Kexikus

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Everything posted by Kexikus

  1. Good news: I finished the last newly added scene that was discovered to be missing during testing. That reduces the number of things left to fix to basically two categories: Juhanis comments during certain side quests and some Juhani related vanilla bugs I want to fix. Then there's of course more testing to do in order to see if the things I fixed after the inital testing are actually fixed and finally the voice overs. But I'm a big step closer to the second test run and thus to finishing this mod. Thanks for your interest
  2. Yes. You just need to edit all the sound files with any audio editor to apply some kind of distortion effect and then put them back into their original locations. Or maybe you can even just put them in the Override.
  3. I also edited those scripts for my SWTOR Style Training Saber mod. So I know that it's possible to change this part of the script. And I don't see anything wrong with your scripts here. Maybe try and change the given weapon to something else just to see if it's working at all. It could still be something like a missing feat that's only breaking this for lightsabers. Or try and make a new baseitem that doesn't require any feats but looks like a lightsaber. That also has the advantage that you can remove the constant humming sound that a normal lightsaber has as that sound is really disruptive for the cutscene. I did that for my Dantooine Training Lightsaber mod. One random comment: You'll definetly want to put these scripts in the .mod file as they'll screw up the Matale Grounds otherwise.
  4. Does the game work without K1R? And read this and follow the instructions.
  5. Probably not and it's very unlikely to happen unless someone remakes the animation from scratch. I have to wonder, where would you want the player to use this animation? The reason for it being very unlikely is that this is a pre-rendered cutscene that was created using a custom module in the game. It is possible that this model and all the contents of the scene exist in its original shape. (I know that the Revan and Malak find the Dantooine star map scene exists for example.) but even then, this scene would be using cutscene animations that are specifically tailored for this one scene and that cannot really be used anywhere else in the game.
  6. I'll have a look at the scripts tomorrow, but an easier solution might be to simply edit the used item (dan13_practice.uti) or its baseitems.2da entry.
  7. Great news! I'm looking forward to seeing this new version in action
  8. Give People some time... It's only been five hours between your Posts. Most of those who might be able to help you probably help You haven't even seen your request. And impatiently asking You will only make it more unlikely for You to get any help.
  9. Where is your K1R installer located? It has to be somewhere OUTSIDE of the KotOR installation directory.
  10. Two questions from me today: First of all, in the documentation for GetPartyMemberByIndex(int nIndex) it is stated that this should return the party leader for nIndex = 0 and the two party members for nIndex = 1 & 2: // 577: Returns the party member at a given index in the party. // The order of members in the party can vary based on // who the current leader is (member 0 is always the current // party leader). // GetPartyMemberByIndex object GetPartyMemberByIndex(int nIndex); However, this seems to be wrong as I've been using it to get party members 1 and 2 and it only gives a useful result (the second party member) for nIndex = 1. To get the first party member, I need to use nIndex = 0. I was wondering if anyone knows if that's how it always works as I doubt that it's intended. I'm assuming that as this is the reason for the second party member spawning in the main hall in the hostile Korriban academy instead of in it's appropriate position. The second question is somewhat weird. I've been testing that scene where you enter the hostile Korriban academy to find what's causing the incorrect spawn point and as stated above, I found the culprit. However, I thought the issue was somewhere else for a while which is why I had a closer look at the script spawning the party members upon entering the academy after retrieving the starmap. It's the OnEnter script for korr_m35aa, called kor35_enter. Here's the relevant part: int nGlobal = GetGlobalNumber("KOR_FINAL_TEST"); if (((nGlobal > 3) && (!sub6()))) { SetGlobalBoolean("KOR_ADD_PARTY", 1); sub8(1); int int18; int int19; string string1; int18 = 0; while ((int18 < GetGlobalNumber("KOR_REMOVE_PCS"))) { int19 = GetGlobalNumber(("KOR_REMOVE_PC" + IntToString(int18))); sub5(((("KOR_REMOVE_PC" + IntToString((int18 - 1))) + ":") + IntToString(int19)), (6 + int18), (6 + int18), 5.0); switch (int19) { case 0: string1 = "Bastila"; break; case 1: string1 = "Cand"; break; case 2: string1 = "Carth"; break; case 3: string1 = "HK47"; break; case 4: string1 = "Jolee"; break; case 5: string1 = "Juhani"; break; case 6: string1 = "Mission"; break; case 7: string1 = "T3M4"; break; case 8: string1 = "Zaalbar"; break; } AddPartyMember(int19, GetObjectByTag(string1, 0)); (int18++); } You can ignore all the subX() functions as they are either for debugging or not related to spawn NPCs. As you can see, the game will check KOR_REMOVE_PCS which should be the number of party members that got removed when leaving for the final tomb. It's set in k_pkor_partyleav and it's actually incorrectly set to the number of removed party members + 1, but that's not the issue here. The game will then go through KOR_REMOVE_PC0 to KOR_REMOVE_PC2 depending on the number of NPCs that got removed (although, it goes one step to far due to the incorrect KOR_REMOVE_PCS). These three globals are also set in k_pkor_partyleav and contain the party member indices of the removed NPCs and KOR_REMOVE_PC2 is just 0 as there is no third NPC to remove from the party (which makes me wonder, if at some point you had three companions at once). The game will then save this index in int19 and assing the proper string in string1 to spawn the NPC with AddPartyMember. Now, this is obviously working, but as soon as I change the values of KOR_REMOVE_PC0 or KOR_REMOVE_PC1 with KSE, that NPC just won't spawn for some reason. The only two party members that will spawn are Canderous and Juhani, the two party members that should spawn in my playthrough without tinkering. However, they also spawn if I switch their positions in the globals, which makes me wonder what the hell is going on here. All I can confirm is that both the index and the string are assigned correctly, so it seems that it's the AddPartyMember that fails. I just don't know why... Then again, it's not actually a problem as it seems to work fine in vanilla and when not using KSE to alter these two globals and I have no intentions of altering that part of the script. I'd just like to know what's going on. Thanks for any help
  11. I'd recommend a fresh installation. However, you can just rename the current installation folder, so once you installed the fresh version, you can switch between the vanilla and the TSLRCM version by simply renaming the folders.
  12. Have a look at this mod. Maybe you can find the files in there.
  13. That might just be related to the integrated Intel GPU and not an issue with TSLRCM. Have you tried to start the game without TSLRCM installed?
  14. One should add that the Version with credits was supposed to drop More than a month ago as well and hasn't. And there hasn't been a word on M4 either...
  15. Damn, getting back into modding after some months of not working on a bigger mod is hard...

