As long as the data structure match, it shouldn’t make a difference, yeah. I was just checking that it’s not a default behavior of static cameras in general.
Actually, the second error appears to indicate that KTool doesn’t find the game paths (so apparently, manually entering them may not work). And the first one seems to be telling that there’s a problem in saving user settings. I still think registry has something to do with it; perhaps you had working settings file for KTool earlier, but some Windows update broke it. You might also need to consider installing older .NET version (you can have multiple ones simultaneously, don’t worry).
Although I am not yet convinced that it wouldn’t be possible to make a Force power that would mimic it. I mean, you probably could make a script that would make you jump from one location to another and then attack the target.
I recall having the game randomly not triggering scripts it should for whatever reason. My assumption is that either the engine or computer hiccups at a critical point, thus skipping the trigger. Sometimes it appears to be using Force Jump that’s causing this, but sometimes it seems to be just... random. It would be cool to not need to suffer from it though.
Shouldn’t be difficult, to be fair. If I recall correctly, it’s just some junk data in the dlg files (the game reads them differently than DLGEditor, which is why it doesn’t appear there). Then again, I believe there’s pretty much work to be done on the installer, which may or may not render the whole issue obsolete.
So I kind of assume that K1R just overwrites NPC Overhaul’s modules just as well. Can’t quite blame mods that are announced to be incompatible about being incompatible, right?
Fair point, SH, but the thing is, I tend to promise to do stuff and then forget about it. I'm trying to track if I've left any of those hanging there, it's annoying.
It was meant to describe my interest in XP gains, not the effort of building story expansions. But then again, I may be confusing my vocabulary again. English isn't my first language.
Absolutely. I always enjoy your spell-checking.
Who knows, maybe they are guarding Imperial hangers. They have to put all those uniforms somewhere when they're not in use, after all.
If I would absolutely want to reach level 50, I could use KSE, but that's completely beside the point, since I don't. I simply would want to have some major story expansions to go through.
The Vanilla game actually does use .mod files, in case you haven't noticed. They simply aren't used the way mods usually do. Look at the "lips" folder.
I mean that the amount of classes in classes.2da that are capable of gaining Force points can not be changed. You can't, for example, make characters that have only "Scout" class Force-sensitive; you need to make them a "Jedi Guardian", "Jedi Sentinel" or "Jedi Consular" (or the prestige classes in TSL). You can modify the existing Jedi classes, but you can't create new ones. I don't know how to say this more clearly.
I am by no means speaking for the TSLRCM team, but I was led to believe that they felt the Jedi Enclave part was long enough already, and extending it would have made it even longer. I may be wrong though.
Force powers themselves can be modified and added just fine. It's the Jedi classes that are hardcoded, and since you can give Force powers only to those, the usage of them is hardcoded in a way. But the powers themselves, fully customizable.