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Everything posted by Kexikus
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Shouldn't be hard at all if you only edit the music settings of a .git file. Just point TSLPatcher to edit the .git in TSLRCMs .mod files and you're done. That might be a problem actually. As a first note: .git files cannot be placed in the Override for the final release of a mod as .git files in the Override will override the .git files in savegames, thus reseting the module each time the player reloads or reenters it. So they need to be placed inside the .rim or .mod files. IMO you should use .mod files and leave the vanilla .rim files alone but if TSLRCM edits .rim files you'll need to either also edit the .git in the .rim file or make your .mod from the TSLRCM files which might result in issues when using your mod without TSLRCM.
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Those look amazing. Great work!
- 531 replies
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- high resolution
- remastered
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(and 3 more)
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It's in appearance.2da. From my 2da information guide: equipslotlocked: This can be used to lock inventory slots. This is done with an 11 digit binary number where each digit stands for one slot (1 disables the slot, 0 enables it). The number is then converted to the decimal system and entered here. Stoffe wrote a more detailed description here. As an additional note: 1979 is the number used to lock all slots (That's a 1 in each slot except for the unknown 7th slot)
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You cannot use the baseitems.2da file provided by Fair Strides but you should be able to apply these same changes to TSLs baseitems.2da yourself, yes.
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No idea why that would happen. (It shouldn't). Try moving them from the root override to TSLRCMs Override and hopefully there won't be any conflicts. If there are, try to find the mod that installed them there and double check that you really installed it to the TSLRCM workshop folder. My guess would be that you missed one mod that auto-installed to the root folder. If that's the case, install it again into the TSLRCM folder.
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No, M478 won't break compability but pretty much any other mod that edits common files like appearance.2da could cause issues. Texture replacements are fine. The problem is just that M478 patches some files that TSLRCM uses so you have to install your mods into the same folder that M478 is in if you want to keep these changes while installing your mods. But the M478 workshop folder doesn't contain all the files that TSLRCM edits so any edits to files that are in TSLRCM but not M478 will cause conflicts when installing mods to the M478 workshop folder. Bottom line: Either be very, very careful or don't use M478 from the workshop with non-workshop mods.
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Simple replace AFAIK. As long as it's stereo and mp3 it should work. If you have the option choose the least compression.
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Directing to TSLRCM is probably a good idea but you might run into problems with M4-78EP. Ideally if you use more mods you'd only use TSLRCM from the workshop and install everything else into its folder (including M4-78EP which is currently not possible). Autodetection mods should also not be used with TSLRCM from the workshop as they install into the original game folder. Open their changes.ini and change LookUpGameFolder to 0.
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There's no need to compress it with Miles. All you need is a stereo .mp3 file with the correct name and it should work.
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It's cut content but was included on a DVD/CD with the official game guide.
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N-DReW25's Disciple and the Holocron's Idea's
Kexikus commented on N-DReW25's blog entry in N-DReW's Datapad
I like your ideas on where to find these holocrons and generally I'd really like to see them restored. However I think that they should not grant Force Crush and Force Enlightenment but new powers as those are endgame powers in my eyes that shouldn't be available early in the game. I didn't like getting them from the Jedi Temple mod either. The other issue I see is that your idea doesn't rely on the Disciple at all. There doesn't seem to be a story/quest related to him trying to find the holocrons. Instead it's just the player randomly finding them and if the DIsciple happens to be around he gets a force power too. I think there should be more to it somehow. -
Definitely. I think it would have to be a mod where "significant" process has been made this year. That's of course very vague but I'm sure that the MotY team could make that decision for the nominated mods. One other thing I didn't say before is that I really like DPs idea of having badges as awards.
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Really didn't expect to win this one. Thanks for the support guys and congratulations to all other winners! Some suggestions from my end / replies to other suggestions: I also prefered having K1 and TSL separated, but it's not really a big deal as long as the categories are good. Have the option to not vote in a category right from the beginning so that one isn't forced to vote randomly. About WIP mods: I like having that category, but I think it shouldn't be limited to Demo mods. In fact those should just be added to the standard categories, but for the WIP category one could just use the threads from the WIP section. It could be renamed to something like "Mod that most people look forward to" and really just be a vote on future mods that people are excited about. That's exactly why I wanted to have the "No vote" option, as I haven't played the WIP mods and in this case didn't always follow your WIP thread, I couldn't tell what the mod has to offer. So I was forced to either vote randomly or not at all and the latter seemed like the fairest thing to do.
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Thanks for the tip. I'll keep that in mind and see if it makes any difference for the final textures but the current test renders are only 512x512 anyway, so it doesn't really matter quite yet.
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That's not possible. You can have unique lightsabers that are either not upgradeable or they need to have their own unique lightsaber crystal. That's because every (upgradeable) saber is linked to one specific crystal. You can see this in upcrystals.2da. There each color crystal is assigned its normal, short and double saber uti. So whenever you put that crystal in a normal, short or double saber in the workbench, you'll get the saber listed here. So you'll have to do the same here if you want your saber to be upgradeable: Create a new row with entries for your (new!) crystal and for at least your double saber. You can leave the other entries blank but then the game will crash if you try to put this crystal in one of the missing saber types.
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The cause is indeed the fog (which I already modified to be weaker) but disabling it only for the palace would just make the palace stand out against the other rooms in front of it. I'll try disabling it completely or I'll keep it the way it currently is.
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Oh right, that's because there's no sitting animation? Or is there some other reason?
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I should've looked at the module before making my last post as I expected the stunt module to have waypoints for all the characters but it seems like they didn't use waypoints for this scene setup. That would've made things easier though.
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That's actually incorrect for some reason. I learned that when I tried to fix the second party member spawning in the middle of the Korriban academy when you enter it and it is hostile. And the vanilla OnEnter script used GetPartyMemberByIndex(1) and GetPartyMemberByIndex(2) to teleport the entrance the player comes from. This however didn't work. Only when I changed the indices to 0 and 1 it did. Without looking at the module itself, stunt modules usually use waypoints to position their characters. So instead of adding a new script, you could just move the waypoints inside the cockpit to have them appear there. Then you'd of course need to add some script that makes Mission and Canderous sit down but that still seems easier than teleporting all characters.