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Everything posted by DarthTyren
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- 124 comments
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- handmaiden
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- 124 comments
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- 124 comments
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One thing you could try is running as Admin.
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Having trouble with creating my own Kotor 2 mods
DarthTyren replied to Ed_M_Blake's topic in General Kotor/TSL Modding
Just so I understand right, you tried adding it to your inventory after adding the UTI extension to the file, correct? Can you successfully load the file back into KotORTool? -
Since you decided to PM me about this as well, I'll go ahead and make the reply public: Sorry - it's quite literally not an option. It has always been recommended for people to not even use the Steam Workshop at all if they want to install more than one mod, and PartySwap is a mod of TSLRCM, which presents its own issues when trying to work with the Workshop. If you want to use any mods alongside TSLRCM, it'll have to be a Workshop-free setup. Click here for a better explanation. So what I'd suggest is making a fresh install with TSLRCM downloaded and installed direct straight from DeadlyStream, NOT the Workshop, and then install PartySwap afterward. DarthTyren has spoken!
- 444 replies
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COPPA and appropriate intros for videos
DarthTyren replied to Sith Holocron's topic in General Discussion
One Streamer that I frequently enjoy tuning into and actively support at one point made sure to say one specific word during the stream, and his chat always backed him up on it. That word was: SUICIDE! -
First, let me go ahead and say that not only is this possible, it's actually extremely simple. It's also extremely tedious to set up as the global default, unless you're building from the ground up anyway. Now, a little background info: When I was younger and more naive (read: four years ago), I had the idea to start working on a massively ambitious project (read: total conversion mod) all on my own just to see how far I could push the envelope when it comes to modding. I was no novice when it came to ingenuity in KotOR modding, having already cut corners to introduce the community to a mod that had been wished for many times since the release of TSL (insert shameless PartySwap plug here). It quickly hit me that there was something else about the KotOR games that bugged the crap out of me, and that was that they were fully voiced - with exception to the most important character in both games. I quickly decided that would be the next hurdle I tackle. It didn't take too long to figure it out. That's right - I've been semi-selfishly sitting on this information for four years. Why? I don't really know, maybe because I wanted to present it to the community in a large project that I was happy to be a part of and blow everyone's minds. But it has become clear to me that others have been looking for a way to make it work, and I'd be remiss to not share my experiences with this particular endeavor. With all that said, here's a bit of a disclaimer: All instructions in this tutorial are given under the assumption of modding TSL, NOT KotOR. The reason for this is simple - TSL scripting, especially when it comes to dialog, is a lot more malleable. I'm not saying this is the only way to pull it off, it's just the easiest to illustrate. The first question is "How do we enable the PC to be a valid speaker?" The answer: We don't. Simply put, any time you type 'PLAYER' into the Speaker tag line in a DLG node, the dialog will crash. This alone has turned others in the past off of pursuing this endeavor. "So, we can't use the PLAYER tag to make the PC talk, and we can't assign a new tag to the PC, so how do we make this work?" This is where one's fundamental understanding of how dialogs work comes in handy. There's always one performer in a dialog that doesn't need a stated speaker tag, and who is that? The owner. So necessary workaround #1: Make the PC the owner of the dialog. This presents a new problem, however. The game is coded to always assume whatever other valid object is in the command chain in game scripts that fire dialog is supposed to be the owner, whether it's the object starting a conversation with the PC or vice versa. You know what the solution for this is? Remove those objects from the command chain. So necessary workaround #2: Make the PC start the dialog with their self. That's right, the PC is going to be starting up conversations with him/herself that you will need to invite all other participants into through the use of the Speaker/Listener tags - and those tag lines are going to be used a lot, unless you literally want the PC to be talking to him/herself. The way to set this up in a script is quite simple: AssignCommand(GetFirstPC(), ActionStartConversation(GetFirstPC(), "name of dialog")); Note: I'm including a Modders Resource (jb_func.nss) that functions as an #include script, which already has this function set up as a custom function, so all you need to type up is PCStartDialog("name of dialog"); jb_func.nss Any dialog fired by this function will have the PC speak all the entry nodes with blank speaker tag lines. Yes, you are still required to put VO on Entry nodes, not Reply nodes, which means having the PC speak a line of dialog that the player chooses from a replies list requires creating an entry after said reply with the VO information attached. Of course, this particular solution only covers game-triggered dialogs so far. What about click-started dialogs, the ones triggered by the player? This is where we get into potentially tedious territory. See, player-triggered dialogs are fired by the game gathering the name of said dialog from the objects Dialog string entry. This data call is hard-coded - we have no access to it through scripting. The obvious solution would be to set up a custom script for that object's OnDialogue