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Everything posted by Kexikus
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I just checked and yes, the one I use does. It gives the angle, quaternions and bearing so you can use it in either case. I think I have the one from this tutorial, but I might be wrong.
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Whoops, sorry for the confusion. There is one but I can't remember where I found it and AFAIK it only outputs quaternions.
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Those numbers are Quaternions which is just an alternate to (Euler) angles in representing an objects orientation. It is somehow possible to calculate the quaternions, but the easier way is to get an orientation armband and use that to get the quaternions directly from the game.
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Without knowing what you're trying to do and what files you edited, that could be anything from your edits generally not working over my instructions being wrong (I don't see any mistakes here, but that doesn't mean there are none) or you having misunderstood/incorrectly followed my instructions up to you not having loaded a savegame where you had not visited the module yet or any other number of issues.
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Any way to edit existing Dialog.tlk entries with TSLPatcher?
Kexikus replied to spacej's topic in General Kotor/TSL Modding
The Append.tlk is only used to append new lines to dialog.tlk and AFAIK TSLPatcher cannot be used to edit already existing lines. So what'd you'd have to do is this: Use TSLPatcher with Append.tlk to add your new/edited lines to dialog.tlk and then also use TSLPatcher to edit the file that specifies which tlk entry is used for which force power so that it uses your new lines. -
You'll have to be more specific if you want me to help you with this.
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Right. I forgot about those.
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To Change The Dialog depending on who is in your Party, You simply add a different entry in your Dialog File that has The alternate Dialog. For example You could have The NPC say hello to your PC and then his next Line would depend on whether or not Zalbaar is in The Party. Then you'd just have both options as different entries connected to The Same reply (in This case an empty one after The initial NPC line). Then You just Need to use The proper conditoonal Script for whichever option is listed first. Luckily there Are scripts for both cases and all Party members in The Game that You Can use. They're names something like k_con_juhanipm or k_con_juhaninpm for Juhani being in The Party or not. The Zalbaar Version should follow The Same naming convention. You Can check by looking at the compiled scripts in scripts.bif with Kotor Tool. Once You found The correct Script, add its name (without Extension) as the conditonal Script for The First option in The dlg.
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It's in the download section and not in your profile. But I'd wait for confirmation from an administrator or moderator before you upload Kaidon's mod just in case.
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Makes sense. Do you also know what RIM stands for?
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.mod files (as the name somewhat implies, although that may be by chance) are files that come from mods, i.e. you won't have a .mod file for every module even when installing a big mod like TSLRCM. In fact, if you have no mods installed, you'll have no .mod at all. But it's really easy to create and edit .mod files. To do so, extract all files from the two .rim files of the module you want to edit (in your case 720KOR.rim and 720KOR_s.rim) both to the same folder. To do so, just click on them in KotOR Tool and click the "Extract entire rim file" button. Next, you'll need ERFEdit to create the .mod file. Open ERFEdit and select File > New. Navigate to a folder of your choosing, type in the filename WITH extension (in your case 720KOR.mod) and set the file type to .mod. Then hit save. Now you need to add the previously extracted files to your .mod file as the game will crash or at least show unwanted behavior unless the .mod contains all files from the two corresponding .rim files. To do so, click the "Add resources to ERF file" button in ERFEdit while you still have your newly created .mod file open. It's the second button from the top at the right. That will open a file selection where you select all the files you previously extracted and then hit Open. Now you can go to File > Save and your newly created .mod file is done and can be placed in the Modules folder. You can also use ERFEdit to put your edited files into the .mod files by just opening the .mod with ERFEdit (File > Open) and then using the "Add resources to ERF file" and selecting your edited files. The tool will ask you whether you want to replace the files already inside the .mod. Confirm that and save the file and your changes are done. Edit (29 November 2017): I had forgotten about TSLs dialog erf files. So the tutorial above is working perfectly fine for K1 but for TSL one also needs to add the files from the dialog .erf file for the module. In this case it'd be 702kor_dlg.erf found in ERFs > Modules in KotOR Tool. Those files also need to be extracted and added to the .mod for it to work properly.
