Kexikus

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Everything posted by Kexikus

  1. That kinda makes sense I guess. But wouldn't that replace the armor for the duration of the cutscene? Or is there something I don't understand yet?
  2. Worked perfectly, thank you The model will now be visible on the Unknown World once my skyboxes are done.
  3. As the title suggests, I'm looking for a way to give the PC a feat via script. But all I found was that this is impossible in K1, as the GrantFeat function was introduced in TSL and doesn't work in K1. So now I'm wondering if there's any way around that. My goal is to give the PC lightsaber proficiency for the duration of the training cutscene on Dantooine so that he can equip a lightsaber for the training duel with Bastila, but I don't see a way to do that without lightsaber proficiency. If anyone has an idea how to do that differently, let me know
  4. Looking really nice I can't really use it though, as it has no texture when used in Terragen^^ Don't know why but I thought I'd let you know.
  5. Well, that's way easier than I thought... xD That should make future projects possible, thank you.
  6. There's something I've been wondering about a long time now and that's the way ingame cutscenes are created. I'm not talking about dialogues, as I know how to make these, but something like the training scene in K1 for example. Or simply when one character is force-stunned by another one. I assume that scripts are used to do that, but I'd like to be sure. And if they are, how are they triggered etc. So, if someone could explain that, maybe with a simple example, it'd be great. Or if there are any tutorials, please let me know where they are as I've never been able to find them Thanks for any help
  7. It's actually pretty simple to make alpha channels in Photoshop. All you have to do is make a selection of what you don't want to be transparent (in this case the icons), then go to "Save selection" and save it as a new one called "alpha 1". If you save the image as .tga with 32bit it'll have the alpha channel and the background will be transparent ingame. About the resolution: I feel like 512 would be overkill, so I'd go with either 128 or 256 depending if there is a noticable difference seen ingame. And if you do K1 128 would certainly be enough as the GUI doesn't scale at all with the screen resolution.
  8. Well, that's not quite what I'm looking for, but if you want to go through the trouble of making an .obj file from it for me to use I wouldn't mind that. But it's not really necessary
  9. Maybe what you're referring to are .rar archives and you open those with Notepad for some reason? But actually I have no idea what you mean. Usually you'd download a zip or rar archive, open it with 7zip or winrar and extract its contents. Then you follow the instructions given in the read-me.
  10. You can The answer would be slowly but kinda steady. The thing is that I'm in the middle of my summer exams so I don't have that much time to work on those skyboxes. But that's not the only reason. So here's what's going on: Taris BoSSR: The skybox here is basically done, I only need to tweak the colors some more to get it good looking ingame. Then I also need to make the version that shows some of the damage the war has done, but that shouldn't take long as Malkior is helping me there and already made good progress. Unknown World: The Unknown World skybox is almost done in Terragen, the only thing still missing is the big crashed ship you can see in the distance. Luckily, Quanon started making a model I can use for that but I don't know how long that'll take and I certainly don't want to rush him. But once that's done all that's left is rendering and editing in Photoshop. That won't take too long. The same applies for the sunset skybox on the Unknown World and since I'll reuse that one for the BoS:SR skybox on the Unknown World I can only do so much for now. But that's all that's left to do, so it's just a matter of time and I hope everything will be done quite soon
  11. That's just amazing. Also great to hear that you were able to increase the resolution even further. I feel like that'll help a lot with those textures.
  12. You're right about that. But those two fixes don't rrsult in The same outcome. I don't remember the difference though, I thinkit was discussed in The icon fix mod thread. Also amazing Work with those icons. Thes certainly make the Game look netter.
  13. NPC Overhaul both use .mod files and will overwrite each other if installed together, resulting in weird issues or a broken game depending on the order you install them in. But Kain is working on making them compatible (no easy task I imagine), so you'll have to be patient before you can use them together. If BoS:SR is compatible or not is not known. I haven't heard of any issues yet but it's not confirmed that they work together either. You could try and report what you find out. And finally, anything can cause incompabilities. If a file is used by two different mods, they won't work together unless they have installers that allow them to modify an already existing file when installing. It's just that in some cases you won't notice much of it while it can be gamebreaking in other cases. Also, check this thread, where everything that's known to be compatible with K1R is listed and where you can ask if anyone knows if a mod is: http://deadlystream.com/forum/topic/3348-list-of-k1r-compatible-mods/
  14. Well, here you go. For the explanation I'll use two made up mods that both use heads.2da as an example but it works the same for every oder 2da file. So let's assume you have two mods called "Mod 1" and "Mod 2" that are incompatible as they both use heads.2da. First of all install Mod 1 the way it is described in its read me. Now if you'd install Mod 2 on top of that you could either override heads.2da from Mod 1 or skip heads.2da from Mod 2. So what you want to do is to find everything that Mod2s heads.2da has changed compared to the original unmoded 2da file and apply those changes to the heads.2da already in your Override folder. To do so you'll need KotOR Tool that can be found here: http://deadlystream.com/forum/files/file/280-kotor-tool/ Install it wherever you like, then go ahead and extract the 2da file in question. All 2da files can be found in Kotor I > BIFs > 2da.bif > 2D Arrays or the same for Kotor II. Find the file you're looking for, click it and click "Extract file" on the right. Make sure you save it in a new folder as it might get confusing later and you want to know where every version of the heads.2da file is located. Next up open the 2da editor in KotOR Tool. To do so select "Tools" and "Open 2DA File Editor". There you open the 2da file you just extracted and you'll see something similar to an Excel sheet. Now open a second instance of KotOR Tool and there also start the 2da editor. In this second instance, open the 2da file that's NOT yet inside your Override folder. In my example that would be the one from Mod 2. You'll now see something like this: To the left is the vanilla, that is the unmodified, heads.2da and to the right the one from Mod 2. Notice that there is a difference in row 6, column "headtexe". The modified version says "mod_Mission" instead of "****". Note all differences you find as you'll have to apply them to another heads.2da file next. You no longer need to keep those two files open but you'll need one 2da editor instance again. Now make a backup of the heads.2da file in your Override folder just in case and then open it with the 2da file editor. This file will also differ from the vanilla version, in my example it has a different entry in row 3, column "headtexe". Now you want to apply the changes you wrote down earlier to this file. To do so, click on the cell that needs to be changed, row 6, column "headtexe" in my case and replace the text with whatever text has to be there. In my case that would be "mod_Mission". After you've applied all those changes you'll end up with something like this: This one now includes the modifications from both mods. Save this version into your Override folder and if you haven't done that already, finish the installation of Mod 2. If you now start the game, both mods should work as intended. All of this will obviously not work if both mods edit the same cell but it should in every other case. I hope this helped
  15. Well, NPC Overhaul and K1R are still incompatible as far as I know, so you might want to wait for the NPC Overhaul update before you install it. To install K1R, don't use the manual installation and follow the instructions to install it correctly with TSLPatcher. Make sure you point TSLPatcher to your K1 folder, NOT to your Override folder. Afterwards continue to install your other mods. Most of them probably have TSLPatcher installers as well, so use those to insure compability and always check the install logs to see if anything was overwritten or some other error occured. Also check the K1R compability list and thread to see if any of those mods was reported as incompatible. And should you still need to edit 2da files, there should be tutorials out there or I could also explain it later (got to go right now) if no one else does in the meantime^^
  16. Kexikus

