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Everything posted by DarthParametric
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Help adding dialogs and scripting
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
They also work on triggers as well. It's common practice to set a local on a trigger the first time it fires. Gives more flexibility than outright destroying it for cases where you might want to reuse it. All of K1's random loot placeables use locals in their heartbeat scripts to stop them respawning (although Obsidian added a new function for TSL to just remove the script altogether after firing, to cut down on overhead on the Xbox). K1 makes extensive use of module locals for various quest states via the module includes. -
Help adding dialogs and scripting
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
If you are going to get into scripting, you'll be spending lots of time rewriting stuff. Comes with the territory. If you are making something for you self, by all means hack it together however you want. If you are planning on releasing something publicly though then you should be willing to refine it to make sure you don't do anything that isn't strictly necessary. It will make your life easier in the long run anyway when you come to setting up a TSLPatcher config. TalkedTo isn't anything special or unique. It's just local boolean constant 10. They added an extra utility function for it, but under the hood it's still just Get/SetLocalBoolean. If you want to use the strings and the functions for them outside generic scripts, you'll need to set k_inc_utility as an include. -
Help adding dialogs and scripting
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
You can set a local on a placeable or even the entire area. It's not limited to creatures. -
Help adding dialogs and scripting
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
There's no need to create a new global unless you need to track something across multiple modules. If you are only interacting with a single object/creature via one DLG then you can just use one of the existing locals that are set up for that purpose. -
No, Xoreos Tools doesn't properly convert all textures. The best solution is to use ndix UR's TPCView - https://deadlystream.com/files/file/1552-tpcview Not only does it correctly convert them, but it also exports a TXI for any texture that needs it. To mass convert, select the TPCs, drag them over the TPCView window, hold down the ALT key, and release.
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Creating Map Notes in KotOR 1
DarthParametric replied to Obi Wan Pere's topic in General Kotor/TSL Modding
By default, mapnotes (like pretty much every other string in a GFF) use a StrRef - i.e. a line from dialog.tlk. If you want to use a local string, in KGFF right click on the Mapnote node in the GIT and choose Add String. That will add a local string child node that will let you type in your description. Make sure the StrRef field in the parent node is set to -1. -
Backwards Texture for female TSF
DarthParametric replied to BanditJojo's topic in Knights of the Old Republic General
There is nothing about them that could be "backwards". Unless you actually mean "inverted". Regardless, check your Override folder for N_TSFOff_F01.tga (or tpc) and N_RepSold_F.mdl/mdx for the regular female officer and N_TSFCmdr_F01.tga (or tpc) and N_RepOff_F.mdl/mdx for the female commander. -
JC's Fashion Line I: Cloaked Jedi Robes for K1
DarthParametric commented on JCarter426's file in Mods
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A long term solution would be for @Hunters Run to add either a pass card to the soldier that can be looted that will open the door, or respawn the guard in the module OnEnter. In fact I seem to recall there is already something like the former already in the game's files, it's just unused. In the short term, you can get around the issue a couple of different ways. Perhaps the easiest would be to install an armband or similar mod that will allow you to open doors. For example, the Sonic Screwdriver or JC's Toolbox.
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You're using Workshop mods? Or a combination of Workshop TSLRCM and regular mods? And yes, by doing a verify integrity you pretty much 100% destroyed your install. Some people have a nasty habit of recommending this, but you should NEVER DO THIS for TSL unless you are exclusively using Workshop mods (which you should also never do). Your terminator guy could be either a texture issue or an appearance.2da issue. Impossible to say without knowing the full extent of your installation. Regardless, it suggests an incorrect/incompatible/broken set of mods.
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Sure, go ahead. Just warn people that there will be a hard incompatibility with any other mod that edits that file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs).
