LiliArch

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Posts posted by LiliArch


  1. By the way, does anyone have any deeper understanding of .mdl format? I thought I had figured the important parts out, but obviously not, as the modified file crashes the game... (I opened the model in MDLOps and tried to hex insert a node, based on the values I saw there. Decompiled ascii file is perfectly identical to one that I made with... well, editing ascii file, that would work if it would compile properly, but alas, it does not.)

     

    Sorry, enough of my ramblings. I'm just frustrated.


  2. No modded heads as far as I know (for the pc, that is). Can't be sure about the savegame, though I don't know why I would have done that (I mostly make a savegame during a battle if it's a tough one, and it fhe dialogue before it is too long I don't want to go through it a hundred of times in a row, but that fight is not one of those cases). Well, as I said it's not serious, so as long as I know the reason, I'm fine with it.


  3. HH, that's the alternative head column in appearance.2da. I was talking about heads.2da. It has columns that determine textures.

    Though looks it doesn't matter anymore. I can't get the .mdx file working properly, so I have to remap the head anyway. And I don't even know how to do that. Argh! All I know is that I have to scale the head texture and recalculate three hundred tverts. And that most likely causes everything to be misplaced. Well, off we go, then... I suppose there's no way to get a partial texture replacement with a .txi file, hmm? Or a way to add a texture on top of another... All I need is to put some markings on other side of the head, that are not on another side of the head. It worked fine when I duplicated "head" skin and gave the duplicate its own texture, but as I said, I can't get the .mdx file working properly... plus, I really want to be able to make those dark side transitions.


  4. Okay, I got this stupid-ish idea of putting a holomessage in that holocron in the Sith Academy of TSL Korriban if Revan was LS (like the one of Bastila, if Revan was DS - I hate that useless holocron in case of LS Revan). So far so good. The problem is, I had a really specific image in my head of that character I wanted to put in there. So I had to tweak a head model to work the way I wanted it to work, which unfortunately drove me in a situation where I need two .tga files for the head's texture.

     

    Well, it works just fine, at least the texture part. MDLOps seems to hate me for some reason and doesn't recompile models properly, so I have to hex edit the model to get it working the way I want, and that can be quite a pain sometimes. But enough for that.

     

    Question is, is there a way to set alternative textures (DS transitions) in a situation where you have _two_ texture images in a model? As far as I can see, heads.2Da:s alttexture columns refer to a name of an image file that is used instead of the one determined in the model itself. So does it replace one texture image file, or both texture image files, or... what? Is there any way to get two-image texture with proper DS transitions?

     

    I'm gonna give it a try anyway, but in case that I can't get it working, and in case that someone already knows the answer, it would save me some time if I wouldn't need to use a couple of days for a problem that is already solved.

     

    Not that there would be much need for alternative textures in a situation you need that particular head only in one holomessage, but in the name of perfectionism and madness... plus, I might need that head somewhere else, too. We'll see.


  5. Well, I don't understand the game mechanics that much to know when certain features make sense and when they not. I just found it weird that feats I've spent feat points no longer exist. Actually I was just curious why I can't make a Sith Lord with empathy (which semantically makes no sense anyway) and gear head. I've used three days trying to set reasonable stats/feats/force powers/inventory for a technical-oriented Guardian/Sith Lord (gear head would just have fit for that character perfectly. And, well... empathy, too. He's not that bad guy, despite being a Sith Lord) that appears only in a hologram... I must be crazy.

     

    //Edit. My, why I can't ever see things that are right in front of my nose... the feats are there on actual feats page, they just don't appear on level up feats page. I feel perfectly stupid right now... though I think I shouldn't be surprised about that.


  6. Sounds a bit like my if clause, where I was comparing a value of a variable to a former value of that same variable, instead of the one it was meant to replace...

     

     

     


    Besides that, LiliArch, I can pretty much translate the source code into layman's terms for anyone whose interested. Also, if one were to explain to me the functions needed to read a file in a certain programming language, I could probably outline a version of the coding libraries I'll be using, if anyone's interested...

    Well, I think learning a new programming language wouldn't do any harm to me.


