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Showing content with the highest reputation on 08/29/2023 in Posts

  1. 1 point
    Slightly tweaked Carth. Let me know if the line still shows at an angle. First edit of Mission done. Post some screenshots if she needs further tweaking. carth_v2+mission_v1.7z
  2. 1 point
    I have released version 0.5.0 of my NPC Diversity Pack! Before version 0.5.0, the players (you) had to install the mod several times over to get to experience the full mod. These 3 TSLPatcher installations were named as if they were mods and each had unique features... the "Diverse Galaxy" mod swapped out NPC heads, the "Fashion of the Old Republic" mod swapped out clothing and armor items and "Lite of my Life" upgraded Lite NPC appearances. In version 0.5.0 onward, the Fashion of the Old Republic and Lite of my Life mods have been merged with the Diverse Galaxy mod meaning you'll install the Diverse Galaxy mod ONCE and you'll get the features of Fashion of the Old Republic and Lite of my Life... this should make the installation process easier! This mod shall still have optional installations as of 0.5.0, the "Sounds O' Plenty" mod that changes NPC soundsets still exists and I've added a 2nd optional mod called "Diverse Weapons", the Diverse Weapons mod shall swap the weapons of NPCs to diversify the weapons they use. No longer shall every weapon use a Blaster Rifle and Pistol, they might use Blaster Carbines, Heavy Repeating Rifles, Ion Blasters, Sonic Rifles etc. And do keep in mind the NPCs will NOT drop these items, they are merely aesthetic in nature. Future plans! I make this post mainly to share some future plans I have for the NPC Diversity Pack going forward, I've created quite a few mods for this NPC Overhaul Series so much so that I don't want to "clutter" Deadlystream with my future NPC mods so I've decided to take two mod concepts and add them directly to the NPC Diversity Pack instead. My 1st mod idea is this... Davik's bodyguards are quite annoying, there are about 20 of them in his Estate yet only 7 unique UTC files exist for them meaning you might see 5 clones in a single area. A way I thought about fixing this was to replace them with Gamorreans, they make logical sense lore-wise as Gamorreans and gangsters go together like butter on toast and most importantly we won't have to worry about the clone effect as Gamorreans all look the same anyway. This will have to be tested as that'd mean ALL of Davik's Guards would be forced to use Melee only meaning the player could literally be chased through the Estate if the player is overwhelmed. My 2nd mod idea involves the Jedi, I'm sure we're all familiar with this image down below: If from the NPC Diversity Pack, though my mod idea would have these guys removed. In their place I'd have EVERY single Jedi NPC wear the default Jedi Robe item, this will effectively remove the Nemo and cut Jedi Council Robe models from the game. This idea was made primarily for compatibility reasons with future NPC mods I make involving the Jedi. With the successful release of the Hearts of Beskar mod, I'm currently deciding which NPC faction I'll make a dedicated mod on... I do have plans for the Jedi, but I believe having Jedi NPCs wear the default Jedi Robe items would be the best blank slate for them instead of what I have thus far. And my 3rd idea, if it works out, shall totally revamp the NPC Diversity Pack. As with the before mentioned Davik's Guards, many NPCs in Kotor suffer the problem where there exists 20 or so NPCs in one module but only 7 UTC files exist resulting in clones. Unlike the first two ideas which could be added to the Diverse Galaxy installation, this idea would be its own separate installation as it seems a bit too far extreme for the NPC Overhaul style Diverse Galaxy installation. Let's say an area has 20 NPCs but only 7 UTC files, that means inside the GIT file there are multiple NPCs sharing the same "TemplateResRef" tag in each STRUCT... this is what causes the cloning effect. This idea is more of a 'fix' for that, instead of 20 NPCs with 7 UTC files sharing those 20 STRUCTS I'll instead create 13 new NPCs bringing the number of UTC files to 20. I'll then go through the GIT file and add my new UTC files to the STRUCTs ensuring the 7 vanilla UTCs remain though the remaining 13 STRUCTs that previously cloned the 7 original UTCs will now have their own unique NPC occupying the TemplateResRef. If you aren't a modder, you might not be able to understand what I mean by this... so let me tell you how this will look in-game? Places like Anchorhead and Ahto City have this problem where the module has 10 or 20 commoner NPCs but will have anywhere between 2 to 7 UTC files thus resulting in clones. With this GIT fix, every single commoner file shall be unique which will allow to diversify these areas even further than what I've already done in the NPC Diversity Pack. Let me know what you guys think, I'll be sure to share screenshots when I'm further into development!
