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Showing content with the highest reputation on 12/03/2024 in all areas

  1. 3 points

    Version 1.0.2

    49 downloads

    This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110
  2. 1 point

    Version 1.0.0

    52 downloads

    This mod will replace and update texture files. To Install 1. Download: Aqualish HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
  3. 1 point
    View File AQUALISH HD This mod will replace and update texture files. To Install 1. Download: Aqualish HD.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Submitter Dark Hope Submitted 12/03/2024 Category Mods K1R Compatible Yes  
  4. 1 point
    I would like to give an update to the development of the Revenge of Revan mod. The good news: I, as a developer of the mod, have done my part for the Episode One release - that includes writing dialogue, placement of NPCs/placeables, loot within placeables/NPCs/merchants, and setting static cameras to name a few. All that needs to be done now is a proper bug test to iron out any undetected bugs and to ensure that it can be played from start to finish without game breaking interruptions. The bad news: I am not the team leader of the mod, that would obviously be @Logan23 who is missing in action. Now, during my time in developing the mod Logan has disappeared like this before and when he came back he revealed he had to take a hiatus to deal with real life obligations. Now, when Logan disappeared the first time it didn't really affect the mod because I would simply focus on one module then move on to the next to continue development, but this time around I don't have anything left to continue developing because I've finished everything I could develop alone. If Logan came back tomorrow, a beta could be achieved by January. But alas, real life obligations takes priority over our modding hobbies. But do keep in mind: Logan doesn't say when he is leaving or when he is coming back, I only found out what happened by asking him once he came back the first time. So unless Logan returns I don't know for sure whether Logan is on a temporary hiatus or if he's passed away due to a tragic car accident or something. Now whilst that last bit is highly unlikely, if that is the case then Logan would obviously never be returning and so too would we never hear anything about the status of the mod. So, this is what I'm thinking of doing in the mean time: Dev Diaries. The format of these diaries would be similar to Scorchy's old Kotor 2 Let's Play, the first diary would showcase the changes done to the Jedi Temple at the start of the mod and show off the changes we've made in comparison to the old Demo. There would be multiple diaries detailing a section of Episode One until we reach the end, there would be quite a wait between diaries so if Logan still isn't back after these diaries I'll consider making dev diaries for Episode Two's content. If Logan still isn't back after all that time, the next set of dev diaries will become post-mortem diaries detailing the content that was planned for the other planets as by that point it can be assumed something has happened to Logan. These post-mortem diaries would detail my own interpretations of how these planets should be written, though assuming Logan does come back and we do get to develop these planets my own interpretations for these planet will not be the final product as Logan can veto my ideas he doesn't like for any given reason or he can embrace ideas from other team members whose ideas are better than mine. I have created new NPC characters for Revenge of Revan, some appear in Episode One and some are planned for future Episodes so if we ever do reach post-mortem's I can still continue the Scorchy style format by using Holocron Toolset to position these characters like sock puppets to create a visual of what it is I'm showcasing. Now, I really do hope we never reach a post-mortem stage and that Logan is living well and will be able to see at least some of his mod released for you to enjoy. I would like to ask you all, what do you think of this dev diary idea of mine? Would you like to see these written out and released so you can at least see all the work that has been put into the mod thus far? Or do you have reasons to oppose such a move?
  5. 1 point
    And after all that you didn't go for the threesome?
  6. 1 point
    No, you don't use an extension, just the base script name. Seems like that function was cut, along with a bunch of others. You can check nwscript.nss in the Override folder to see the available functions. It's what your script is compiled against. There are some functions that would display floaty text: void DisplayFloatyFeedback(object oObject, int nStrref); void ShowHint(int nMessageStrRef, float fDurationInSeconds); void ShowDialogBox(int nMessageStrRef, int nShowCancel, string sOkScript, string sCancelScript); But they requires a StrRef (i.e. a string in dialog.tlk) which is kind of a pain in the ass. There are also the various debug Print functions for outputting to a log file, but just like KOTOR they presumably won't work in the release version. Talking about cut functions, it seems GetPlayer() is the replacement for GetFirstPC(). One thing you could do to determine if the script is working is have the player do an animation, or apply some VFX. You could also use this as a sort of half-assed alternative to a log file. Do some checks of the global states after you have changed them and play various animations based on whether they return the value you want or not. But even random StrRefs from the TLK would work as well I guess if you want to use DisplayFloatyFeedback. Choose StrRef 375 for a laugh.
  7. 1 point
    Is there a difference between the two globals? / Are both required (Are they both created by you)? This is what is wrong with the modern community, it's a free-for-all or some 'old timers' don't want to make room for fresh blood! That's how a community dies eventually. Had my fair share over the years on other forums but I ran into one when I started with Kotor modding unfortunately, although I couldn't care less & I just do my own thing 😅. I'm assuming the .dlg file & .ncs files are the ones you copied to override right (You don't need to .nss)? You will need to reload the game after doing that so the game loads the new files in your override folder, then find the npc/object that starts that dialogue & it should execute the script. As DP said, it would be worth also adding some sort of debugging to see if the script is actually being executed. I'm not familiar with Jade Empire, it's not something I've ever played before so can't help on that front!
  8. 1 point
    You only need to add it in the Script field. That will automatically execute it when the line plays. You can try adding some debug feedback. I'm not sure if JE still has all the same script functions. Does it even have a combat log? Been a while since I played. Anyway, try adding the following to the script: SendMessageToPC(GetFirstPC(), "SCRIPT FIRING");