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Everything posted by Kexikus
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It's a waypoint file (.utw). That file does exist though, so all you need to do is to fix the misspelling in the .git.
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How to check if NPC has already spawned
Kexikus replied to A Future Pilot's topic in General Kotor/TSL Modding
Extract the modules .git file from the .mod or if that's unavailable from the .rim. Drop the .git in the Override, load the Module, everything will be reset. Save and take the .git out from the Override again, or the Module will be reset every time you load it. -
I prefer B as the image is clearer on that one.
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I have given A Future Pilot permission to use my Proper Manaan Quest Endings mod.
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Do you have a link for that? Yeah, that global is set to 1 when the encounter starts. But I don't actually know when that case is actually used. Do you happen to know what each of the UserDefinedEvent numbers are? I don't think the issue is in the heartbeat script though as that's just the default heartbeat script.
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That's an issue? Never encountered that myself. All I know is that the second Xor encounter doesn't work on Tatooine. Could you tell me more about that bug?
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ClearAllActions is already in, ClearAllCommands doesn't exist. And there is a delay already. Increasing that might work though. Didn't work but thanks for the suggestion. I think I'm just going to leave this as it is. I've played that encounter around 15 times and the issue occured only 2 times or so which makes testing really annoying and also isn't that often, so I guess it doesn't really matter either. But if anyone has some more ideas, please let me know and I'll give them a shot.
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While testing the Xor encounter for my dark side Juhani quest, I noticed that sometimes the final dialog won't start after fighting Xor. I haven't changed that behaviour so I guess it's a vanilla bug but if possible I'd like to fix it. The problem is that I have no idea why it's failing. My testing was done on Manaan where it worked most of the time but also failed a few times. The dialog is started from Xors (kas_xor1.utc) OnUserDefine script (k_kas_xor_user). Here's the decompiled version: My first guess was that the difference is whether his henchmen die before he goes under 20 HP or not but I tried killing them first multiple times and got both the desired dialog start and the bug. My only guess would be that ActionStartConversation somehow fails, but I don't really see why it would. Anyone here with better ideas?
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Not really a mod request here, but a request nonetheless. I have a new character in my Dark Side Juhani mod and I want her to have her own unique head. A while back, I tried my hand at reskinning a player head and let's just say that the results were horrible: The face is mostly okay I guess, but the hair is as far from good as Tatooine is from the bright center of the universe. Which is why I was hoping that someone more talented than me could help me out. Basically, I just need a retexture for one of the existing female K1 heads to look like an older woman. It doesn't have to be the one in the picture above, although I do like that hairstyle. If you feel up to the task, please let me know. I will give you full credit for this of course. In the unlikely case that someone here feels like making a new head model with the accompanying texture, that would of course be even better, but since it's a minor character it's not really necessary. Thank you
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Thanks for the interest. I'll get back to you when the final testing begins. As for the progress: I haven't worked on this mod for quite some time now. There were two reasons for that. First, I was more motivated to make skyboxes and second, I had a programming project in university which was why I didn't want to code in my free time as well. But the latter is now over and I intend to get this mod to its final testing stage as soon as possible. I just need to find the motivation to get back into it. Once I do that, it shouldn't take too long. Then again, there's always something coming up that causes mods to take more time than expected.
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TSLPatcher can do that. Basically you create a version of the .mod without any edits and tell TSLPatcher to put that in the modules folder if it's not already present there. Then you install your .dlg into the .mod by simply changing the path to modules\<module-name>.mod. It's all described in the TSLPatcher documentation in greater detail.
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You could even use creature hide items, i.e. hidden items that the player cannot access ingame. That way you wouldn't block one of the regular item slots. In that case you'd have to add them via script however, maybe with a heartbeat script checking for the feat or something like that. And you'd have to be careful that you don't accidently replace one of the vanilla creature hide items.
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I can't really help with that (at least not off the top of my head), but I would think that the mind prison (or whatever it's called) would be a better module choice since it already is only one color and probably doesn't use as many models and textures.
