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Everything posted by Kexikus
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The best solution would be to manually install M4-78 EP and then PartySwap both downloaded from this site. When you do this, make sure to direct their installers to the TSLRCM workshop folder and NOT to the TSL installation folder. Alternatively you could try to direct PartySwap's installer to the M4-78 EP workshop folder. Doing so MIGHT work, but might also cause a bugged installation.
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- handmaiden and disciple
- party
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(and 2 more)
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That's called "coil whining" and is not necessary caused by an overloaded GPU. AFAIK it happens if the GPU works on or close to its resonancy frequency, thus causing an audible resonance. No idea how to get rid of it though.
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Blog #51 - Who wants to make HD versions of the trailers?
Kexikus commented on Sith Holocron's blog entry in Sith Holocron's Blog
Where did those trailers play exactly? In the same place, the legal videos are still played on PC or somewhere else? Remaking those would definetly be interesting, but I have to admit that I'd rather use my time to make other mods^^ (and I don't really have the skill to make those videos anyway). -
I don't have access to my tools right now but there should be a setting somewhere that allows KotOR Tool to use files from the Override and .mod files. They are listed in a different location in KotOR Tool though, so check all the branches. Or if you really can't find them, use ERF Edit to extract from the .mod files.
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BIG NEWS: The mod is now gameplay complete This does not imply that the mod is fully complete or even close to being done but it is a big step in the right direction. At this point there are now two major objectives left: 1. Create and implement all the voice over (including recording, voice splicing and lip synching). 2. Test the mod and improve it. The voices cannot be done before the lines are set in stone so that obviously means that testing is the next thing that needs to be done. This will require multiple playthroughs of pretty much the entire game and that's where you come in: I need you guys to help me test this mod. This requires that you do a full playthrough of the game with some specific choices I need you to make. You cannot use other mods in this playthrough (except for texture mods) and I need you to report every issue you find. Keep in mind that the mod is not completed so there are probably several bugs and it will generally not be a polished experience. Also, playing through the game takes time and while I understand this, I don't want to wait a year for you to complete the game or maybe not complete it at all. If none of that discourages you, please send me a PM and I'll let you know what exactly I need. If you don't feel like playing through the game just for this but would still like to help, I could use someone to read through Juhani's party member dialog for me to check for inconsistencies and other errors. If you're interested to do this, send me a PM. Thanks for the interest in my mod, I'll keep you updated on the progress
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KOTOR 2 crashes after character creation
Kexikus replied to superSzym's topic in Knights of the Old Republic General
Only the Steam version has the Aspyr patch even though they promised to bring it to gog as well. This has not happened yet. In Steam you can get both the patched and the unpatched version by right-clicking the game in your library, selecting Properties and then the "legacypc" beta. This is the same version that's available on gog and AFAIK also the same version available in the KotOR Collection. There are arguments for and against the Aspyr patch. (I personally don't use it but I can see the benefits others might get from it.) So if you want that patch you have to get the Steam version or pray that some day gog gets the same patch. If you don't, then I'd definetly recommend gog since it's DRM free and as you said yourself, it's cheaper as well. -
I thought he was referring to cheating / using savegame editors. In any case, a link to his source for this information would be very useful.
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Glad to hear that you found the issue. Did your source say anything about buffing HK before going to the factory? If that's a possibility you can just use KSE to buff him in a pre-Factory savegame and then enter it. With a decently skilled HK and some good equipment the factory should be beatable without cheats though so maybe not buffing him at all would be another possibility^^
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You should know this by now shouldn't you? Anyway, since this bug was reported here for TSLRCM 1.8.4 and hopefully fixed since then I assume you use an outdated version of TSLRCM.
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Exporting .wav from Audacity worked. I think those are raw .wav files so the answer is proabably yes.
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Thank you very much. Your solution worked perfectly Is there anything I need to do to get my edited files working ingame or would I just save them as raw .wav?
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@ bead-v: I tried several files but one example is NM15ACJUHA07000_.wav @ Darth Parametric: I'll give this a shot. Not quite sure why this is necessary though as simply renaming worked last time I tried this.
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I have a problem with VO audio files in K1 and was hoping that you might be able to help me. Last summer, when I last edited vanilla VO files, I simply renamed them from .wav to .mp3 and they would play just fine. I could then import them to Audacity and do whatever I wanted. But now, none of these play anymore. Instead I get static noise in VLC or silence in Windows Media Player. Neither can I edit them in Audacity. I'm probably missing some codec or something but I've no idea which one, so any help would be very appreciated.