  7. Sounds reasonable to put them in Override, if they are used in more than one module... that way you need only one file, instead of having multiple copies of it in different .mod files. Saves disc space (unless .mod compresses its files somehow, I don't know about that). Not that 0kb files would take much disc space anyway...


  8. Oh. Well, that makes sense. Sort of. Negative skill doesn't, but the calculation does.

     

    By the way, I'm just curious: have you planned to do something about those feats that disappear from the feats list, if you have a prestige class?

     

    Um, and...

    Fixed break when asking about Goto's shackles again with the global on 3

    Goto's shackles? Aren't they Hanharr's?

  9. I believe you are right, and it is of course mainly meant to use for web applications. But it can be used elsewhere, although it might need a different build. Anyway, my main point was simply that I suppose I shouldn't find learning Perl too hard, as I have worked with PHP. Which means I might be able to understand something about your source codes...


  10. It's a bit complicated with all of the comments

    Not at all... quite contrary. It's much easier with the comments, in my programmer's opinion. :D Accordinc to the installation readme file, PHP can be used to make GUIs also, though I've never tested it... and it can be run from command line.

     

    Well, written in PHP the same script would be something like that...

    // This is a one-line comment
    /* This is a comment block,
       it can have multiple lines,
       just remember to close it (closing on next line)
    */
    
    $book = array( // Let's use array here, it seems to be closest to hash
       "Ed" => "503-830-2592", // "key" => "value", remember to put , in the end or pair, or it crashes...
       "VP" => "417-920-5972",
       "SH" => "971-492-0843",
    ); // And close array with ); ... pretty common in most programming languages I've used.
    
    print "Type the name of the person you want to get ahold of:\n"; // As we're working command line...
    $person = stream_get_line(STDIN, 1024, PHP_EOL);
    /* There's a simpler command for that, but it doesn't work on Windows systems.
     * I'm not really sure about even that, just found it from php.net... should read user input.
     * I've never actually used PHP on command line, just web stuff, so bear with me... */
    
    print "$person" . "'s phone number is: " . $book[$person] . "\n";
    /* Because our $book is an array, we need to use [(array key)] to get the right value.
     * As we have stored the key into $person variable, we simply put that between [ and ] ... */
    
    Looks pretty similar to Perl to me. And now I think about that, PHP has Perl-compatible regular expressions... siblings, obviously.

  11. * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too.

    Is it even possible to have a skill < 0?

  12. Talking of Juhani Side Quest, I ran into a really weird issue that I suppose is connected to it. After the fight with Xor (...accidentally I wrote first XOR... programming mode on, maybe?) none of the messengers triggered. (I was able to force-trigger them, when I added into a .dlg file a line that runs the messenger triggering script I found in game scripts... obviously it's not the one that game uses normally, however, as it has different conditions for Jagi.) So, it seems to me that Xor doesn't prevent only that premium-item-guy appearing, but all messengers altogether.

     

    By the way, Juhani quest finishes if you don't side with Bastila... if you kill Juhani, it stays in your journal forever. You need to talk to Canderous to finish Canderous quest (on Star Forge, you can do that before you leave Ebon Hawk, if you don't want to take him with you), if you are playing the LS ending. If you play DS ending, Canderous quest finishes on the beach.


  13. Linguistics nerdity (nerdity, hmm... is that even a word?) very much appreciated! My first language is Finnish. :D Which caused me a short "WHAT???" -moment when I first saw Juhani in KOTOR - Juhani is a Finnish male name. To see a male name on a female character is just... weird. (English is my first foreign language, though.)

     

    I've been a Star Wars fan for ages, but after I noticed that most of the interesting stuff is not available in my local library, I've mostly sticked with my AU. It's quite full of life, I can assure you! But yes, I've totally fell in love with KOTOR (and TSL, can't decide which one I like more. It depends on what mood I'm in, I guess.)

     

    Oh, and thanks for everyone. For welcoming, I mean.


  14. I'm usually not a big fan of introducing myself on forums, but that seems to be a nice enough community, so I guess I could give it a try. So... hello. As a non-English-speaker, I might sometimes mess up my phrases, so if I say something that doesn't make any sense at all, it's most likely not meant to be that way... or maybe it is, and it just doesn't make any sense. That happens, sometimes, no matter what language I'm using. Sorry about that.

