Obi Wan Pere

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Posts posted by Obi Wan Pere


  1. 1 hour ago, ZeldaTheSwordsman said:

    Then maybe it's Obsidian who frakked things up?

    I would tend to put the blame on either Obsidian or GOG, because the Print Screen key mehod works just fine with my copy of K1.

    In any case, the image file being saved in .tga format is a very dumb decision on the part of whoever set it up that way.

    I cannot assure it but I think it's more related with how each O.S. works with the images in memory when a screenshot is taken, keeping in mind that neither K1 nor K2 weren't native for O.S.'s after WinXP.

    The advantage I see is that, if you have to paste the image in an app, you have to ALT - TAB or quit the game every time for each screenshot, while now you can take screenshots endless knowing that are archived in the KotOR directory. It's a matter of get used to this system ...and have an app that work with '.tga' format and can convert the file to your desired format files.

    I usually work with '.bmp' format files ...so I have that dumb problem as well.


  2. I had the same stupid problem, I got used to take screenshots running Win XP with the PrintScreen Key and pasting in the same Paint app of the O.S.

    Running under Win 7, I got that "black block" you describe. It's that you don't need "paste" the image after take the screenshot.

    As says @LoneWanderer the image file is placed directly in the main directory of TSL in '.tga' format and you must be sure that the option is set in the "swkotor.ini" file.

    I don't think it's related with the different versions of TSL.


  3. 8 hours ago, phenex said:

    1) During the game, when did the problem begin to occur? (List a general description of the issue.)

    At the beginning when trying to fix the radiation leak. Talking to the Black Market droid results in a CTD 


    2) Did you install the latest version of the mod? (We are only covering issues concerning version 1.3 - the latest edition.)

    currently playing with 1.3


    3) What version of the game do you have? (Steam, GOG, 4CD, or the KotOR Collection?) What region is the game designed for if it's the 4 CD version?

    kotor collection


    4) Did you update your game as required by your game's region? (Update is required for 4-CD version only. If using a Steam, KOTOR Collection, or GOG version, put down "N/A")

    n/a


    5) Did you use the TSLPatcher, if provided?

    no, as there is no installer for non steam users


    6) Were there any errors in the TSLPatcher installation?

    n/a


    7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)

    TSLRCM v1.8.6 https://deadlystream.com/files/file/578-tsl-restored-content-mod/

    M478EP v1.3 http://pa3pyx.dnsalias.org/

    Extended Enclave 2.5.1 https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/

    Genoharadon Legacy https://deadlystream.com/files/file/1081-genoharadan-legacy/?changelog=0

    Dustil Restoration https://deadlystream.com/topic/2366-moddustil-restoration/?tab=comments#comment-23430


    8 ) Can you be more specific about the error? At what point did it happen? (List a detailed description of the issue.)

    as soon as you speak with the black market droid the audio screetches and the game crashes


    9) Have you tried re-downloading the mod?

    yes


    10) Have you tried using a different save game?

    yes


    11) Have you tried starting a new game?

    no


    12) What Operating System do you use? (List Virtual Machines as well if you are using them.) If you're a Mac user, please note that here as well.

    win10


    Update: Here are a few extra questions to include as well. All posts (after the one following this one) should include all 16 questions and your answers to them.

    13) Can you confirm that you see the TSLRCM logo on the the main menu screen?

    yes


    14) What language is your game set for?

    english


    15) Which language of TSLRCM are you using?

    english


    16) Are you playing this on a laptop or a desktop computer?

    laptop

    The CTD talking to the Black Market droid is an old and known problem related with the droid sound voice files.

    Within the Comments of this link (Page 2) you can find some solutions, even a set of reconverted sound files that seems that work.

    https://deadlystream.com/topic/6720-m4-78ep-15-released/page/2/?tab=comments#comment-74775

    I hope it helps you.


  4. 8 hours ago, Malkior said:

    If you're going to be a "Student" I'd suggest not aggravating and insulting someone who owes you nothing and was trying to help.

    I completely agree and I apologize to all the Community for that post. Just point that the first lack of respect is not mine. Nobody said nothing. And of course nobody was filling the PM channels...

    I tried to calm down the thing and just found (too much) proud as answer. Anyway this is not the place for discuss that.

    I Repeat and emphasize my apology.

