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Everything posted by DarthParametric
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- 11 comments
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Npc overhaul and community patch compatability patch
DarthParametric replied to Revanbeta50's topic in Mod Requests
Chances are nobody is going to volunteer, but you might improve your chances if you provide some actual useful detail. List all the problems that occur. -
Npc overhaul and community patch compatability patch
DarthParametric replied to Revanbeta50's topic in Mod Requests
Install NPC Overhaul first and it should probably be fine. -
I wonder if you should swap the clothing for the last two. The current arrangement doesn't seem to have enough contrast with the skin colour.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
Yes, since placeables.2da has a number of unused vanilla rows you could manually edit it and reassign this mod's placeables to those rows. Since your 2DA is borked anyway you'd want to start with a fresh install, so you could just edit the mod's changes.ini to switch it from adding new rows to editing existing rows. Rows 47, 62, 78, 90, 94, 97, 115 all have no models assigned and so can be replaced. Rows 8 and 9 are probably also ok to replace. -
JC's Romance Enhancement: Dark Sacrifice for K1
DarthParametric commented on JCarter426's file in Mods
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Don't use the TSLPatcher.exe from there or that will break some modules due to the filename bug (same bug ERFEdit had at one point). Use the exe included with K1CP instead. Although at a quick glance there shouldn't be any problem with 702KOR specifically. Also note that if you want to compatibility for M4-78, they replace the Academy with a whole other module (703KOR I believe?), so that will require a separate patch.
- 204 replies
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- tslrcm 1.8.6
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The texture is PLC_map01. There is no "glass", not unless you are using a modified version of the placeable (PLC_EndS.mdl/mdx). The vanilla placeable is just a simple double-sided plane using self-illum and a tiny bit of mesh alpha with a texture that has an alpha mask and the blending additive TXI semantic.
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You could leave it on the human rig and just do a local talk override animation to get a suitable amount of snout movement. How much does the vanilla one move anyway?
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I assume you are going to swap to the standard human rig? Doesn't seem to have the giant-sized hands of the KOTOR model.
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K1 Vanilla "J" Slot Models Help
DarthParametric replied to ConansHair's topic in General Kotor/TSL Modding
Well you're the one that has decide that, since you made the request. But from my own perspective it looks fine to me. It's not something I have ever noticed in-game personally, although I don't use those sorts of reskins as a general rule, so I don't know how obvious it is with the vanilla texture. -
K1 Vanilla "J" Slot Models Help
DarthParametric replied to ConansHair's topic in General Kotor/TSL Modding
Given how uniform it is, I would suggest that was a deliberate choice. -
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So I created a thing:
https://github.com/DarthParametric/KOTOR_Registry_Install_Path_Editor/releases/latest
Hopefully it should help with those struggling with install path registry edits. Simply download the CMD file and double-click it to run it. Alternatively, you may need to right-click on it and choose Run As Administrator. The script will scan the registry looking for any install info for the CD, GOG, and Steam versions of both games. If it finds them it will display the listed install path currently stored in the registry. You can choose to edit the CD version's key using the install path of either the GOG or Steam versions (assuming they exist on your system), or create the CD registry key with that info if it doesn't already exist.
If anyone has an alternative version of either game, say from Origin or some other store, I'd be interested in finding out what registry keys those versions use so I can add them to the script.
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It's very much not recommended for people to be using in-progress builds, and the repo is deliberately set up to prevent you simply downloading it directly as an archive as a safeguard against doing so. If you insist on it however, then you'll need to learn how to use Git to clone a repository locally: https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository We do not offer support for this, so if you have questions you'll need to Google it.
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Mods auto finding install folder
DarthParametric replied to Todd Hellid's topic in General Kotor/TSL Modding
TSLPatcher's registry lookup only works for the registry keys of the CD versions of the games. Look at the threads about adding those keys for KTool for how to add them. For example here. In the [Settings] section at the top of changes.ini you need to set LookupGameFolder=1 to enable a registry lookup and then either LookupGameNumber=1 for K1 or LookupGameNumber=2 for TSL. -
Loss of sound in Kotor 2
DarthParametric replied to Todd Hellid's topic in General Kotor/TSL Modding
That is the Aspyr version. Roll back to the prior unmolested version. Not sure if/how you do that if you are using Galaxy. Check the official GOG forum. -
Loss of sound in Kotor 2
DarthParametric replied to Todd Hellid's topic in General Kotor/TSL Modding
Aspyr's version? -
You might need to screencap the messages window. And the branch/node in DLGEditor.
- 204 replies
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- tslrcm 1.8.6
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P2 is the righthand tag offset, i.e. the suffix length. It's the number of characters that GetStringRight will count back from the end of the string you feed it (the tag of the current item in the player's inventory in this case). Then with sEnd == sDLGTag you check that fragment against the suffix string that you feed into the String Param field (e.g. _scheme). P3 is being used as a minimum string length check for the item's tag via GetStringLength(sTag) > nDLGInt3. It's probably not strictly necessary, but I figured it was worth adding as a safety cutout since I don't know what happens when you feed a string to GetStringRight that has fewer characters in total than the count you give it. I assume it returns a null string, but I'd have to test it. You can try this version which will pipe some debug info to the message screen if you want to see what it is doing: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; string sDLGTag = GetScriptStringParameter(); int nDLGInt1 = GetScriptParameter(1); int nDLGInt2 = GetScriptParameter(2); int nDLGInt3 = GetScriptParameter(3); int nDLGInt4 = GetScriptParameter(4); int nDLGInt5 = GetScriptParameter(5); SendMessageToPC(oPC, "========== SCRIPT DEBUG =========="); if (GetHasFeat(nDLGInt1, oPC)) { SendMessageToPC(oPC, "Player has feat ID " + IntToString(nDLGInt1)); oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, nDLGInt2); SendMessageToPC(oPC, "Current item tag = " + sTag); SendMessageToPC(oPC, "Tag suffix = " + sEnd); if (GetStringLength(sTag) > nDLGInt3 && sEnd == sDLGTag) { SendMessageToPC(oPC, "Item tag contains suffix " + sDLGTag); return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } Note though that the message window buffer is pretty small, so if you have a gazillion items in your inventory you'll likely miss a chunk of it since you won't be able to scroll back far enough.
- 204 replies
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Well the feat check is not going to work for the PC in the current script (either yours or mine) since OBJECT_SELF will be the DLG owner. For TSL, yes, you can use GetScriptStringParameter to grab a string and GetScriptParameter to grab up to five ints. You could try this: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; string sDLGTag = GetScriptStringParameter(); int nDLGInt1 = GetScriptParameter(1); int nDLGInt2 = GetScriptParameter(2); int nDLGInt3 = GetScriptParameter(3); int nDLGInt4 = GetScriptParameter(4); int nDLGInt5 = GetScriptParameter(5); if (GetHasFeat(nDLGInt1, oPC)) { oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, nDLGInt2); if (GetStringLength(sTag) > nDLGInt3 && sEnd == sDLGTag) { return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } That would let you specify the tag string fragment, the feat ID, the minimum tag length, and the tag fragment length all in the DLG. Like this:
- 204 replies
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Try this: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; if (GetHasFeat(245, OBJECT_SELF)) { oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, 7); if (GetStringLength(sTag) > 8 && sEnd == "_scheme") { return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } Since it is using OBJECT_SELF, I assume the GetHasFeat is checking a companion?
- 204 replies
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- tslrcm 1.8.6
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