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File Comments posted by DarthParametric
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It's a problem on your end. The mouseover summary works perfectly fine for me with v1.9.2. It's not something K1CP would ever alter. Or could even if we wanted to I suspect.
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You may want to consider adding a magfield barrier to the hangar entrance. Even though the movie doesn't show it, you can just handwave it as it being activated/deactivated before/after the movie. Check out the K1CP modifications to the Leviathan hangar bay for an example of it:
https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdl
https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdx
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I literally linked to the source files. You don't need to decompile them. The source for every K1CP script is in the Github repo.
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The problem is there is no way to know what the party was wearing prior to equipping the disguises, at least two modules previously. The game doesn't store that information, and there's no real practical way to implement doing so either unless you forcibly equip the disguises in a cutscene before entering the Sand People Territory. Even then, K1 is not really set up to store strings. There is a SetGlobalString function, but the nwscript.nss comments say it was not to be used without explicit permission from Preston Watamaniuk, so that sounds dicey. You could get around it by using a series of ints and SetGlobalNumber, but it would be kind of messy.
So you either leave them in their underwear, you equip clothing, or you just equip random gear from the player's inventory (presumably the best available based on the character's class and skills). You could look at Bioware's k_inc_tat include function EquipBasicClothing, which has a commented out section for equipping robes to Jedi classes for an idea of how to implement a basic version of the latter.
If you want to revert it altogether and leave the party in their underwear, you could edit the scripts listed in my previous post and switch CP_StripDisguise to the vanilla k_inc_tat function DestroySandpeopleDisguise.
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There are two primary scripts that handle it, depending on whether you choose the hostile or friendly approach. For the hostile approach, it's an added script cp_tat20_strip which uses a function from the K1CP Tatooine include cp_inc_tat. For the friendly approach, it's a modified version of the vanilla script k_ptat_meetchief, again using the same include function. Note that you should also refer to the other related scripts listed in both those, since some of these work in conjunction with the stripping.
There was also a restructure of the DLG for the initial entering scene (tat20_09first_01.dlg) in order to better mask the switch.
It should also be noted that this wasn't so much of an introduction by K1CP as a restoration of the original intended function by Bioware. My take on it is that they removed it because of all the issues I encountered when re-implementing it, with t-posing and the like.
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1 hour ago, ConansHair said:I do believe that particular script is from K1CP
K1CP does add it, but that doesn't mean another mod installed afterwards couldn't have replaced it. That was the most likely culprit, given the trigger was right where you were crashing. There's nothing else that really jumps out as being potentially at fault.
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The likely culprit is k_trg_partyinit.ncs (which I gather is from the T3 mod). Try removing it from your Override and see if you still get the crashes.
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You'll likely need to run the command prompt as an administrator, especially if the game is installed in Program Files.
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What script did you remove exactly? This was from the Override presumably? As per my instructions to StellarExile a few posts up, I'll need you to dump a list of what's in your Override folder. Run a command prompt in there and enter:
dir /b > override.txt
then attach the text file.
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Looking at the layout, I can see a trigger for the party member "XYZ looks like they have something to talk about" scenes just before you hit the fire. Are you getting past the fire? Have you triggered Carth's next batch of whining?
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Crashes like that are usually a sign of a model or appearance.2da problem. By that point you would have already encountered multiple Sith Troopers, so notionally it shouldn't be that, but I suppose it's possible that a mod altered that particular UTC to point to a unique appearance. Alternatively, it could be something else nearby perhaps, like one of the placeables. But the view distance for all of that should be pretty far. At what point does it actually crash? Can you see the door, the trooper, the turrets in the distance, or does it crash before that?
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You appear to have made a few questionable life choices, but nothing that should affect the Hawk bark bubble.
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The script is correct, so the module itself shouldn't be a problem. You'll need to dump a list of what's in your Override. Run a command prompt in the folder and type in:
dir /b > override.txt
Then find the txt file in the folder and attach it here.
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Possibly, although I suspect doing so intentionally would be unlikely. You could check your Override for k_pebo_galaxytlk.ncs. Failing that, attach ebo_m41aa.mod from your Modules folder.
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Lowering your level isn't going to help if the global was already set. Since this is a vanilla issue and not a problem with K1CP nor something we are planning to change, I'm going to have to ask you to take this to a dedicated thread of your own.
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Not without editing the appropriate scripts, no.
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k_hcan_state08 is the name of the starting conditional. The actual value it is looking for is
GetGlobalNumber("G_CAND_STATE") == 7 && GetHitDice(GetFirstPC() > GetGlobalNumber("T_LEVC") && GetGlobalBoolean("LEV_MALDREAM") == TRUE
The T_LEVC global is your level the last time you got one of his conversations. As I said, if you were already at level 20 at that point then you are boned because you will never pass this check (or any of the subsequent checks). This is vanilla behaviour, nothing to do with K1CP.
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It has nothing to do with K1CP. You're boned because virtually all companion conversations require you to level up between entries, which you can no longer do once you are level 20. All K1CP does with Canderous is remove the requirement for his final conversation taking place on Lehon, and allowing it to progress if you are level 20. But it won't help if you are stuck on prior stages. You'd need to edit all those starting conditional scripts to change the level check as well.
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No, you don't need to install it. As per the description, this mod includes the Vandar portion of that mod.
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No, it's a K1 resource. The models are compiled for K1. You'd have to recompile a version specifically for TSL. I believe @N-DReW25 was planning on doing that, if I recall correctly.
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No, and it wouldn't matter anyway. The problem is that SS adds meshes to "null" blaster models that are supposed to be invisible. SS has a fix for it, the mod just hasn't been updated. Go post on the mod's page about it.
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You're using SS's blaster mod. That breaks it again.
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You don't need to update. You won't miss anything important, just a minor correction in the feedback window for some cutscene dialogue.
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It's a problem on your end. It extracts perfectly fine for me with both 7-Zip and WinRAR. Googling your error message, are you using WinZip? If so, dump that garbage and go get Z-Zip (it's free) - https://www.7-zip.org/download.html
Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
in Mods
Posted
As the description says, yes, it requires the supermodels. Any of JC's robes mods will be sufficient (or just his supermodels by themselves if you want to use other robe mods, as per the previous comments).