event, but when one such object becomes a hundred or a thousand, that's a lot of OnDialogue scripts. This is where I came up with a different solution, which proved to be quite ingenious. Simply put, convert the player-triggered dialog to a game-triggered dialog. So necessary workaround #3: Make the dialog re-trigger itself. Note: Regarding the steps below, If you want to skip most of the work, I'm including here the script that I use to re-trigger the dialog, as well as a new dialog template to start from. Sadly, you'll have to do the globalcat.2da editing yourself. a_load_dialog.nss a_load_dialog.ncs newdialog.dlg How do we set this up? First, you need to create a global in the globalcat.2da. It can be a boolean or a number, doesn't really matter. For the sake of this tutorial, I'll be using a boolean and naming it "dialog_pc_owned". Next, create a blank entry at the very top of your DLG. Set its first conditional to "c_glob_bool_set", set the String Param to be "dialog_pc_owned", and check that "Not" box. Right now, this node does nothing but always fires. What we want to do next is make something happen. Specifically, we want to set the global, so in the first script field, insert "a_glob_bool_set", set the first parameter to 1, and the String Param to "dialog_pc_owned". This means the next time the dialog is fired, it will ignore this top node because the condition isn't being met. Obviously, there's still something missing. We need to trigger the dialog to fire again under ownership of the PC. So leave the DLG as is for a moment, and create a new script - I'm naming mine "a_load_dialog.nss". Now, in order to avoid compiling a ton of different versions of this script, we'll be making use of the String Param in the TSL dialog system. So if you're using my include file, the script would look like this: #include "jb_func" void main() { PCStartDialog(GetScriptStringParameter()); } Compile that bad boy (make sure the include script is in the override folder in your game directory), then go back to that top node in the DLG file. Insert "a_load_dialog" into the second script field, then in the String Param field, insert the name of your DLG file. So now your dialog will re-trigger itself with ownership belonging to the PC. We're done, right? WRONG! This is where I reckon I'll lose most of you, because it's a bit difficult to put into words, so please bear with me. When you trigger a dialog like this, you're setting a variable that wasn't set previously so that you can call it to re-trigger itself. The downfall is that variable will not automatically reset so that the top node triggers every time. In order for this to work, that top node needs to trigger every time, which requires resetting the global after the dialog re-triggers itself. How you set this up in the Dialog file is completely up to you, but my preferred method is to create a second blank entry underneath the first one, set the first script field to "a_glob_bool_set", first parameter to 0, and String Param to "dialog_pc_owned", then let that node be the master root for the rest of the actual dialog tree. That's all there is to it, obviously the rest is on you to write the dialog and acquire the VO in the typical way. I hope this helps, folks. Until next time... DarthTyren has spoken!
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And the latest version is live! Enjoy everyone!
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And I think it important that the world knows... that pesky problem that plagued the Disciple-Carth/Cede scene at endgame - which broke the game for many players - can finally... REST... IN... PEACE! Many thanks to @Snigaroo for testing PartySwap in preparation for the next iteration of the Community Mod Build. There are a few other issues that I'd like to check out at some point, even if only to learn that PS isn't the problem, but none of them are game breaking. I also have something else to restore in the mod, so expect a new release sometime this week. DarthTyren has spoken!
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No, because there is a limit to the size of the party table - the game only comes coded for 12 slots.
- 444 replies
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I can already tell you the problem more than likely - You aren't using the EE compatability patch made by Leilukin. Without it, PS and EE are going to hate each other. Link here - Follow those install instructions TO THE LETTER!
- 444 replies
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The Jedi Masters (TSL Total Conversion Mod) ported to KOTOR 1
DarthTyren replied to JediArchivist's topic in Mod Requests
Mainly, you would be missing a lot of the functionality that exists in TSL in order to make TJM work the way it does. It would make a lot more sense to port content from KotOR to TSL than the other way around simply because of those added functionalities. -
And we should be good to go! Version 1.3.2 can now be downloaded here.
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Just got caught up to the most recent update. A guild officer on Star Forge.
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Yet ANOTHER Update: Things are starting to settle a little bit for me right now, and I've finally decided to get back to work on this bad boy (and it has been very bad, indeed). Tomorrow, I'll be digging up my external drive with all my files on it and getting to work on the endgame Ebon Hawk scene with Disciple, making sure it can run correctly. Here's where I ask for your help - I want this to be the final necessary update to make PartySwap work without issue on it's own (unless, of course, we get an update to RCM). So, if I need to be aware of any other issues, please report them to me either here in this thread, on Discord, or in PMs, even if you've already reported them before, as I'm trying to compile an up-to-date list and prioritize. Note that if the suspected culprit of an issue is incompatibility with another mod, it will not be considered. Thank you all for putting up with me and my sporadic updates with this project. Now let's complete this thing - together!