    Requests

    Qui-Don Jorn made a Revan lightsaber hilt a few years back. I don't know how you got it ingame and the download links no longer work but since he's been active here in the last time you could ask him to reupload those files. Here's the LF discussion: http://www.lucasforums.com/showthread.php?t=210648
  17. Maybe it's set the CM_Baremetal in appearance.2da? (I don't know anything about that stuff but it came to my mind so I thought I'd mention it^^)
  18. Probably my favorite AAA title. It's really awesome how you can approach almost everything from different angles and you can choose what you want to do any how you play. It's also one of the few games I played more than once. And the second time was one of the best gaming experiences I ever had: I played the entire game without killing anyone (really NO one) and without ever been seen. That's sometimes really hard but soooo satisfying. I did the same with the DLCs and it was awesome as well.
  19. But it was definetly worth it, they look great.
  20. I guess you tried disabling Vertex Buffer Objects? That fixed a few similar crashes for me last time.
  21. I also agree with the second request, but the first one is already present. Next to "File Information" is a button called "Support Topic" that brings you directly to the mods release thread.
  22. I wouldn't call that mod support. But then again, KotOR doesn't have mod support in that sense either, as all modding tools are community-written. Actual mod support for me would be to have official development tools the way Skyrim has them for example. And that's not going to happen if KotOR ever gets a remake.
  23. You would probably run into problems with files like appearance.2da that are modified by TSLRCM and many other mods. If one of those other mods is installed via TSL Patcher but doesn't find the TSLRCM .2da file for example it will place a copy of the vanilla version into your Override folder and modify that one. And I assume that the main Override folder has priority over any subfolders, meaning that effectively you have overwritten TSLRCMs version. If you make sure nothing like that happens, it should work.
  24. AFAIK it is compatible and I think you have to install K1R first, but don't take my word for it. Just check the development thread, the beta feedback thread and other big threads in the K1R section, I know it was mentioned somewhere. And I think FS is working on some kind of patch for BoS:SR, or atleast he has mentioned something like that and I assume that this updated version would be compatible with K1R.
  25. There is my Proper Manaan Quest Endings quest for those side quests leftover when you decide to play darkside on Manaan, but maybe those are deleted anyway when going to the Unknown World. But I intend to expand this mod to include other quests that can be left over on Korriban and Taris so that they are taken from your quest log once you can no longer complete them.