the corrosponding .LIP files are also needed, otherwise her mouth won't move for those lines. ==================== Compatibility ==================== This mod is not compatible with jc2's "Save Mission" mod or Tanesh's "Recruit Mekel" mod As long as you aren't using a mod that modifies unk41_mission.dlg, there shouldn't be any problems. If you're not sure, check for the presence of unk41_mission.dlg in your Override folder before installing this mod. ==================== Known Issues ==================== If Mission and Zaalbar have already been killed, you can't go back in time and bring them back. Load an earlier save to when they were still alive. If you choose to keep Mission as a party member, you can still talk to her like normal, and she'll give the same usual responses and act like nothing happened. Chalk it up to her mind being overly optimistic as a coping method, and/or her still being in denial about you having turned to the dark side. If you left Zaalbar on Kashyyyk and never allowed him to rejoin your party, I believe your only option will be to kill Mission. I haven't personally tested this. ==================== Uninstallation ==================== Automated uninstall: Not supported! Manual uninstall: Navigate to the Override folder in your KotOR installation directory and delete unk41_mission.dlg, nm10ackand01052_.lip, nm20aagrif05041_.lip, and nm40aamiss08014_.lip. ==================== Version History ==================== v1.2 - 9/3/20 Added checks for Zaalbar's presence, and a fixed a serious bug where you couldn't kill Mission v1.1 - 9/2/20 Improved the player's dialogue options v1.0 - 8/31/20 Initial release ==================== Permissions ==================== This mod should only be available for download on NexusMods.com and DeadlyStream.com. You may only upload this mod to another website for the purpose of preservation if it is no longer available for download on BOTH of those websites, and if you credit me as the original author. You may not include this mod in any mod compilation without my permission. You may edit this mod for your own personal use, but you may not upload a modified version of it to the internet. ==================== Thanks & Credits ==================== jc2 - Created the "Save Mission" mod, inspiring me to create v1.0 of my mod. Then, we had a good conversation about more ideas, inspiring me to release the v1.1 update Michele - Messaged me about the "Recruit Mekel" compatibility issue, which led me to discover a few serious bugs, leading to the release of the v1.2 update DarthParametric, JCarter426 - Gave me detailed and extremely helpful answers when I asked for information on the Deadly Stream forum Death a Barbar - and all the other dark side players who requested a mod like this Fred Tetra - created the KOTOR Tool TK102 - created the DLGeditor stoffe - created TSLPatcher All Star Wars fans - except for fans that believe KOTOR is non-canon now (just kidding...mostly...) -
1 pointYeah, I've seen this one. I've observed it happen in relatively the same area before, such as near Geg's shop in Iziz, so I assume it's caused by some imperfection in the walkmesh. I don't think I've seen this one, but I imagine the personal space-respecting code that was added to the AI for K2 would fix this. Probably could be duplicated for K1. I know I came across this code before because I copied some of it for the follower scripts in my toolbox, so this bit of code from that might come from there: float fDist = GetDistanceBetween(oPC, OBJECT_SELF); if( fDist <= 1.5 ) ActionMoveAwayFromObject(oPC, 1, 1.5); This could potentially be made into a global solution if all the modules were patched to run the same OnHeartbeat and OnEnter and other event scripts. I worked on a bit of this before but didn't release it because I figured mod compatibility would be too much of a problem. But since we've patched dozens of modules for the Community Patch anyway, we could probably slip it in there and force people to deal with it.
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1 pointUpon examination of the files I see no real reason why it wouldn't work with TSLRCM, I think it might have been added to the site before there was a TSLRCM Compatibility option for Mods in the Download Section, though if anyone knows otherwise feel free to correct me.
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1 pointTo my knowledge this kind of behavior would require a complete rewriting of the AI (which is desirable and sorely needed but way beyond my paygrade) There was a party member here that had that exact goal in mind but his Enemy Enhancer project never saw the light of the day. The way it is now the default AI for each party member overrides your given commands as soon as you switch control to another party member and I don't think there is anything that can be done about it other than possibly remove completely the AI script associated to them which would in turn require that you issue each command manually. I have personally created a "dummy" script which I use when I want to disable the AI because I hate when party members charge into melee attack going through detected mines. In such cases I switch their AI off temporarily and restore it soon afterwards.
