Kexikus

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Everything posted by Kexikus

  1. Crash's link is not for the main mod though but for a ship pack Jeronimoe released about a month ago that contains rips of all (or most, didn't check) ships from KotOR / TSL. AFAIK he didn't edit them so you can also just rip them yourself. But the modder is still active and he gave me permission to use screenshots of his models, so I suggest asking him if you can use his Old Republic at War models like the Chela fighter.
  2. Sith Holocron already explained it perfectly: Voicelines will be the very last or at least one of the last things we do to finalize the mod. Recording them now would only force us to stick with the current form of the dialog even though we'll probably want to change it at some point.
  3. Maybe that print is just bigger than A4? Posters are usually A3 or even A2 and not many people have a printer of that size not to mention a scanner.
  4. That's good to know. I always assumed TSLPatcher simply follows the order of the changes.ini file. Thanks for clearing this up.
  5. JCs method is definetly the better way to go but if you want to continue with k_sp1_generics, make sure that both k_inc_force and k_inc_generics are in your override as uncompiled files.
  6. I'd be very interested in this as well. Especially if anyone has it without the logos. For K1 it's available in high res and logo free on Wookiepedia but I haven't been able to find the TSL artwork.
  7. Uhm, I'm really not an expert when it comes to this part of KotOR modding but going from the name "k_INC_generics" I assume that this is probably also an include script. IIRC there is a unique script for every force power that probably has the "k_inc_generics" included. Try opening spells.2da and check which script is actually fired for the force power you try to edit. (You can open .2da files directly with KotOR Tool and there should be a column for the script somewhere in spells.2da.) Then you probably need to find and decompile that script, place both your edited k_inc_force and the vanilla k_inc_generics in your Override and compile the force power script. But as I said, all of that is just my guess. I've never done anything force power related.
  8. AFAIK you need to have the modified k_inc_force.nss in your Override folder when you compile the k_inc_generics. Subfolders might work in TSL but definetly not in K1 so I'd just drop it directly to the override (before compiling!).
  9. Is it working right now? I'm wondering because I always thought that 2DAMEMORY tokens have to be set before they can be used and in your changes.ini it's the other way around.
  10. You simply extract the entire kas_24aa.rim and kas_24aa_s.rim and pack those unmodified files into kas_24aa.mod before placing it into the tslpatchdata folder just as you would for 2da files etc. Then you add this .mod file to the installed files, making sure that the "Replace" box is NOT checked. Generally in the file installation this box specifies whether or not TSLPatcher will skip the file if it finds one of the same name in the installation directory or replaces that old file. And since TSLPatcher does the file installation first before doing any modifications, this will make sure that the necessary .mod is always present when installing your mod. Any mod installed afterwards will then patch the files inside the .mod.
  11. The usual method to make this work is to provide a vanilla kas_m24aa.mod with your mod. TSLPatcher will then copy this file to the modules folder unless there is one already present and then it will patch the files inside. That way you don't have to add unnecessary requirements but retain compability.
  12. Thanks for providing this! I can't wait to see a full mod be born from your groundwork. I have to ask though: Why do you need K1R (makes somewhat sense to me) or NPC Overhaul (makes no sense to me)?
  13. From nwscript.nss: // 719. SetGlobalFadeIn // Sets a Fade In that starts after fWait seconds and fades for fLength Seconds. // The Fade will be from a color specified by the RGB values fR, fG, and fB. // Note that fR, fG, and fB are normalized values. // The default values are an immediate cut in from black. void SetGlobalFadeIn(float fWait = 0.0f, float fLength = 0.0f, float fR=0.0f, float fG=0.0f, float fB=0.0f); // 720. SetGlobalFadeOut // Sets a Fade Out that starts after fWait seconds and fades for fLength Seconds. // The Fade will be to a color specified by the RGB values fR, fG, and fB. // Note that fR, fG, and fB are normalized values. // The default values are an immediate cut to from black. void SetGlobalFadeOut(float fWait = 0.0f, float fLength = 0.0f, float fR=0.0f, float fG=0.0f, float fB=0.0f); Black would of course be 0.0 for the three color values and then you have to customize the rest for your specific needs.
  14. Me neither, but why reduce compability on the assumption that such a mod will never be made? If I had not used TSLPatcher this mod would be incompatible with any mods that might add planets in the future (like Sleheyron) and I don't see how that would be a good thing.
  15. For compability, the reason why EVERY mod that edits .2da, .ut*, .gui or pretty much any other KotOR file type except for textures and models uses TSLPatcher. Why do you keep asking that question? It's not like using TSLPatcher is any more work than manual installation (especially if you want to install more than 2 mods and keep a playable game).
  16. I sadly don't know where to get the K2 version. But for anyone stumbling upon this thread in the future: K1 models will NEVER work in K2 and vice versa because the model format of these two games is different.
  17. Fully extracting and reexporting is pretty much impossible. You'll either use lightmaps or animations. And in both cases you might loose even more that I don't know about. This is because MDLOps doesn't support lightmaps and KAurora doesn't support animations. Your issue with everything turning black could either be due to missing lightmaps or it could be the same issue I faced for some time. That was when I used KotOR Tool to decompile the models instead of the latest version of MDLOps. You can fix that by either giving KT access to the latest version of MDLOps (probably by replacing the mdlops exe in the KT installation with the new one but I'm not sure) or by extracting the .mdl and .mdx files to manually decompile them with MDLOps. And the new textures look great as always btw
  18. The door could also be locked. IIRC doors won't open even with scrpits while they're locked. So try and add SetLocked("<door tag without <> >", FALSE); But most likely your issue is the file extension in the script. This may be due to a wrong understanding, so let me try and clear this up. What you reference here is NOT the file name but the file tag set in the .ut* file. Usually it's the same (maybe it even has to be the same) but the tag obviously has no file extension which is why you don't use it. That said, you NEVER use file extensions as FS said even when you actually reference files like in the ExecuteScript() function.
  19. 1313 might have taken place on only one planet, but we will never know. Other than that Battle of Naboo is the only thing that comes to my mind as well. But I've never played it so I can't be sure either.
  20. The tutorial you're referring to is probably this one. (Most of the lucasforums tutorials are still available in the Wayback Machine. You can find them with the links Darth Parametric posted in this thread.
  21. That rancor was probably cut from the final release but the screenshots were taken from an older version that still had it.
  22. Anyone here who'd like to make me a unique old-ish female head? A texture edit would suffice as long as it doesn't look too similar to a PC head

  23. Same for me here Oh you should never have said that xD That said, I'd be willing to do the same...
  24. No problem. It's just really hard to troubleshoot with incomplete information
  25. It should be int nNPC = -1; right? 1 would be the first party member (whoever that is)