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Everything posted by Kexikus
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Ah okay, now I get it. Well, you could either try and merge their changes.ini files into one file. Which shouldn't actually be that hard to do, but is probably not a good solution either. From what I can tell, the hilt pack only puts model and texture files in the Override folder, so you'd just take SLM as a base and then use the TSLPatcher setup to also add those additional files and everything you add to the Override. Read the TSLPatcher manual on how to do that, it's an excellent documentation on how to set TSLPatcher up. While you're at it you could also make the mod more compatible with others by having it edit files inside the .mod files instead of replacing them like SLM. But that would require more work as you'd have to find every single file that Kaidon modified. So I'm not sure if you want to do that.
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They are compatible since they both use TSLPatcher anyway to edit the .2da file and they both work with TSLRCM and M4-78 as long as you use the M4-78 compability patch for SLM. Just install SLM as the very first mod after TSLRCM and SLM since it replaces entire .mod files instead of modifiing them. So yeah, there's no need for you to merge anything, that's what TSLPatcher is for
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Me too^^ But using another Twi'lek would also be super boring.
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Quarren would be fitting. They build ships too and are definetly present in the Exchange (which might actually be a reason not to use them...)
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Conversation error on Dxun, just before going to Onderon per shuttle
Kexikus replied to Joko515666's topic in TSLRCM
Please post the questions (and your answers) from the first post of this thread: http://deadlystream.com/forum/topic/4491-bugs-and-minor-inconveniences-with-tslrcm-185 -
Definetly looking forward to it
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Feel free to do so. I won't get to Nar Shaddaa for at least two months and even then I might not start the TSL skyboxes yet. And even if I do, I'd need custom models for the Nar Shaddaa buildings anyway that have to be created by someone else so it's not even up to me alone to decide when I get to it.
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Oh right, OnDialogue is not in the dlg... Could have known that^^ Do you use a savegame where you've not been to the swoop area before when testing the script? Or maybe try and put the script in the very first line of his dlg instead (and remove the ActionStartConversation line).
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In the latest version of FS' script it says ActioNStartConversation with a capital N where it should be a small n. If you haven't changed that it could be the reason. (Not sure why this line exists anyway^^) Also, where in the dlg did you put the script and are you sure it's named correctly?
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I've been playing a lot of Witcher 3 lately so naturally I've also been modding the game and when a mod I wanted just did not existed I made it myself and today it was finally uploaded: http://www.nexusmods.com/witcher3/mods/1775/?
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Yeah, I guess it should be SetTokenRaceTime that's called in the main function and not SetCustomToken. Then it would also work without the quotation marks since SetTokenRaceTime expects an integer as second parameter while SetCustomToken expects a String. The thing I'm wondering now is whether or not this will affect the actual racing times. This probably depends on where they are set but I would assume that it's not the same as the string token used for the dialog but another function in another script that takes the original integer constant and transforms it into some kind of time scale the game can handle. But testing that would be pretty easy once you get the script posted by FS to work (which it should with the change I described above).
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I guess you're referring to the hex editing in the widescreen part? If so then that's not necessary as Aspyrs version supports widescreen natively.
- 77 replies
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- movies widescreen
- guide
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Where did you put them in the two 2da files? And how do you try to make him "transform"? I don't really know how to answer your question without more details but I know for certain that party member DS transitions are possible in both Kotor games complete with portrait and everything except for the picture in the party selection screen in K1. So you must be doing something wrong, I just don't know what^^
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Manaan Sith Embassy area 7 (see Map)
Kexikus replied to Salk's topic in Knights of the Old Republic General
Yes, but in order to get to 12 you need to solve the control room puzzle and then the deactivation of the force field at 13 is only a shortcut back. 7 gives you an alternate route where you go to 7 instead of 10 (the puzzle) and then deactivate the force field before ever going to 12. There are two ways to get to the northern area of the map and this room is necessary for one of them. Going there after having visited the northern part is obviously pretty pointless but so is going to 12 if you took the alternate route. -
Manaan Sith Embassy area 7 (see Map)
Kexikus replied to Salk's topic in Knights of the Old Republic General
I'll just cite the website your picture is from (gamebanshee kotor walkthrough): "Likely your first priority will be to turn the steam off (see #6 above) so you can get back through the corridor without harm. There's a steam control valve on the southeast wall that does the trick. The only other object of worth is a computer panel, which you can use to have access to most of the Sith Base's rooms. Using the panel, you can turn off the force field at area #13, as well as kill the many Sith and droids in other areas of the base. Disabling the force field is not critical to exploring everywhere, but it will allow you to bypass the flow control room "puzzle" at area #10." So in short, it's an alternate way to get through the base. -
Ah right, I remember. Then I'm out of ideas :/
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They can be in the dlg only. Their StrRef needs to be -1 in that case, which is The default value in dlg editor.
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Well, You don't need to play all those grinding quests anymore. Since KOTFE it's enough to play The class and planet Story quests to Keep up with The enemy levels
- 116 replies
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- SW:TOR
- Old Republic
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But why? You'd just extract k_inc_man.nss, edit it and compile it to k_inc_man.ncs. Why wouldn't that work?
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I'm no expert but from what I can tell, this SetTokenRaceTime function takes the constants you posted earlier and translates them to the minute:seconds:fractions format the player sees and can interpret. So if you change the constants, the new race time should appear both in subtitles and as actual race time. As I said, just try to change one of them and see if the displayed race time changes. If it doesn't or somehow screws up the game you can always delete the modified ncs from your Override.
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It certainly.sounds as if it's what you're looking for. I'd just try it ;)
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It should not disappear, that's for sure^^ You'll probably need to cheat some more of them into your game using either the console or the Kotor Savegame Editor.
- 444 replies
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- handmaiden and disciple
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The situation when it comes to that skybox has not changed I'll think about it when I have more time in about 2 months. Also, there are Aurebesh (and Huttese and Mando'a) fonts for Windows. You can just install them and then type whatever you want, that should be way easier than using translators.