    1. LiliArch

      LiliArch

      I symphatize. I'm currently trying to remember what on Earth I was thinking with some of those dlgs I wrote a couple of years ago (what I do remember is that immediately afterwards I thought they were crap, though) which I recently found again (they got lost when I moved to a new computer).

  16. Or a chat that's not shut down?
  17. Kexikus

    KOTORmax

    Should I ask for the new MDLOps now? Yes, thank you
  18. Kexikus

    MDLedit

    It's finally here, awesome And since you mention KOTORmax, when and where will that be available?
  19. Damn... I never noticed them there. And I didn't know there are placeable patrons but that does make way more sense then having them as part of the area model. Though I really hoped you'd tell me that you found a way to have two walkways right above each other...
  20. Awesome as always. The patrons in the corners of the lower floor are part of the area model, right? Or is it actually possible to have characters on one level and another level to walk on right above those?
  21. Delete the old file, i.e. manually replace it?
  22. The patch is only available for the GOG and Steam version, not for the DVD version. So I'm afraid you have to buy it again, but I highly recommend getting it from GOG as that version will be DRM free and GOG is also the company that brought us this update so it's only fair to support them.
  23. That would be awesome. I'd love to add the variety of your droids to my KotOR games but I wouldn't want to loose the vanilla design and a hybrid version similar to your hybrid HK droids would allow me to do that. And as I haven't said it before: Those droids look awesome!
  24. That's correct. And the reason why I'm not sure whether or not it's possible to put UTx files from templates.bif in a .mod file is this: As DP explained, .mod files "replace" the vanilla .rim module files, but the files from templates.bif are not part of any specific module, so you can't just put them in the .mod file of a specific module and I don't know whether or not TSL will read custom .mod files. But I doubt it will, which is why I don't think it's possible to put your UTC files from templates.bif in a .mod file. And it is definetly not necessary. I'd recommend droping them directly into the Override folder instead of using a subfolder, but both options are possible. The problem with subfolders is that it's more difficult to notice incompabilities when a file exists in multiple subfolders. You don't need TSLPatcher for these UTC files, but it might still be a good idea to use it to make sure that your mod is compatible with other mods that edit the party member templates. The question you should ask yourself is this: How likely is it that another mod edits these same files but only modifies different attributes that your mod doesn't touch, i.e. appearance when your mod edits stats or something like that. If the answer is that it's fairly likely, then using TSLPatcher to allow compability would be a good idea.
  25. 1. Doesn't matter, but it's a good practice to have a seperate folder for each mod you're working on. 2. I think so. 3. The important thing are the maximum points but unless you want your party members to start with less than that, you should put the same number in both. 4. Ideally, you have a folder for the mod you're working on where you save them, but ultimately they have to go to the Override folder to work. 5. No, that's not necessary at all. Actually, it might not even be possible in this case.