-
Content Count
1,932 -
Joined
-
Last visited
-
Days Won
117
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Kexikus
-
Fog and Speed Blur Fix for the 2016 TSL patch
Kexikus replied to Kexikus's topic in General Kotor/TSL Modding
Here? I've no idea actually but maybe there is a way of contacting him if you're signed in. -
Fog and Speed Blur Fix for the 2016 TSL patch
Kexikus replied to Kexikus's topic in General Kotor/TSL Modding
It could be possible to just provide the contents of shader_override together with the .dll file. It might require starting the game twice but it's unlikely anyone will get to M4 without doing that anyway so it wouldn't be an issue. -
The Hype is real!
-
Try and continue playing a bit just to check if you van hear other human voices.
-
Do you have no voice lines at all or are only some missing? And are you sure that your game is set to English? I'm only asking because I know that the German 4CD version doesn't support any other languages except for German and I assumed this to be the same for other non-English versions as well. Is your version localized at all or is it English audio and text? Usually the English version is not compatible with other language versions of the game and vice versa so for a version bought in the Netherlands I would've assumed that to be the case. However, since you state that your game is in English I'm a little confused. Maybe the version from the Netherlands is in English but doesn't have the cut content restored by TSLRCM so those voice lines are missing. But then the vanilla lines should be there. In any case, it's most likely an issue with your non English-version of the game. I suggest you get the game on gog.com during a sale. It's usually only 2,50€ and you'll get a version that works properly on new PCs and has multiple languages to choose from.
-
I might have found a solution to a big Dark Side Juhani issue that I prievously thought to be unfixable Still needs testing but it looks promising.
-
Read me first. That topic title is there for a reason. So please answer those questions. Once you did so, we'll hopefully be able to help you.
-
Recruitment mods that replace Juhani with a new character will obviously be incompatible. Mods that alter Juhani's appearance will be incompatible but can receive a compability patch. Other than that, I don't know yet. I have a list of mods that I want it to be compatible with, so I'll try to get these compatibilities done or provide a patch, but I can't say which ones yet (except for K1R, which will definetly be compatible).
-
In your script for Dantooine, did you change these lines? object oSta_force_cage = GetObjectByTag("sta_force_cage", 0); object oSta_armor_container = GetObjectByTag("sta_armor_container", 0); DelayCommand(1.5, ApplyEffectAtLocation(0, efVisual, GetLocation(oSta_armor_container), 0.0)); DelayCommand(3.5, ApplyEffectToObject(2, effect3, oSta_armor_container, 0.0)); DelayCommand(2.5, AssignCommand(oSta_force_cage, PlayAnimation(202, 1.0, 0.0))); Considering that the armor spawned as intended, you probably did, but make sure that the tags in the first two lines and the object names in the latter three are correct. That'd be the obvious reason why something could go wrong here.
-
I've run into an issue when using TSLPatcher to edit .dlg files that I hope you guys might help me out with. The dialog I want to edit has this form: Entry 1 > Reply 1 > Entry 2 (conditional script) > Entry 3 (conditional script) I want to change it to this: Entry 1 > Reply 1 > NEW Entry (NO conditional) > Entry 2 (conditional) > Entry 3 (conditional) The problem here is that this requires a modification of "Reply 1"'s entry list which originally consisted of "Entry 2" and "Entry 3". For one I can't remove the second entry from the list, but I don't actually mind it staying there since my "NEW Entry" has no conditional anyway so any entry listed afterwards won't show up ingame. But the other problem is to actually remove those conditionals. Since they're stored in the entry list as well (which I didn't actually know until today), I'd have to change the "Active" field to be empty. And it seems that TSLPatcher can't do that. So my question is this: Is there are way in which TSLPatcher can do it but I just haven't found it yet? And if not, is there a better way around that than to simply add a script that always returns true? Thanks for any help
- 14 replies
-
- TSLPatcher
- TLKEd
-
(and 3 more)
Tagged with:
-
KOTOR 1/2 Steam not working on Windows 10
Kexikus replied to ZimmMaster's topic in Knights of the Old Republic General
Try lowering the refresh rate of your monitor in Windows. According to this post, KotOR can't handle refresh rates higher than 85Hz for some reason. -
You could probably fill dozens of tutorials with The help DarthParametric has given in all these threads. That might actually be a good idea just to collect all of that Information in one place.