     

    I'm new in KOTOR (and TSL) an even newer in modding games, but not so new in coding (PHP, JavaScript, some Java & C#, mostly) so if I suddenly start hunting scripts, that's probably why. At this moment I would call myself more as a "mod tweaker" than "modder", but I'm studying. Well, not very actively, as I have quite a big programming project going on, but when that's finished... who knows?

     

    (Which reminds me, would it be OK to add some concepts for my Star Wars AU into gallery?)

     

    Beyond that, there's little else I can tell you. I mean...


  15. That's happened to me before too.  But this was prior to the K1R demo coming out.

     

     

    Hmm. I'm pretty sure I tracked it into K1R demo... I mean, after I noticed that BoS:SR turned Ajunta Pall into Deadeye Duncan, I was quite careful to check what caused what in Korriban and installed the mods one by one. I may be wrong, of course. So, I guess the real question is, does K1R replace the duros that the Sith shoot when you get out of the apartment for the first time (you know the scene I'm talking about, yes? After Endar Spire) with a bith? Because with that file (n_bith001.utc) in override, it is a bith, and without the file, it is a duros.


  16. ...it just seems that I can't register to any forum without some kind of problem, umph. I mean, hello everyone. As there is still not 1.0 published, I suppose I can write here, right?

     

    It seems to me that the module (danm14ac.mod, the murdered settler case) is missing the script that determines accessibility for the options in .dlg file, though I am by no means very experienced modder (in games anyway, and actually I'm quite new in KOTOR also, but that's totally off topic), done mostly some dialogue editing and such. Anyhow, I managed to get over that problem by simply exporting the original script (can't remember the name of the script and I'm on a wrong computer right now to check it, but it reads in those .dlg files anyway, so no big deal) from danm14ac_s.rim (or was it danm14ac.rim? whatsoever, it's in one or the another, not both, I guess) ... simply putting that script into override folder did the trick for me. Or at least the quest became finishable, I don't know if that affects something else. (And I don't know if that text makes any sense neither, to be honest, but I can't help that right now.)

     

    I mean, you people have of course fixed that in 1.0, but as 1.0 is not out yet, I guess it doesn't harm anyone to give a quick (emergency?) fix for the issue. If it doesn't cause unforseen side-effects, that is. I can't be sure, because I haven't left Dantooine yet on this playthrough.

     

    I noticed some weird things also, and because they are not mentioned here (or at least I can't find them being mentioned here...) I obviously have no way to know if you are already aware of them or not, so I guess I can tell what I found.

    • Taris Undercity: the infected Republic soldier. If i give him rakghoul serum, I get stuck in the following cutscene. I mean that one, where a rakghoul attacks the soldier. The attack happens normally, but instead of dropping down dead, the soldier just stands there and stares the rakghoul, and the rakghoul just stands there and stares the soldier. And the cutscene doesn't end. (Or at least I think the word is cutscene, please correct me if I'm wrong...) Has anyone else even had that one, or have I just messed everything up as usual? The savegame was not edited with KSE, and no cheats were used, so that's not the cause, but of course it may be a mod conflict. Still, it would be nice to know if I am the only one having that problem.
       
    • Korriban: Yes, I'm aware of the fact that the demo does nothing to Korriban. That's why I had problems in tracking the source of the issue, but in fact it is that mod. Probably you know the problem already and have fixed it, for that if I read right you have already finished Korriban, but just in case... the n_bith001.utc (or something similar, can't remember perfectly and, as I said already, I'm on a wrong computer right now) file this mod adds into override folder replaces B'ree, the first rodian merchant you see on Korriban, with a bith. Now, I don't have anything against biths, and I wouldn't care if it would be a bith merchant, but it's not a merchant at all, it's just a... bith. Who doesn't do anything, just stands there. Why the game creates a rodian merchant with a file called bith, is something I can't understand, but then again... it's totally off topic also.

    Please forgive me if my writing isn't understandable... not-a-native-Englis-speaker and such.

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