DarthParametric

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Everything posted by DarthParametric

  1. You can set a local on a placeable or even the entire area. It's not limited to creatures.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. In the interim, this should fix it - https://www.darthparametric.com/files/kotor/k1/[K1]_Jedi_NPCs_Wear_Player_Robes.7z
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. Ah, missed the corridor outside the engine room. Try this: m12aa.vis
  12. 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
  13. 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
  14. Should be. JC's mods are a different thing entirely. They change the Jedi robes (I model), they don't touch Revan's robes (J model). And the supermodels are designed to work with all K1's other models.
  15. 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.
  16. 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.
  17. The beta patch is literally in the post right before yours. Nobody has tested it yet.
  18. 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.
  19. 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.
  20. What is it exactly you need to know? You should probably hassle Sniggles about any specific build issues.
  21. The fog fix is only required for Aspyr's version, not the legacy PC build.
  22. 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.
  23. 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.
  24. @Vabulletizer: A bit of a hack job, but the vanilla texture doesn't exactly provide a lot to work with: Normally there would be no practical way to patch this into an existing game, you'd have to manually edit appearance.2da yourself to fix it. However, thanks to the coding assistance of @VarsityPuppet, I have a custom appearance patcher that was originally made for another mod that you can try (at least if you are on Windows): See how that goes. If it looks ok in-game I'll post an updated version of the mod. Edit: Tweaked the texture to fix a few dodgy spots and added a custom model as well, since I needed to adjust the headhook position. While I was at it I added some inverted duplicate skirts to fix the backface culling issue of the originals and tweaked the waist a bit to more closely match the TOR body. It seems like the vanilla texture has a bunch of issues, so that probably needs to be fixed in K2CP.
  25. My take on the show as a whole is that despite being very short as tv seasons go at only 8 eps a piece, you could pretty much wrap up the entire plot of the two seasons so far in just one or two episodes if they were tightly scripted. The "why do xyz?" comes down to the fact that the show needs a lot of filler to pad out the runtime of a fairly non-existent overarching plot. Hence why season two spent 80-90% of its runtime setting up spin-off shows and so much wheel-spinning in season one with monster of the week type episodes.