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1 point
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1 pointI'm not sure that I have seen the first two exactly. Although I have experienced numerous cases of one party member ending up hung up against a corner or doorway, or otherwise halting which invariably leaves them stranded halfway across the map. Presumably that was why Obsidian added the function in the AI script to teleport party members back to the party leader if they were too far away for more than 10 seconds or so. I tried to duplicate something like that for K1 but never got it to work (I believe JCarter may have fiddled with something similar at one point as well). The last one can at least be masked by manual adjustments of fade-ins if there are specific instances that are particularly egregious (might also be less apparent running the game from an SSD).
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1 pointI would say it's not a matter of where they're "supposed" to be stored but more of what is accessible to each area. Every area has access to the RIM and MOD files associated with it, as well as anything in Override and other globally-accessible paths, including localization.mod for lips. If you want a lip file to be accessible from a particular area, you can put it in any of those locations and it will work. However, we generally don't insert files into RIM archives when there are ways to make them accessible without permanently altering the game's original files for compatibility purposes, so I wouldn't recommend editing any of the archives in the lips folder for the same reason. I would recommend creating a MOD for the area in the modules folder and install files in it via TSL Patcher. You can see an example of this in my Jedi Tailor mod.
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1 pointI'm a suspicious person by nature, and I never like to promise anything before I deliver... But, I may be done by the end of September. I just completed a few tests and things are going well. Like, "woah, did that actually decompile???" well. There are three tasks remaining: Differentiating the different types of loops (they look really similar in byte code) Pairing the logic with the stack to refer to the proper variables Generating output whose style doesn't offend the reader When that's complete I'll test against all 2,500+ K1/K2 NCS files. As long as life doesn't get in the way, I'll have a beta for K1/K2 soon. 😣 Wakanda Forever
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1 pointRelease soon, 2 years after starting the project. In fairness, the original mod is from 12 years ago so I'd say I've made progress.
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1 pointOn xbox I typically reached 9 before leaving Taris, without rapid transiting too much, but wouldn't level up past 8, because 8/12 was right for me. I know vanilla Taris like the back of my hand. Now, with mods, I have to be careful to not level up too much for my style of play.
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0 pointsGreetings, DeadlyStream community members. I need some advice on two issues. Background: I created a small mod for KOTOR 1 - just one .DLG file - which has a big impact on the endgame for dark side players: I'm aware that another mod already exists with the same goal and methodology. But in my opinion, the dialogue in that mod was jarring, out of character, and immersion-breaking. So I decided to make my own mod. Issue #1: The mod I made is entirely my own work - all of the edits to the .DLG file are my own, nothing was copy & pasted - but my work was inspired by the other mod, and since I'm new to KOTOR modding, I did use the other mod as a reference point (which I credit in my readme file). I know the modding community has very strict rules against plagiarism and uploading and/or modifying other people's work without their permission. I don't feel that I did this, but I don't want to submit or upload my mod anywhere if it will break these rules or draw the ire of the modding community. Issue #2: A character's lips don't move in two of their voiced lines. How do I fix this? In the DLG editor, I referenced a vanilla audio clip for that character, but I assume that because that audio originated in a different segment of the game, it didn't automatically make the character's lips move. I tried researching how to generate .lip files, and I read the "Lip Synching?" thread here, but it seemed like the process was either difficult or impossible without getting another user's help, because of a defunct(?) program. Also, I don't know if my situation makes a difference, since I'm using a vanilla audio reference, as opposed to a new, original audio file. The lips not moving is the only thing about my mod that really breaks immersion, but I don't know how to fix the bug. So - should I upload my mod as-is? Is it possible to fix the lip issue? Should I refrain from uploading the mod due to the fact that a similar mod by someone else exists? Thanks
