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DarthParametric

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Everything posted by DarthParametric

  1. You broke placeables.2da by the looks. The cage is a vanilla placeable, the mod doesn't add any. Attach the placeables.2da from your Override folder. Alternatively, some other mod overwrote my mod's script/s, which seems less likely but isn't out of the question. Post your mod list in the order you installed them.
  2. The Look In Override option just has it parse 2DAs in the Override whenever a 2DA is used in a template like a UTI, UTC, etc. It won't show up in the main asset browser. You'll have to open it manually via the 2DA editor (1st button under the top menu row). But KTool is old and creaky and not recommended to be used any more. There are multiple alternatives these days, including a new 2DA editor that was literally just released in the last 24 hours.
  3. Well the fact that it can generate TSLPatcher/HP ini data is pretty damn useful given how clunky ChangeEdit is. And HT is a complete mess and now officially dead, so new tools coming along isn't a bad thing, even if 2DAs aren't the most pressing use case.
  4. Jade Empire support.
  5. You need to send the entire folder of an individual save. For example, everything in saves\000051 - Game50. You'll need to archive it using something like 7-Zip, etc.
  6. In TSL they expanded on script functionality, so it's certainly possible to have a generic script that parses a string in the DLG to set a global. However, I'm not sure I recall ever seeing something like that. I'm only aware of starting conditional checks, like so:
  7. I don't see any references to it in either vanilla or TSLRCM scripts. The only "000_Hand" references I can see are to 000_Hand_Finale and 000_Handmaiden_Dead in 262TEL_Telos_Secret_Academy/a_kreatris. That's despite there being a bunch: 000_Hand_Angry 000_Hand_Atris_PC 000_Hand_Dad_Teach 000_Hand_Father 000_Hand_Finale 000_Hand_Love 000_Hand_Mom_PC 000_Hand_React_Evil 000_Hand_React_Good 000_Hand_Trial 000_Handmaiden_Dead 000_Handmaiden_Force 000_Handmaiden_Jedi
  8. Right click on the source child node, Copy Node, right click on target parent node, Paste Node as Copy:
  9. Yes, that's tk102's. FS just mirrored it here because the original host LucasForums/SWKnights went down.
  10. You mean tk102's? I'm not aware of FS making any dialogue editor. DLGEditor can absolutely do node links.
  11. Well I already did half of it for you (or anyone else interested).
  12. Yavin itself is also a billboard (albeit a dome-shaped one), just like the Yavin outside the window of the station in K1. Might be useful to someone if they wanted to swap it. /resources/art/fx/geometry/galaxy_map/texture/gal_map_yavin_dome.dds gal_map_yavin_dome.dds
  13. There is not. I have posted about it previously (probably multiple years ago at this point), but TOR only has a simple billboard (a plane with an alpha-masked texture) of the station, not a model. It's just a little Easter egg as you fly past Yavin on your way to Yavin IV, you never actually visit it. /resources/art/fx/geometry/cinematics/texture/cine_billboard_yavin_station_01.dds cine_billboard_yavin_station_01.dds
  14. Yeah, it's a bit of a squeeze, but it works:
  15. This will be because of the newly discovered issue that all models with VFX nodes exported from KOTORMax include a spurious component that causes a crash on Linux (and probably Mac). They need to be recompiled with a fixed KMax or KBlender. I'll get around to an update at some point.
  16. Depends on whether mesh splits along UV seams happen in KMax or MDLEdit/MDLOps. If the latter, that might explain things. Either way, unless the counts are wildly different, I'd just put it down to differences in implementations.
  17. The original intention of the model (which shows how old it is) was for it to replace the G-Wing on Dxun/Onderon in TSL. You could do that, although that raises the issue of take-off/landing videos. Or you could maybe put a hangar next door with it in on Onderon.
  18. That should work fine, unless you loaded a save already in the Temple Catacombs from before the mod was installed.
  19. That doesn't tell me anything useful. List what other mods you have installed. As the description says, it's not compatible with K1R, so if you have that installed then that is the issue.
  20. The door's OnOpen script has to fire in order to set the boolean on the door (which is what happens). But somehow the script is terminating before it starts the dialogue. I plan to completely revise the triggering approach in the next version of K1CP to hopefully remove this issue permanently.
  21. It's Arial. You can tell by the Q stroke being wavy vs Helvetica's being straight: White is font sheet, red is Arial text overlay.
  22. It's supposed to be Franklin Gothic, but they cheaped out on the licensing and used Arial (bold).
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