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MOD:PartySwap and Extended Enclave Compatibility Patch
DarthTyren replied to Leilukin's topic in Mod Releases
A temporary fix, I guess, would be to re-prioritize the nodes at the end of Visas's meditation dialogue, making sure that the Disciple/Carth/Cede scene doesn't fire. I don't have access to my files to find a more permanent solution. I promise folks, everything worked the last time I played through with just TSLRCM and PartySwap.- 22 replies
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MAJOR UPDATE: As busy as I've recently found myself in my life, I haven't found any time to work on the anticipated compatibility patch between PartySwap and Extended Enclave, nor will I be able to find time or desire to work on it in the near future. However, there is some good news - @Leilukin has graciously volunteered her time and dedication to creating said patch, and I've given her the go-ahead! I hope you'll all join me in wishing her luck!
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I suppose I could have gone to the market and bought some awesome decorations for my strongholds. Do you think that would make me feel a little more accomplished (see what I did there)?
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Because it filled up a slot and I was gunning for Max Conquest Bonus at the time, that's why. Which has been transferred into Star Forge, which is where I am as well. Primarily running Operations, but do sometimes get the urge to play back through the story (probably won't happen for a while, as I recently went through all the story in SWTOR for a stream marathon that lasted seven months).
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Just curious here: What would one see programmers doing for a mod project besides writing scripts and tools? Opinions? Collective consensus?
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I would assume that any mod recruiting a programmer/coder would be primarily expecting one or both. Anything else is presumably down to the individual's own talents/abilities, and how much additional work they are willing/able to take on. The scale of the mod project in question would also have a lot of bearing on it. A team of a few people would necessitate multi-tasking, a team of, say, 30-50 not so much.
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O...kay...?
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What can I say about this movie that hasn’t been said by many others already, even myself? I guess there’s only one way forward – just vent. I’ll start by saying this – I loved the movie, so much so that I would in fact consider it one of my all-time favorites, that list not being confined to Star Wars. I’ll get to why further down this wall of text. There are some obvious flaws, and I want to start with those. The porgs are a marketing tactic – there, I said it, and I’m fairly certain that this one thing most people can agree on. They serve no purpose save giving Chewbacca something to do. They take too much time away from the actual good parts of the movie. That’s all I can say about them. The subplot with Poe and Holdo – in the end, it just felt like artificial drama that was put in to give the theme another leg to stand on. However, my feelings on this are mixed. There are really only two things I despise about it. The first is that it makes Poe, the most talented pilot and battle commander in the Resistance, look like a glory-seeking moron. They could have taken so many other directions with this subplot without cutting it out completely, but it was put in so Poe could learn the difference between glory and sacrifice, and that’s it. However, the fleet was in a no-win situation, and I understand the reluctance on the part of Holdo, so that kind of balances things out. The second thing, though, is that it also spawned the Space Vegas sequence. Let me be clear – the only reason why I despise Space Vegas is that it, once again, spent too much time focusing on something that, in the end, didn’t matter. It meant nothing, it had no bearing on the rest of the story, no difference was made. But, again, that kind of balances itself with the theme of the work. I’ll leave it there. EDIT: I actually have one more thought on this - the only reason it's necessary is because of the drama stated above. It added yet another leg to the theme. It did also develop Finn's character a bit, which was fine. The way they temporarily removed Leia from the picture was both awesome… and ridiculous. Enough said there. Lastly, the film was extremely wishy-washy in many areas, as if the writers couldn’t decide what they wanted to have happen, or what they wanted to be true. That ended up sinking into the plot, but not the characters, and that’s the first thing that this film got right. It was extremely gutsy. It focused on a concept that was briefly touched upon in some of the other movies – failure. It defied audience expectations at just about every turn, sometimes for good, sometimes not so good. Be warned, this is where I become a bit more biased. Snoke’s death is, arguably, the hardest part of this movie for me to swallow. I feel like Ben just thinking about it – inner conflict and turmoil. In the end, I decided I couldn’t exactly pass judgement on it until I see what it means for the final movie. The way they handled Luke… I can’t actually put it into words how much I enjoyed Luke’s character arc in this movie. The way they went against the grain, the way they established him as one of the central figures of the theme, it was unexpected, yet extremely refreshing, something that this film desperately needed. Then there’s the bond between Rey and Ben (I say Ben because that’s who it feels like Rey is connecting with, not Kylo) – oh. My. Goodness! That still has me gushing and hoping that they continue to evolve their relationship in Episode IX. It’s also one of the things that makes me scared for Episode IX. But by far, my favorite part of this movie is how much it made me feel. I felt for these characters, I felt for their circumstances, and in the end, I felt like I was “being torn apart”, the film invoked so much in me. Maybe it’s because I’m a wimp, maybe I’m just a sucker for delicious angst, maybe it’s just because I can relate to the characters, but after I saw the film (five days ago), I spent the whole time since thinking ‘No! They can’t leave it like that!’ But, of course, they could, they did, and in fact, they had to. Remember how I said I’m a sucker for delicious angst? My personal counter to that is it needs an equally satisfying end. I’ve never been so full of hope, yet so lacking in optimism. And the thing I hate the most is that I must wait two years to see if everything does, in fact, fall to crap. So, yeah, I love this film, but I’m unsure I’ll be able to handle seeing it again until the next one comes out.