-
KOTOR 1/2 Steam not working on Windows 10
Kexikus replied to ZimmMaster's topic in Knights of the Old Republic General
Some information on your system would be good. Maybe we can find the issue there. Also, have you tried starting them as administrator, in compability mode, etc.? -
I don't think so or they would have used it for the HK upgrades. The documentation in K1's nwsscript.nss has no information on that either. The latter is also true for TSL but that's probably due to Obsidian not updating the documentation properly when updating the function.
-
No, I didn't... And now I feel like an idiot. I didn't check the commented out part at all but that was indeed the solution. Thank you very much So to answer my original question: At least in TSL you can add "TRUE" as an additional argument to both CreateItemOnObject() and DestroyObject() and it won't show the "Item received/lost" message.
-
For that sum you can basically just check what the best available product is and get that without caring for the price^^
-
There's a tutorial on lip-synching available here. Maybe that can help you
- 19 replies
-
- cut content
- new content
-
(and 3 more)
Tagged with:
-
Thank you for your replies. It looks like they did not block this message in a_swapimplant.nss but instead used a completely different method by adding the effects directly to Canderous. The problem here is that ClearAllEffects() will clear these effects which makes the entire thing pretty pointless.
-
Questions about some mod compatibilities
Kexikus replied to NX01-EbonHawk's topic in General Kotor/TSL Modding
Invisible Head Gear and my Full Jedi Council should also be compatible with these other mods. -
Which PC doesn't really matter as long as it has a dedicated graphics card and not an integrated one. That you need an old PC is just wrong. I play KotOR without issues on my Windows 10 with a GTX 1080 and you currently can't get much newer than that.
-
I'm working on a script that swaps a hidden item on a partymember. So what I'm doing is basically this (sItem is a string with the item's tag): object oOldItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, OBJECT_SELF); object oNewItem = CreateItemOnObject(sItem, OBJECT_SELF); if (GetIsObjectValid(oOldItem)) { DestroyObject(oOldItem); } DelayCommand(0.2, ActionEquipItem(oNewItem, INVENTORY_SLOT_CARMOUR, TRUE)); And that's working perfectly fine. However, when I run this script in a dialog, I always get the pop-up message that I lost and gained an item. I'd very much prefer it this message did not appear as these Creature Hide items are a hidden game mechanic that the player shouldn't be informed about. Is there any way to do that? Edit: Oh, and a second question: Are there switch-cases possible in KotOR / TSL or do I have to use if-else statements all the time?
-
I seem to remember that you can repair HK-47 in TSL similar to K1 in order to get a bonus to his stats, but I can't find anything on this. Could anyone confirm or deny my memories?
-
K1 - Requesting Help Finding Animations
Kexikus replied to Jenko's topic in General Kotor/TSL Modding
I'd think you just need to save the .bik with the same name as the original one and then copy it into the "movies" folder. The resolution and aspect ratio shouldn't matter I think (but I don't actually know). And I'd want to have the vision effect. -
You really should get the quests working before releasing the mod as those are pretty essential for a quality mod. Anyway, I might be able to help with the journal entries as I've had issues with those as well. In the end there were two working methods that I discovered: Using dialog.tlk entries and JRLEdit or using K-GFF. In the latter case I only used JRLEdit as a reference and to find certain quests. I'd recommend going for that method as adding lines to dialog.tlk can be quite tedious especially while you're still working on the mod. So what I did is the following (this is for adding entries to existing quests): I'd use JRLEdit to find the quest and its tag. Then I'd open global.jrl in k-gff and search for the tag. Once you have the right quest, simply right-click one of its entry structs to copy it and then paste it in the same position. Now give it the next available Struct ID and change the StringRef to -1. Finally right-click the StringRef and select Add String. Type your text into that field and save the gff file. That's it. Creating an entirely new quest would probably work in the same way except that you'd copy an entire quest instead of one entry.
- 36 replies
-
- 2
-
- Mandalorians
- TrueMandalorians
-
(and 3 more)
Tagged with: