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Everything posted by Kexikus
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The only thing that could need models here would be visible damage done by the turbolasers, but that should be doable with placeables, so no need for new modules etc. The turbolasers themselves are most likely area model animations, controled with a script as Sithspecter said. That means that you can probably just trigger them again and you'd have more turbolasers
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[KOTOR] Achievements Mod Using Journal
Kexikus replied to mrfarenhiet's topic in General Kotor/TSL Modding
It could be possible by writing one giant script that resets all the globals, journal entries, party members, modules etc. and also scales up the enemies before teleporting you back to the Endar Spire. However that would be a tremendous amount of work. No, there's no way to expand a journal entry that way. You'd have to make one possible entry for every combination of unlocked achievements and then use a script to display the correct one depending on the unlocked achievements, which would get very inefficient once you have more than a few achievements. Displaying the achievements in a conversation log would be entirely possible even without a new database as you'd just have to add a boolean global for every achievement and then display each line of text depending on whether or not that boolean is set to TRUE. Using an external database for that is not possible AFAIK since you can't store information anywhere except for savegames and you can't access these savegames from a new game.- 9 replies
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- KOTOR
- Achievements
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[KOTOR] Achievements Mod Using Journal
Kexikus replied to mrfarenhiet's topic in General Kotor/TSL Modding
The only way to distinguish them in the journal screen would be to call them "Achievement: Title" instead of just "Title". The Ebon Hawk terminal would also be possible with a simple computer dialog, but since you have journal entries anyway you could simply use those to describe the achievement and the bonuses.- 9 replies
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The following is just a wild guess, but that could just be a bug in Aspyr's TSL update. It wouldn't be the only one and I don't think it's even possible to remove these notifications with a mod. However, I really don't know the reason, so this is just an unfounded theory.
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[KOTOR] Achievements Mod Using Journal
Kexikus replied to mrfarenhiet's topic in General Kotor/TSL Modding
It'd definetly be possible to add some kind of achievements by simply using journal entries. Those would just have to be added to global.jrl and then you need to run scripts in the proper situations or edit dialog files to give these journal entries/achievements. In game bonus effects could be implemented with the very same scripts that also give the achievements so that wouldn't be an issue either. The problem is however that all of those achievements would appear right next to the journal entries and AFAIK it's not possible to create new GUI screens. But if that doesn't bother you, you could make that mod happen- 9 replies
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Please post the questions from this thread and your answers.
- 17 replies
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- Nar Shadaa
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For those mod parts that were NOT installed with TSLPatcher but simply copied to the Override folder you can do this. But any mod that's installed with TSLPatcher (which includes several parts of this mod) has to be installed by pointing TSLPatcher to the TSLRCM workshop directory. I'd suggest to completely remove all mods by making a fresh installation and then either get TSLRCM from here and install every other mod as you did before or if you keep the workshop version, install every other mod to TSLRCM's workshop directory.
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Where did you install the mod? In the TSL Override folder or in TSLRCM's Override folder? If you use TSLRCM from the workshop you ALWAYS need to install other mods to its workshop directory instead of the TSL installation directory.
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Download:Brotherhood of Shadow: Solomon's Revenge
Kexikus replied to Fair Strides's topic in Mod Releases
No need to get sarcastic just because someone is suggesting easy solutions. You wouldn't believe how often issues like these can be resolved in such simple ways. Sadly I don't have a good solution either. The only thing I can think of if you haven't tried that yet would be to restart the game and maybe it'll work this time. -
There will be almost no difference. The party member dialog has been changed so there are some other tiny dialog bits here and there, but in general it remains the same. The final romance scene is actually one of the few scenes I haven't written yet, so I can't tell you for certain but I have no big changes planned there.
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High Quality Blades (an actual Work in Progress...no, seriously)
Kexikus replied to Sithspecter's topic in Work In Progress
Awesome! I'm definetly looking forward to this one The only sad thing is that since this is actually WIP it won't be released tomorrow -
Actually, he only has to compile every script that uses the edited part of the k_inc_file. That may be every single one of them, but it doesn't have to be, right?
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The hair direction on the beard looks a little random to me. Otherwise I'd say you're off to a great start here
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You could edit a Mandalorian soundset to remove The Mando references and it should Work for such minor NPCs
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The alignment is indeed a numeric value that goes from 0 to 99 (or maybe it is 100) where 0 is fully dark and 99 fully light. The point changes for different replies are somewhat more complicated though. Basically there are three scripts for each side: k_act_darksml, k_act_darkmed, k_act_darkhigh and the same for light side. Which one of those is used is specified in the .dlg file. Each of these scripts then calls the UT_AdjustCharacterAlignment from k_inc_utility which calculates the actual value. That way you get more dark side points if you're light sided and vice versa. If you want the exact calculations, check the k_act_darksml script etc. You can find those with Kotor Tool in BIFs -> scripts.bif -> Scripts, Source. The functions they call, can be found in k_inc_utility.nss which is also in the same path.
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Here is a tutorial on how to do that, should you want to give it a try.
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Welcome back. I've been using your mods for a while now, so it's great to see you back in action
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That makes a lot of sense. I guess I'll not have the training then for the following reasons: Lore wise you don't have enough knowledge about the dark side to teach her. None of the other party members can be trained in any way so it stays consistent. And the technical implementation would be less than ideal. I have to admit that this is probably the weak spot of this mod. The thing is that there is pretty much no interaction between the party members except for some rare banter and neither is there any dialog with one party member about the others, so you don't really get to know what they think of each other. But to answer your question: My reasoning for why it can work that Juhani is dark sided and be with the Jedi is that they apparently don't care about the player's dark side actions either. I mean there is some dialog for it but as I stated above there's no such thing between the party members. And a little more specific: The Council won't know that Juhani is your apprentice. And Juhani (and you as a dark side player) pretend to work for the Jedi up to the final decision on the Unknown World so we just have to assume that Bastila, Carth and the others turn a blind eye to your dark side actions and to the fact that Juhani is dark sided. I know that this is not the best solution but it's the way it is without having to change too much in the game.
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Questions about putting in an alignment shift system in KotOR1
Kexikus replied to setite's topic in General Kotor/TSL Modding
I'm pretty sure that it's not possible to rename files from within the game. -
Questions about putting in an alignment shift system in KotOR1
Kexikus replied to setite's topic in General Kotor/TSL Modding
The character picture in the party selection screen is part of the portraits for every character. If you have a look at portraits.2da in this overview you'll see what's the issue. Basically there are portraits for light side alignment in the baseresref column and for the dark side transition portraits there are the last 4 columns (baseresrefe, baseresrefve, etc). Each of these corresponds to a portrait for a certain alignment. Additionally there are two more textures related to this: First of all the silhouette portrait for when the party member is unavailble like Bastila on Korriban and then the "alignment picture" aka the body shot of the character in the party selection screen. Those files are named the same as the standard portrait (the entry in the baseresref column) with an added 2 / 3 at the end. This suggests that you can simply do the same for the dark side portraits but the game won't use them. It will always use those from the baseresref column. So yeah, it's basically hardcoded -
It should be able to do that if they are actual doors. But if they're not you won't be able to open them with savegame editing either.
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You could also just install a cheat armband like this one that allows you to open doors. That's probably easier than what Fair Strides explained^^
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I like the model but the texture looks too much like something out of a comic (similar to Telltale's or Borderlands' style) and could use some tiny spots of color for a lock or something like that. It's a little bland right now.