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KotOR 2 Improved AI mod and Beancounter's Hardcore mod
DarthParametric replied to niBBa's topic in General Kotor/TSL Modding
You can't run nwnnsscomp by double clicking it. It's a commandline program. You need to run it from a DOS prompt. Open a command window Start -> Run -> cmd and navigate to the location of nwnnsscomp (you'll have to Google how to do that) Alternatively, on Windows 10 go here and download one of the REG files to enable a context menu "Open command window here" in any folder Run your command. Alternatively to all that, create a batch file that will compile all NSS files in the current directory: @echo off rem CHANGE THIS TO YOUR LOCAL NWNNSSCOMP FOLDER: set nwnsscompdir=F:\Star Wars Knights of the Old Republic\-=TOOLS=-\NWNSSCOMP\K1 rem NOTE THAT YOU NEED SEPARATE VERSIONS FOR K1 AND TSL, EACH WITH rem THEIR OWN GAME-SPECIFIC VERSION OF NWSCRIPT.NSS for %%F in (*.nss) do ( if not "%%~nF"=="nwscript" ( "%nwnsscompdir%\nwnnsscomp.exe" -c "%~dp0%%~nF.nss" -o "%~dp0%%~nF.ncs" ) else ( echo Skipping: %%F ) ) pause Just copy and paste it into a text file and save as xxx.bat (note that you will need specific K1 and TSL versions, as described). As far as the other question, TRUE is 1 and FALSE is 0. So whatever statements you set to 0 will be set to FALSE. -
Ah, missed the corridor outside the engine room. Try this: m12aa.vis
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To fix the saber workbench issue, a crystal UTI needs to be added to the mod. The resref for this is the "template" referred to in upcrystals.2da. Additionally, the longmdlvar therein needs to point to the hilt UTI, which is j_juhsaber01 in this case. For future users, @Stormie97 will need to rectify this with an update to the mod. Fortunately, thanks to a handy tool by @VarsityPuppet, it's possible to fix this for anyone that has already installed the mod (at least for those on Windows). Grab the ZIP below and extract it somewhere. Copy the upcrystals.2da file from your Override folder, paste it into the extracted PATCHER folder. Run the BAT file and follow the prompts and it will patch your 2DA with the corrected values. Copy and paste upcrystals.2da back into your Override folder. Also make sure you grab the UTI and TGA from the FOR OVERRIDE folder and paste those into your Override as well. Stormie97_Juhani_Saber_Patch.zip
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It's not a texture issue, it's a module VIS issue, i.e. the file that dictates what rooms are visible from each other. The engine doesn't render any rooms not listed as visible from the current room you are in to save on memory (since the game was designed for the original Xbox with 64MB of RAM). The fix is pretty simple, since a VIS is just a text file. Edit: Here @todevuch, try putting this in your Override. It should fix the pictured issues I think. m12aa.vis
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Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric commented on DarthParametric's file in Mods
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Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
Kreia's mod should have used TSLPatcher and thus had backups. But I assume you installed a bunch of mods over the top of it. Go to your Override folder and look for the following files: 201_carth.utc, 201_cede.utc, 151_carth.utc, 151_cede.utc, 003_carth.utc, 222_carth.utc, 222_ced.utc, carth_holo.utc and delete them. You should be able to install mine after that. -
If you are getting dumped out of the conversation then your DLG tree is broken. Whatever nodes you added or changed are likely not linked back to the rest of the tree, so they just exit. You have to manually click to advance when there is no voice over for the line.
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Diversified Jedi Captives on the Star Forge
DarthParametric commented on DarthParametric's file in Mods
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If you are using the Reddit mod build then do not use any other mod unless you know what you are doing. You'll probably break things. If you absolutely must use a mod, ask over on Reddit whether or not it is compatible with the build, or you can flag @Snigaroo (AKA Sniggles) directly here on DS. Generally speaking though you should avoid mods from Nexus, again unless you know what you are doing, since a lot of the mods found there are ancient and will cause problems with TSLRCM. Especially ones that use manual hard overwrites. TSLPatcher integration is a per-mod thing. It's not a generic mod manager that works with all mods. The author needs to create a custom setup for their mod on their end. Some loose file mods don't need it, like basic texture mods and so forth, but some that do either pre-date the existence of TSLPatcher, or the author was lazy and didn't create a setup for it. Avoid any mod that tells you to drop 2DAs and the like in the Override.
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Sniggles is the one that compiled that mod list. Just follow the instructions. The entire point of it is to keep you out of trouble.
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What is it exactly you need to know? You should probably hassle Sniggles about any specific build issues.
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The fog fix is only required for Aspyr's version, not the legacy PC build.
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Questions about editing .utc files in TSL
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
It should be fairly self-explanatory based on the column labels. The values are vitality point multiplier (i.e. health), armour multiplier, damage multiplier, saves multiplier, challenge rating modifier, level multiplier. The real question is how it is applied, since there are only three selectable difficulty levels. Although it does seem like 4 makes the most sense for "normal". But I have no idea, I've never played around with it myself. Maybe @Kexikus can update his 2DA breakdown. -
Questions about editing .utc files in TSL
DarthParametric replied to Mellowtron11's topic in General Kotor/TSL Modding
The global script used to add Atton to the party during the HK fight (a_addatton) adds him via tag, so it grabs the pre-existing Atton already spawned in the module. In this case, that's p_atton1.utc from the 101PER module, not the global UTC. In order for it to work, you'd need to start a fresh game, since his UTC is pulled into the GIT right at the start. Of course you can always manually edit the GIT in your save if you need to test things.