  3. 1 point
    02 - [TUTORIAL] - Creating a Merchant - TSL 03 - [ADDITIONAL] - Using ERFEdit 04 - [ADDITIONAL] - Picking an NPC to place in your level - TSL 05 - [ADDITIONAL] - Picking Placeables to fill your level with - TSL 06 - [ADDITIONAL] - Picking Alien Voice Over Dialog for your level - TSL 07 - [ADDITIONAL] - Placement & Rotation 08 - [TUTORIAL] - Waypoint Markers 09 - [TUTORIAL] - Scripting Basics 10 - [EXAMPLE SCRIPT] - Spawning NPC's on Enter 11 - [EXAMPLE SCRIPT] - Making NPC's Hostile! 12 - [EXAMPLE SCRIPT] - Trigger talking to an NPC! 13 - [EXAMPLE SCRIPT] - Make an NPC walk randomly 14 - [EXAMPLE SCRIPT] - Place a dead NPC 15 - [EXAMPLE SCRIPTS] - Starting Conditionals 16 - [TUTORIAL] - Companion Vendor 17 - [TUTORIAL] - Upgradeable Items 18 - [ADDITIONAL] - Door Gallery 19 - [ADDITIONAL] - Main Menu Details 20 - [ADDITIONAL] - UI Customization 21 - [ADDITIONAL] - Recolouring Textures 22 - [ADDITIONAL] - Recolouring the .GUI Files and Textures 23 - [ADDITIONAL] - Different Camera Modes & Dynamically Spawned Grid Of Placeables 24 - [ADVANCED] - Hard Coded GUI Elements 25 - One Line Dialogs 26 - Writing a changes.ini for HoloPatcher 27 - [MOBILE] - Android & iOS Modding 99 - [REQUESTS] - Submit a tutorial idea! I will continue to provide examples that I think might be useful to people, these are all for TSL so far. I hope these tutorials and any others I write will help people continue to make mods for KotOR 1 & 2. These tutorials are getting shorter and less detailed, I may or may not go back and re-write them at some point but if anyone struggles with anything feel free to message me and let me know what I haven't covered very well. Feel free to join the Discord for my project if you need help with anything related to KotOR modding and I will do my best to assist. Discord : https://discord.gg/S3YyfTjMV8 Base Game Scripts & How To Use Them KotOR Modding - Crash Course This 2 hour stream covers the basics of KotOR modding and some of the programs involved, I also regularly stream development of my mod project on Twitch/YouTube. Not all of this covers KotOR modding, there is about 10-20 minutes during the first hour where I get distracted and the second hour of it is mostly me playing games. These are the testing rooms but for K1 the room is lacking a texture but I find this just makes it easier to look through the characters. If anything in any of my short tutorials isn't clear or you don't understand for some reason then let me know and I will do what I can to help. ADVANCED TUTORIALS Utilising the following batch scripts and suggestions might take a while to get to grips with for some users but I would always advise doing so, it's very handy to have the ability to quickly generate a file list or compare things in various ways utilising the power of batch scripting. Comparing Level Contents Let's say you have two levels and you need to compare the differences of the contents. Extract everything from the original level to a folder called "level-a" and the modified folder to "level-b" Run the following batch script inside the "level-a" folder. file-list.bat Then delete or move the .bat file and move "file-list.txt" that it just created outside of the folder. You can also use this script to check that all the files exist. check-if-file-exists-from-file-list.bat You will have to move the file-list.txt and this script inside the folder to run the script. Now run this script at the same location as "file-list.txt" to run a file check against the contents of both folders. compare-files-from-file-list.bat Hopefully this might help someone, where I recently had to transfer all of my changes from manual installs to a TSLPatcher changes.ini file, I found this process helped speed the process up a little bit. From here, you should know which files differ and you can then use ChangeEdit.exe that comes with TSLPatcher in order to generate the differences between GFF files. Compiling Scripts If you have made it this far into the tutorial, you should already be familiar with compiling scripts, however for large projects you might need to recompile a lot of scripts at once, so here is a batch script that I used to do it. compile.bat Simply edit the script so that it points to the location of nwnnsscomp.exe for you and then you will be able to put the script into any folder that you need to compile a lot of scripts in and use it to do it all at once. If the scripts don't work for you, you might need to edit them and read them a bit in order to understand them and then to make sure that you have all of the right files in the right places. Thor110
  4. 0 points
    Done. If there's still a visible black line could you attach a screenshot of it. If it has fixed Carth for you, send me Mission if she needs the same fix. carth1.7z