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As I explained in my first post in this thread, I think it's even worse than that as you can't just add voice-overs to PC replies AFAIK. You'll have to add an entry with the PC speaking after each reply and then continue from there. It's probably possible to automate this process to save time, but it'd still be a lot of work. Finding all the dialog files would be easy though as KotOR Tool even sorts files by filetype.
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How do I change the feats used by NPCs?
Kexikus replied to Te5la's topic in General Kotor/TSL Modding
Also note that if you want your changes to take effect ingame, you need to load a savegame where you never visited the model that your edited NPC is in. Otherwise savegame data will override your edits and you won't see them. -
I'd suggest restarting from a fresh installation and reinstall all mods, including PartySwap. If the other mods were installed properly on your first try, you can probably continue from a savegame inside the polar academy and PartySwap should work from there on. That depends on whether or not PartySwap makes any changes to that module which I don't know, so maybe it'd be better to use an earlier save where you haven't been to the polar academy yet.
- 444 replies
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- handmaiden and disciple
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The blue part is indeed a little wonky but everything else looks great! I prefer the first version as that cleaner appearance is more fitting for K1 IMO.
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You should avoid editing .rim files, yes, but not in the way you think (if I understand you correctly). You can of course take files from the .rims and edit them. You even have to in many cases as most files are stored in .rim files in the original games. But the cool thing about the KotOR games is that they support .mod files and the Override folder for almost every single file you might want to edit. So you never have to replace the vanilla file but instead can place it inside a .mod file or the Override (whatever is appropriate). In that sense you shouldn't use .rim files, i.e. you shouldn't place your edited files back into the .rims as that overwrites the vanilla files whereas using .mod files and the Override folder doesn't.
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The two .rim files are the originals. You won't find .mod files in a completely vanilla installation as they're used by mods (not sure if their name is a coincidence or not).
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That's true. But even then it's easier to just remove one file from the Override instead of having to either search for the vanilla file in the vanilla installtion or having to revert all changes including those you might want to keep by replacing the entire installation folder.
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Not to mention that it's usually a good idea to leave the original files alone so that you can simply revert to the vanilla states by deleting your .mod or files from the override folder.
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K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
Kexikus replied to Fair Strides's topic in KotOR1 Restoration (K1R)
It really shouldn't be password protected. Maybe try and redownload the mod. Or use something else like WinRar to unzip it? -
Dark Empire Armor, Kol Skywalker Lightsaber... and more!
Kexikus replied to Untold Prophecy's topic in Mod Requests
Good thing we no longer need to use MDLops then (MDLEdit has been out for a few weeks and seems to be much better.)- 3 replies
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- Mod Requests
- Ideas
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Uhm, does anyone know the folder in which FindRefs saves extracted files when using the "Extract Selected" button? Edit: Nevermind. There is a file selection coming up when extracting only a few files. I just tried to extract too many at once. This post can be deleted.
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Awesome! I didn't expect a mod like this to be ever released. So glad you managed to get it working and I'll definitely be using it for my next playthrough.
- 47 replies
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- kotor
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I think it should be possible but only in a very time consuming way (I might be wrong though). In the KOTOR games dialogs consist of a series of alternating entries and replies. Replies are what the PC says, entries are for NPCs. Now, I don't think it's possible to add VO to replies but it should (in theory) be possible to add an additional entry after every single reply in every single dialog file that has the player as the speaker and that has VO. Setting this up would of course be a tremendous undertaking but it should be possible. In addition to that you'd also have to check for the players gender so you'd effectively end up with twice as many added entries.
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Here's a question for you all: Are there any scenes (side quests, main quests, whatever) where you think dark side Juhani should comment on the situation? If you have any ideas, please let me know and I'll consider adding them