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0 pointsKexikus - I didn't realize a DLG file was also a GFF file. I didn't see any section specifically for DLG in the readme, so I went and Googled a tutorial written by the creator of TSLPatcher that seemed to explain how to prepare DLG files, and it was a very involved process that seemed like it would take many hours. Now that I've read over TSLPatcher's readme again, I see the feature to automatically compare files for changes. I'll have to release an updated download for the mod tomorrow that utilizes this, then. EDIT: Nope, it didn't work. Several warnings/errors popped up during the install about blank fields, and when I tested it, the dialogue tree broke and got stuck. According to TSLPatcher's readme: "Keep in mind that the Compare function is intended to save you some time with tedious data entry, and is not meant as a one-click solution for all manner of GFF editing needs. Depending on the situation and type of files you work with it will be more or less useful. Some modifiers may need some manual tweaking afterwards to function as intended when they refer to other data, or need dynamic data inserted." "if the modified file has deleted fields compared to the original ChangeEdit will not notice, since TSLPatcher currently is unable to delete fields from GFF files." I'm fine keeping it as-is; I don't think my mod should be compatible with other mods that modify the same DLG file anyway. Using TSLPatcher to append changes for compatibility's sake would be making my mod work in situations where it shouldn't. The only other mod I'm aware of that uses the same DLG file as mine is jc2's Save Mission mod, and my mod shouldn't be run at the same time as his, anyway. ebmar - Thanks! I don't know if I'll release any more more KOTOR mods in the future, but anything's possible. The only thing I really feel is missing from my KOTOR installation now is a way to have Juhani as a dark side follower, and, speak of the devil, Kexikus here is already working on that exact mod. Maybe I'll make something for KOTOR 2...once I play the game! I did the first 5 minutes of it, and said, "This game is going to be too good. I'll save it for later, so I have something to look forward to." [10 years later...still hasn't played it]
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0 pointsTSLPatcher has a functionality that lets you compare an edited gff file to the original and will then create the change list based on that. Setting that up even for your dialog shouldn't take more than 5 minutes once you figured out how it works. And while dialogs are prone to breaking when used in multiple mods even with TSLPatcher to patch them, it would still make it way more likely that your mod can be used with others.
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0 pointsGlad to see someone else take a crack at it, so does DP. I'm certainly curious to see how you did it, welcome to deadlystream btw!
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0 pointsThere's no issue with pulling other mods to pieces to see how they were made. That's an excellent way to learn and I encourage all people new to modding to do so. Acknowledgement for such a thing is not required, although it is common courtesy. What is against the site rules is stealing/claiming someone else's work as your own, or reusing/redistributing someone else's work (in whole or part) without their permission. As far as LIP files go, they must be stored in a MOD for the specific module they belong to, placed inside the Lips folder. In your case the module you are working in is the Lehon Central Beach, UNK_M41AA. The associated MOD is \lips\unk_m41aa_loc.mod. Each LIP file name needs to match the VO_ResRef for the associated line in the DLG. For example, Mission's "No - this isn't happening! It can't be happening!" line in unk41_mission.dlg has the VO_ResRef nm41aamiss04000_ and has a matching nm41aamiss04000_.lip in \lips\unk_m41aa_loc.mod. As with many first-timers, I gather your intention was to just dump a manually edited DLG into the Override. I would strongly advise against this. Doing so creates compatibility issues. Since you'll need to dynamically inject new LIP files into an existing MOD (doing a hard overwrite of that is also strongly advised against), you'll have to learn how to create a TSLPatcher setup. While you are at it, you can also have it dynamically patch the DLG in another MOD (this time for the module itself) in the Modules folder. This will likely take you a while to wrap your head around, so I would suggest the first thing to do is to download TSLPatcher and read the included PDF for an overview of how it works. Once you have done that, come back and provide details of all your mod's components (specifics of exactly what you have changed and how) and someone can guide you through creating a setup for it.