
LiliArch
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Posts posted by LiliArch
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I don't know about Gimp, I've put all of the textures through Corel Photo-Paint and saved them with perfectly same settings, and after converting them to DDS, some randomly-picked ones have exactly that issue, while others do not. It is quite weird, and the only thing I can do to not have that happen, is use that specific texture as tga, not dds.
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Wrong. Scout is medium, scoundrel is small, in Vanilla.Soldier is large, I think scoundrel is medium, and scout is small, going by vanilla standards.
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I just love that label you gave... "the clicky thing".
Why do you need to script it? Unless you need it to move around the model, you could just edit the .git (as I assume the location is defined in there).
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Converting textures to Bioware DDS seem to do that on completely radomly chosen textures, or at least seemingly randomly. I can't relly track why it's so.Interestingly, if you convert them to Bioware's DDS format things take a decidedly psychedelic turn:
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I had weird visual artifacts on my old computer, when the texture size was bigger than 512 x 1024... though it was more like another random texture placed over the actual texture than some completely random clutter (had some head textures randomly stretched on top and bottom of M4-78 loadscreens, for example) but I don't know if that's the same issue than you're having or not.
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That issue does ring a bell to me. If I recall correctly, it is caused by a wrong strref in the installer (and if I recall correctly, I tracked the faulty line and included the results in my bug-report, FS... do some digging in your PMs, will ya? Well, unless you have fixed it already, and the version of the mod in question here is 1.0) which means, it accidentally gives a wrong line for the quest journal. It's not dangerous, just inconvenient.
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I'd imagine you could make a massive script that checks the character's level and all of the feats and stuff (going through a list of all of them and checking if the character has them or not) and then give them to the new utc via the same massive script, but that does sound a bit like an overkill.
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All I can think of is that you touched something you shouldn't have...
It would give me the freedom of changing the story line / events / characters by changing the dialog text, which is what I am doing right now...
One question... if you're going through all of the dialogues and changing them, why don't you remove the references to VOs from them? That would silence them very efficiently without any other side effects than the fact that (in my opinion) characters look dumb when they are supposed to "speak" and they just stare at you (of course, personal opinion). I mean, I got the picture you're going through them anyway.
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I actually have a feeling I might have done a similar thing, though it was for a topic and caused by touchpad getting stuck (so the click landed where it was not meant to).
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It never crossed my mind to actually track down WHAT in those included scripts causes DeNCS to fail... ah well, I seem to definitely need a break.
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DeNCS fails when there is an included script, so I'd assume it is not the same problem.Ah, so I would guess that is probably the same problem DeNCS has then.
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Though I have no love for actual web development.
And I have to say, web development isn't exactly my favorite thing either.
I can't be the only one here who actually likes web development... can I?
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I'm not sure I like the idea of exploding fans. It would be... messy. Besides, who would then play the mod?
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Scripting should be easy enough. I'm sure someone can do it.
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I can't recall hearing any such reports, unfortunately.
And I do recall being able to play through the vanilla game with my own character, with BoS:SR installed (which was a total nightmare, because of my character build). It was the version from gamefront, though, and my old Win XP machine, so I can't be 100% sure this download is not just oddly broken somehow, or that it's not newer Windows systems disliking it. That's why I need to make a full play-test. Just in case, would you mind to send the savegame from the area where it crashes?
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Hmm... full playtest it is, then. Too bad, I was hoping I would have survived with only testing the mod itself...
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It would somewhat make sense, at least to me, if that lightsaber workbench would be scripted to appear only after you already have at least one lightsaber. Thus, it wouldn't be so much out of place.
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Congratulations for the new place to live!
Ship looks interesting, too (though I do hope the characters don't come with a name "empty" in the release -- well, of course that's just a placeholder, I get thatI must be blind, the're obviously placeables). -
Forgive me if I'm wrong, but do you, by any chance, have other mods installed? I mean, BoS:SR shouldn't change anything at Taris, if it installed correctly. Of course it's program code we're talking about here, so anything can happen, but before going into that, I'd like to rule out the possibility that it's a mod conflict of sorts.Now, got to the elevator leading to the lower sewers on Taris and the game crashes every time before I can get close enough to talk to the sith officer.
Until now with this fresh install and everything else installed correctly, the game has crashed upwards of 10 times and is borderline unplayable.
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I have no way of knowing one way or another... I'd assume that uninstalling Steam version of the game could remove the savegames, also. (At least the recommended way of uninstalling, which is completely wiping clean/removing the whole directory...) I'd advise making backups of your saves.So, if I un-install my steam version of KOTOR 1 and do a clean install with this mod after manually changing the "/" marks with "\" marks, will my current saved game still be available to play?
If you were asking that if your saves would be compatible, that depends solely on what mods you have installed. If you currently have no mods, and if you then install only BoS:SR, they should be. You'll need a save where you have never, ever visited Korriban with that character before, though.
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The fix is on its way.
Thank you for your attention.
Now, let me explain a bit further. There's a simple typo in the installer, but we need to thoroughly test it in order to avoid other possible issues. There's no guarantee there is any, but there's no guarantee there isn't, either. Hence the testing.
You can fix the installation yourself by doing the following:1. Find the changes.ini from the tslpatchdata folder
2. Open it in a text editor (notepad will do)
3. Search and replace all / marks, replace with \ marks (you can run the "replace all" option, but then you probably need to manually change the marks back in date and the "N/A" line)
4. Save the file, run the installer
5. Profit!
We'll update the download in due time.
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Well, the computer in question is a laptop from 2005, with XP SP2, so the results may not be comparable, but... I was able to play the game just fine, yes. Just lack of certain graphics. Most notably cubemaps, bumpmaps, grass and frame buffer effects. And videos not-crashing the game only in windowed mode, but later playing in windowed mode started to crash the graphics card, so I had to swap into no-movies-mode. My game version is KotOR Collection, so it may differ from GOG version, though. And as I said, different kind of computer.
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Oh, it surely can launch with Intel Integrated, but you can expect some weird graphical issues sooner or later... no idea about the new drivers, though. They tend to cause problems with older games.
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Erm, would it be against the site rules to actually tell where you can get 7-Zip from, instead of just telling to Google it? I mean, it's always best to download a program from its official site, and frankly, Google can send you to some really suspicious ones if you're not careful enough...
batch editing the dialog.tlk file
in General Kotor/TSL Modding
Posted
In most cases, the formatting is there for a reason, you know.