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Go ahead and try 10) and 11). Those questions are there for a reason since doing both of these can fix several issues. And ideally you'd even try a new savegame but at that point in the game you probably no longer want to restart which is completely understandable.
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I really don't get what you are trying to do? You combined two texture mods, right? And now you want to upload it here as a new mod or something else? If you want to upload it, you first need to get the permission from the original authors to use their work and then you simply add it as a download by going to the download section at the top of the page and then selecting "Upload new file" at the top right. Edit: Also, that thread title doesn't help with understanding your issue either. Try something more descriptive next time Admin: We're on the case.
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I was going to give you an update after this weekend, but since you ask: Here you go: I finished the party member dialog as well as every other Juhani dialog and the journal entries. The only thing left before this mod is "feature complete" and ready for testing is the Bastila conversation which I plan on getting done this weekend. Then the mod needs to be tested, some polishing needs to be done and once everything is set in stone I need to get voice actors. That's a nice idea, however I'm waaaay too far in the development of this mod to completely change the story to something like this. Thanks for the suggestion though.
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Also make sure that you load a savegame where you have NEVER entered the area that contains your edited character before. If you don't, the .utc changes won't load.
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According to his first post that's not true:
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There's no need to edit the OnConversation script if all you want to do is to start the conversation. Actually I would even say that using the OnConversation script here simply won't work. You can simply add the name of the dialog file in the Conversation box of the .utc (assuming you use KotOR Tool to edit it. If you use a gff-editor: There should be a field called "Conversation" somewhere. Put the name of your .dlg file without extension there.) The OnConversation script is used to trigger additional effects when starting a conversation. I don't know why your second script isn't working though. Make sure you have the compiled script and your edited .dlg in the Override, but I assume you did so. The only reason I could think of is that maybe you put the script in the Conditional script slot instead of the fire when spoken slot. And finally a clarification on what jc said about using int StartingConditional(): int StartingConditional() is ONLY used for conditional scripts that enable certain lines in dialog. Every script fired in a dialog uses void main() and as Fair Strides said you should use void main() in your case.
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I tested my suggestions posted above and most of it (including bead-v's suggestion to use the Czerka theme for Yavin) work very well. However, using the Dune Sea music for the Sandpeople enclave is definetly not an improvement. Maybe I'll just give the enclave a unique file name but keep the vanilla music. I'm also not sold on using the Hideout music / Bastila theme for the Ebon Hawk. It's not bad, but not great either. What would you have done bead-v? I'm asking because you mentioned that you'd change that. Your suggestion of using the Carth theme for the Leviathan seems like a great idea on paper but it just doesn't work IMO. That's simply because the Carth theme is an action piece that feels out of place when not in combat. And while you're in combat, you get different music. Using it as the fight theme for the Leviathan could work though. But that's not what this mod aims to do. Edit: I think I'll just make this mod as a utility mod that gives each area a unique music file name but by default doesn't edit the music in any area. It would then be up to you as the user to remove duplicated music in any way you like.
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It worked for me at least. Not sure where I got this from but I actually had to apply this "fix" even after following Xuul's videos. Sadly I only found the fix after I had played without movies for most of the game...
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Unless you want Widescreen anyway, there's a much simpler solution: Right-click your swkotor.exe and select Properties. Then go to the Compability tab and check "Deactivate Visual Designs", "Deactivate desktop..." and "Deactivate scaling...". Note: This is for Windows 7, I don't know which of these are available in other Windows versions. Also, the names might differ since I translated them from my German Windows version. And it's possible that you don't need all of them but I was too lazy to test it and I haven't seen any disadvantages when using them all.
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Sonniss currently offers a free 20 GB pack of sound effects: www.sonniss.com/gameaudiogdc2017/ Not sure what's in there but I'm sure the download is worth it.
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The guy that offers those free GDC sound packs had a bonus. Enjoy:
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I have to agree with Seikan. The barrel doesn't feel like Star Wars. Btw: Once a final model for the explosive barrel exists, it could be used for the explosive barrels in the Peragus turret minigame. Then players might even have a chance to understand the barrels before they accidently shoot the first one and see it explode.