Kexikus

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Everything posted by Kexikus

  1. Yeah, TSLRCM usually works just fine with the GOG version. Trying some more might have saved you some money here but that's of course up to you.
  2. My guess would be that the script is just set to spawn 50 NPCs, so the solution would be to reduce that number in the script. Try decompiling it with DeNCS and compare it to the vanilla script to find what was added. There are probably 50 NPC spawns in there. Decrease that number and you'll probably be fine.
  3. There were mods on gamefront that supposedly improved the music quality of the two games. I don't know if they actually did, but they came with their music in the .mp3 format that you can easily listen to on your phone. They should be available on nexusmods, but I don't know what they were called exactly.
  4. I'm certainly not an expert on combat mechanics in KotOR, but I think most of what you're trying to do is hardcoded into the game and can't be changed. I might be wrong however. 14) & 15) is definetly possible by modifying the .utc files for the characters and the .uti files for the armor. Maybe there's something else involved in making the armor upgradeable. Not sure here. 6) is also somewhat possible in a special dialog. There is a mod that allows you to talk to the Remote and it'll tell you all the influence values. For the other ideas, someone else will have to chime in as I can't say for sure whether or not they're doable.
  5. It's definetly not easy and might even be hardcoded. IIRC someone has been playing around with that. I'll see if I can find the thread. Edit: Found it! ndix UR found a way to rescale the GUI to be bigger but it seems like there were issues with it that never got resolved.
  6. I never heard of this issue. Usually you should get a prompt to select your installation directory at this point unless TSL Patcher is configured to auto detect that. Maybe try and run TSL Patcher as administrator? Also make sure that the tslpatchdata folder is in the same directory as the .exe (which it seems to be as you get the version selection in the beginning) And make sure that the K1R installer is NOT located in any subdirectory of your KotOR installation. Everywhere else should be fine. IIRC some people were having problems with non-English characters in the TSL Patcher file path. Making sure that those are not present wouldn't hurt either. And some issues with TSL Patcher in K1R were related to the use of "\" or "/" in the changes.ini file. IIRC the solution was to open changes.ini in any text editor and then replace all "\" with "/" or vice versa. I don't think that's the cause of your issue but you can give it a try.
  7. The gog version is fully patched so there's no need to manually update the games. It's kinda strange that the games are not found even though they're properly installed. (You checked that, right?) Can you manually enter the installation paths for the restorations? If not you'll have to add the registry entries for the games. There should be a tutorial on how to do that somewhere here on this site or you can google it and should be able to find it pretty quickly. And I don't know if the Bastila Romance Enhancement will work with K1R. Check this thread, maybe you're in luck and someone confirmed that it does. If not, give it a shot and if there are no warnings when installing the Enhancement you're probably good to go. Finally, about that fix: I don't think I use it but the gog version really is just the same as the DVD version with the latest patch applied so you'll probably want to use the fix if you had to before.
  8. It's really quite simple and it won't be necessary to go back to your XP system. Once you bought the games from gog, you can either download the installer from your account page on gog.com or you can use their client called GOG Galaxy to install the games. In either case you can install them to any location you want and it's not necessary for this to be the same directory that the CD/DVD version would have been installed to. Also a note on GOG Galaxy. Even if you use it to install games, unlike Steam and other similar platforms you don't have to launch it every time you want to play. I like to use it for easier installations but it really is completely optional. Also, the HQ movies patch is included in the gog installation AFAIK. The music patch is not official, so it's not included but IIRC it's just an archive of music files that you extract to the correct folder in your installation. The mod's read-me file should give you clear instructions on what exactly you have to do. To install the restoration packs you just download them from this site, unpack them if necessary and run the included installer (.exe file). It will then either auto-detect the location of your KOTOR/TSL installation or ask you to direct it there. In the latter case, just direct it to the main game installation directory of the correct game (the folder that includes the executable, i.e. swkotor.exe or swkotor2.exe). Then follow the installers instructions and everything should be installed correctly. And that's it. You're done and can play the game
  9. No it wouldn't. As you'd replace the vanilla P_VisasBB model in that case and you want to keep it for the animations. So your model needs a unique and new name.
  10. TSLs dialog can be found in ERFs > Modules > (module name)_dlg.erf. No idea why Obsidian changed that but that's the way it is.
  11. That's what I use as well to extract them. And I'm glad to hear that it's working now
  12. AFAIK the .mod needs to include all the files that are present in the two coresponding .rim files (in your case end_m01aa.rim and end_m01aa_s.rim). So what I usually do is to extract both .rim files into one folder, then I do what you describe in steps 1 to 3, followed by adding the vanilla files. Afterwards I add the modified files and use them to replace the files already there.
  13. Honestly, I think that the TSLRP camera really doesn't look that great. It's movements just aren't smooth enough. Yours however is really great! And I really like your idea of making the cutscenes more cinematic. The games could really use that
  14. Try this for the "After fight dialog start": void main(){ object oChar = GetNearestObjectByTag("<AddTagOfFightingNPCs>", 2); if(!GetIsObjectValid(oChar)) { AssignCommand(GetObjectByTag("<AddTagOfSpeakingNPC>"), ActionStartConversation(GetFirstPC(), "<AddDialogFileNameWithoutExtension>")); } } You need to add the appropriate tags etc. where I noted them. Also this assumes that all NPCs you're fighting have the same tag. If they don't, then you need to define additional objects in the same way as oChar but with other tags and then also add them to the if condition, e.g. !GetIsObjectValid(oChar) && !GetIsObjectValid(oChar2) Then use this as the OnDeath script for all of your fighting NPCs. It might work, or it might not. If it starts the conversation too early, i.e. before all enemies were killed, try changing the 2 to 1 in the object definition.
  15. I don't know how the conversation in this scene is started, but you could use the creature's OnDeath script. If it's more than one creature, have the script check if any of the others are still alive (i.e. valid objects) and if they aren't, then start the conversation. That's what I would do at least. And what do you mean by changing the lighting? Do you want to change it with a script or just generally change it? Correct me if I'm wrong, but I always thought that this does the exact opposite: It prevents a party member from being selected (like Bastila on Korriban), while Reztea is looking to lock a party member in place, preventing you from using someone else.
  16. I had this issue as well but IIRC only with retextured characters. I think it was Canderous or Carth in my case. My assumption was always that it's a mistake with the texture's alpha channel but apparently it's not. Really weird...
  17. The same is true for all cameras I think. I learned this when I created the hyperspace tunnel for the Ebon Hawk and it wouldn't render very far, so I had to put a plane at its end so that it doesn't just end in a black hole. But the maximum distance is probably smaller in the main menu.
  18. Is TSL getting darker when maximizing it again or everything else while TSL is minimized? If the latter is the case, then I have a similar problem where everything gets more dull or less vibrant if TSL crashes as that's apparently some kind of color correction done by the game engine that's not disabled when the game crashes. Then I also have to restart and close the game to fix this. I don't think I ever noticed this when minimizing the game, but then again I don't do this very often, so it might be a similar issue. Sadly I don't have a solution for you even if that's the case.
  19. Ah, that's good to know. I thought they have to be specified in the .are. Thank you
  20. I just fixed a small vanilla bug that prevents Juhani from appearing in the post-Leviathan Ebon Hawk scene where the group discusses the Revan revelation. It was due to a spelling error in the tag of Juhani's waypoint. However, I have a problem with that scene: I just don't get how the characters are actually spawned. The module is ebo_m40ad and I know that waypoints are used to spawn them as the wrong tag prevented Juhani's spawn. But I just can't find the script that's actually doing this. From what I can tell, there's no OnEnter script and while there is a trigger, it is only used to start the conversation and not to spawn the characters. If anyone has any ideas, I'd love to hear them as I need to check something in the spawn script.
  21. I'm not sure if you have to but it certainly won't hurt. You still have the .tga and .txi in the Override, right? That would be necessary for the portrait to appear of course.
  22. No, you need to add the new portrait to portraits.2da. You can open .2da files with KotOR Tool to add a new row with your new portrait. Then save the edited file to your Override folder. For more details on the portraits.2da file, have a look here.
  23. As you said yourself, it's pretty much impossible for us to get the original actors to do new lines for their characters. But it is possible to hire (semi-)professional actors for new roles. And if you don't like these either, you can always just delete the added audio files and you'll be back to only having subtitles.
  24. What Sith Holocron said. If it had been up to me, you wouldn't have recorded these lines until the mod is completely done otherwise.
  25. Congratulations on getting your job and I wish you all the best! Great to hear that you're close to being back to make this mod