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Kotor 2 Unable to move after combat
Kexikus replied to Skeet1983's topic in Knights of the Old Republic General
The only workarounds I know are to switch to another character (some of them can usually still move) or quicksave/quickload. Both are pretty annoying, but sadly I don't know a real fix for this issue. -
Questions about install order
Kexikus replied to Sith Holocron's topic in Knights of the Old Republic General
I think you'd be better of with making multiple installations here. Getting M4-78 EP and Coruscant to work together is pretty straightforward if you have the right compability patches, but I doubt that adding two other Korriban mods is a good idea. For the first you need to install M4-78 EP first. Then you install Coruscant Jedi Temple. Next you'll need the Compability Patch. Just drop the three files from the M4-78 EP folder into your Override. If you also want the Jedi Temple Expansion for the loadscreens, install that afterwards but make sure that you replace its changes.ini with the one provided by the compability patch. For M4-78 EP and Korriban Expansion compability you can follow this post. You can try and do that after installing M4-78 EP and Coruscant but I doubt that it'll work properly. And I have no idea about Azgath N'Dul's Tomb, sorry, which is why I think making a copy of your TSLRCM installation and reverting back after you complete each mod would be the best solution. -
Display Refresh Rate Questions
Kexikus replied to Skeet1983's topic in Knights of the Old Republic General
A lower refresh rate cannot damage your display. All that changes is that the GPU of your laptop will render images at 60 Hz, your monitor will still show you 120 FPS, i.e. there are always two identical frames shown on the monitor. The same thing happens when you play a game where your GPU cannot handle 120 FPS and thus will render less frames per second. So yeah, don't worry about that and good luck in getting it to work. -
Great work so far! I'd use the ingame swoop model for consistency. And to answer an older question: Yes, the Coruscant mod has loading screens. Three IIRC and at least one of them is a matte painting from episode 3 and not a shot from the game, so replacing those would be really great.
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Remove Speed Blur Only (TSL MOD)
Kexikus replied to Siberian Wolf's topic in General Kotor/TSL Modding
It is possible to change the effect but it's not a texture. It's a shader. For TSL you can use the fog fix which includes a better speed blur effect and by reverse engineering that or asking the author, you could probably learn how to change it and/or apply the same change to K1. -
To anyone interested in helping Sith Holocron with this request: You're free to use my skyboxes, should you want to. I'll also finish the new V2 Korriban skyboxes once I'm back from my vacation and you can have those as well once they're done.
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That's probably what it is then. I couldn't find the txi info to confirm it, but it seems to be the most likely thing. Also, as an unrelated suggestion for your new textures: In yours, the spiral shape of the galaxy is very hard to see, so maybe improve on that? I think it'd look more like a galaxy and less like a star cluster then.
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Can't you use the alpha channel for that? Or is it used for something else?
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Looks great! Maybe you could make the HUD more transparent and the map itself more opaque?
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I think I have a new favorite skybox: Not much has actually changed since I last showed you Dantooine, but those tiny changes did make quite a difference. Among those are changes to the vegetation, to help blending the trees and the terrain. I also fixed the lake, prievously it simply ended mid air. I added the moons (not visible in this picture). Currently I'm adding some boulders that lie around just like in the game area. Then I'll tweak the distant mountains some more and Dantooine should be done. And I really love how well skybox and area model blend in this one. But there are some other news as well. I decided to share my work on the planetside forums (Terragen forums) and since those folks over there can't do much with skyboxes, I started making wallpaper renders of my terrains/skies. The idea is to make one or two renders everytime I finish a skybox. And since some are already finished, I'll go back to these and make renders as well. The first skybox to get this treatment was Telos, followed by Tatooine and Manaan. Click on the small images below and you'll get to the Full HD wallpapers. Not quite sure what I'm going to do with them when they're all done. Maybe I'll release them as a wallpaper pack or something.
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Turning an NPC hostile script problem
Kexikus replied to N-DReW25's topic in General Kotor/TSL Modding
That's somehow neither of my suggestions but also a possibility. As Hassat Hunter said, your sub2 function is never triggered. To help you understand that, here's what a KotOR script does: It has either a void main() function or a int startingConditional() function if it's a conditional script. void or int are the return type of the function. void main() is used in "normal" scripts and returns nothing as it just does some stuff. int startingConditional() returns an integer (0 or 1, i.e. true or false) that is used for conditions in dialogs. Since yours is a normal script, the main function will be called. The first thing it does in your case is to call another function called sub1() (which turns REThug5 hostile). Then it proceeds to turn REThug4 hostile itself. The problem here is that sub2() is never called, so it will never be executed and does nothing. And then there's the other problem in your sub2() function. You declare variables int2 and string2, but then later in the function you check for int1 and string1, but these variables don't exist inside sub2() as you never declared them. So you need to either rename your int1 and string1 to int2 and string2 or vice versa. Since those variables are only used inside a function, it doesn't matter that their name is the same as the variables in sub1(). They're only declared locally, inside the function.