Kexikus

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Everything posted by Kexikus

  1. I agree with Malkior. These particle effects should be reserved for higher class cantinas like the Upper City Taris cantina and maybe the Citadel Station Cantina. For the lower class cantinas I'd go for cheap neon style advertising as it's also seen on SWTORs Nar Shaddaa. Also, if you don't want to come up with all the text for yourself, I'm sure others will be able to help you I'd certainly lend a hand (or a brain) for it
  2. Amazing work as always I agree with Salk though, some more colors and contrast for the Harbinger (and maybe some flickering light for a creepy atmosphere) could improve it even more. Also, I have to mention something I mentioned before and I'm kinda sad that you still do this: Some of your Aurek-Besh text is upside down and translates for example to CDEFGHIJKLM. Why? Why not just make a real sign that has the name of the shop or something. I know I mentioned the same when you posted screenshots of your Telos Citadel Station overhaul and I know that most people probably won't notice but for those who can read Aurek Besh it's REALLY immersion breaking and you wouldn't do that with Latin letters either, so why do it in Aurek Besh?
  3. Is this the same as the old "Bendak Bounty Rework" from the early days of Kotor modding or something new? Edit: I guess miles just answered my question as I was typing it^^
  4. No, that does not override the DLG's skippable setting in K1. All it does is to wait the set amount of time before starting the line but it can still be skipped even before it actually started.
  5. Use ActionPauseConversation, then your animation code etc and then a DelayCommand for ActionResumeConversation to continue to the next line once everything is done.
  6. That depends on where you are in the game. You should be able to safely install PartySwap / uninstall Handmaiden 4 Females as long as you've not visited the Polar Academy. Afterwards it will probably create issues.
  7. Please post the questions and answers from this thread: http://deadlystream.com/forum/topic/4491-bugs-and-minor-inconveniences-with-tslrcm-185/ for us to help you. Edit: Sidenote to the moderators: The post should probably be a sticky again, it's quite hard to find currently.
  8. Glad that I'm not the only one who felt that way after watching Xuuls video on his mod
  9. You can uninstall NPCOverhaul by putting back the backup copies into the module folder but be aware that any changes done by mods that you installed after NPCOverhaul will also be removed by this.
  10. I'd guess it's a cutscene animation. I'm not sure but I think they show up like this in dlg editor.
  11. View File Less Nauseating Fury Effect Replaces the fury screen overlay with a version that causes less headache. INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Created by Kexikus THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter Kexikus Submitted 06/12/2016 Category Skins TSLRCM Compatible  
  12. Agreed. Another species would fit better and I think the ship design could very well be Sullustan.
  13. Just uploaded new versions for my HQ Stars and Nebulas mods as well as a mini-mod for TSL that I made months ago

    1. milestails

      milestails

      Thanks Kexikus!

  14. Version 1.0

    597 downloads

    Replaces the fury screen overlay with a version that causes less headache. INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Created by Kexikus THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  15. But that would still affect all NPCs using this script in Ahto West. So all NPCs would stop their animations or do whatever you implement once the conversation is over and not just the one NPC you want to. To get around that you could expand the second if statement to check if the script is run by the correct NPC. if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01"), 10) > 0 && OBJECT_SELF = GetObjectByTag("man26_repneg"))
  16. You don't need to check for the nearest creature. The fact that the local boolean "man26a_inittrig01" is 1 already specifies that the conversation is over. So what you'd need is an If statemenet that checks for this condition and then stops all animations or plays new idle animations and an else case that does what the original script does. The reason why FS' if condition is not working is probably that the number of the local boolean is not working. It should be something like this: if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01"), xx) > 0) where xx is the number of the boolean that saves whether or not the conversation is over. Not sure about the exact syntax though and I can't check right now.
  17. That's why I asked for the installer. Let me explain how these files work first. The game uses .rim files for each level to store their data. These files are basically containers including all the necessary files that make up a level. Now, you could just modify the files inside that .rim file but that would be irreversible without reinstalling the game, so instead you can copy a file from the .rim to your Override directory and modify it there. This file in the override will now be used instead of the original one from the .rim but can easily be uninstalled by simply deleting it. The game will then use the original one again. But there can be several reasons why you don't want a certain file in your override and that's where the .mod files come into play. .mod files are basically copies of the .rim files in that they also store all the necessary files but if both a .mod and a .rim file exists for the same level, the .mod file will be used. So similar to a file in the override, you can safely delete the .mod and the game will use the original again. This makes compability a problem however since there are many files in each .mod and most mods only edit some of them. If they'd just provide the .mod file you could only install one of them, that's why TSLPatcher is so useful. TSLPatcher will edit the files already existing in a .mod file instead of replacing the entire .mod. But since the .mod files do not exist by default, mod authors ship a .mod file that includes all the unedited level files with their mod. TSLPatcher will then install this .mod and make all the changes inside unless the .mod already existed. Then it will just edit the one already there. And this is exactly the reason for your warnings. Don't worry about them, they won't cause any troubles, but if you copy the .mod files from K1R into your mod folder you will revert all changes made to them by both NPCOverhaul and K1R since what you're copying is the unmodified version. Sorry for the long text, but I hope that this explanation can make things clearer for you when it comes to installing mods.
  18. What installer did you use? The TSLPatcher version or the original one?
  19. I would guess that if you install it before K1R, K1R will replace some files edited by NPC Overhaul and thus negates the changes. It should not break the game but you won't get the full NPCOverhaul mod either.
  20. I get the same error message when starting the toolset but everything works fine afterwards. I can load up modules and all icons seem to show.
  21. But since you only have TSLRCM installed, you can probably make backups of your savegame (just in case), uninstall the game and reinstall TSLRCM 1.8.5 over a fresh copy of the game. You should be able to continue with your old savegames afterwards and maybe the fight will work as intended. It could also be that your savegames get screwed up though, depends on how broken your TSLRCM installation is because of the installation on top of an old version.
  22. I've had pretty much the same issue with the Weapon Model Overhaul for TSL on M4-78 and Coruscant. I just thought that the mod authors had used a placeable that was accidently replaced by a blaster model from the mod, but I guess it has to be something else if it appears in a vanilla module here.
  23. In the worst case you could just use a trigger in the entrance area of the Ebon Hawk that triggers a script checking for the quest progress / a global set when destroying the remains and then spawns the placeable. Not sure how that would work with the Rancor though since you don't have the Ebon Hawk at that point. And if someone were to make this trophy mod I'd suggest also including the Terentarek from Kashyyyk.
  24. My guess would be the installation of TSLRCM mid-game or a mod conflict but that won't be known unless you give us a list of every mod you had installed. Also, for future playthroughs: Never use just one savegame, especially when playing with mods. It's just too easy to get a bug that could be fixed by using an older save.
  25. Looking pretty good The only improvements I can think of is to add more weathering to the console and maybe a higher framerate for the animations. Otherwise it looks great.