    PS: oh, yes, he owes me something, to me and to everybody: respect


  5. (KotOR 1) Speeders "Kitt" style


    INTRODUCTION

    At first I just wanted improve the aspect of the dashboard of the Bikes and Speeders. Working with the project I saw an ideal place in the image and thought that It'd be funny add a singular feature to the Speeders that recalls one of the most known cars seen in TV. Here it is. :roadrage:

    NOTE:

    There is still another image file (the same image that the Swoop in the Ebon Hawk but with a different file name) that I haven't modified yet and I don't know where is found. The ones modified here are the seen for the first time in Taris and Dantooine. (BTW, the "junk" bikes are not modified, it's just ...junk).

     

    INSTALLATION

    Unzip with 7z the downloaded file. Each vehicle has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/vehicle(s) to your  'KotOR\Override' folder.

    The files of the "After Before" and "Result" folders are not needed, they're only for to show the results.

    UNINSTALL

    Simply remove the files from your Override folder.

    -----------------------------------------------------

    BUGS

    If you don't see David Hasselhoff jumping into  a Speeder, nothing to worry about.

    ------------------------------------------------------

    PERMISSIONS

    It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself.

    ------------------------------------------------------

    THANKS

    To Deadly Stream

    (Oh, well... alright, alright... to the Knight Rider as well)

    ------------------------------------------------------

    LEGAL

    This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.


     

    • Like 2

  6. @DarthParametric

    There is a problem in the Endar Spire that I cannot identify. With any NPC used, spawned or loaded from the start, the result is the same, almost all screen in black (while is still cloacked) until the NPC is damaged/decloaked.

    KotOR0001a.jpg

    On contrary, with the first attempt in Taris apartment the thing works.

    It's hard to see but can be seen the "distorsion" while the NPC is still cloacked.

    KotOR0000b.jpg

    KotOR0000c.jpg

    KotOR0001.jpg

    I've installed K1 on another computer and the result is the same.


  7. Hi guys

    I'm trying to add a (mini) quest in K1. I'm following these threads but I don't get to make it works.

    https://web.archive.org/web/20121204062653/http://www.lucasforums.com/showthread.php?t=143372

    https://web.archive.org/web/20121204063138/http://www.lucasforums.com/showthread.php?t=205386

    If I've understood correctly, attaching the Quest to a Dialogue It's not needed activate the Quest via Script but doesn't work. (Or at least doesn't work completely). It's not heared the "Ding" of the warning nor the symbol that has been added a new quest in the upper left corner of the screen but opening the journal the Quest is there but the name and description are "blank".

    KotOR0000a.jpg

    I attach a screenshot of my edited "global.jrl" and the Dialogue, if someone can see any error.

    In the Dialogue Quest Box/field I've tried with both the number of the Quest Struct and the Quest Tag with the same result.

    Adding Quest K1.jpg


  8. Ok. I send them you via PM

    1 hour ago, Effix said:

    If there's even a row limit, you won't hit it any time soon. I've added dozens.

    :lol::lol::lol::lol::lol::thumbup:

    --------------------------

    I think I know what happened with the Twilek Jedi aspect. Adding the new Row, really wasn't placed the last of the .2da file. I don't know why but Kotor Tool doesn't let me paste nothing as a new line if before I havent' inserted one (new, empty) ...but doesn't let me insert at the end (as last Row), I've to insert in the space of an existing Row. So the new line inserted it's not the last. It's the penultimate. I thought the number was enough but seems that the order of the lines is important too.

    I say because I've had to reedit the file for send it but I've let the new Row just below the original one. Ehmmm... just say that I've found Selkath with Lightsabers that I hadn't placed there...

    Anyway, with the new Row placed the last, the NPC stays with its original aspect. :(


  9. I'm having a lot of problems. :wallbash:

    Adding the new Row doesn't work, the NPC appears with the appearance of a Jedi Twilek. The Row label, raised 1, has to be 512 so the total is 513. All that makes me thing if is there a limit of Rows in the 'appearance.2da' as there is a limit in 'Placeables.2da' file.

    From here and just for test I'm using the original Row for changes. There are 4 columns/fields with the original name:
    - label
    - race
    - modela
    - texa

    ('race', 'modela' and 'texa' has the same name, label has a different name)

    If I just change to the new name the 'label' it doesn't work (NPC appears with its original aspect).
    If I change 'label' and 'texa' (or 'label' and 'modela', or 'label', 'texa' and 'modela'), same thing, original aspect.
    If with any combination I change 'race' I get CTD.


  10. @Effix

    I've made a search in the Source .nss looking for "Holo" if it could exist as Effect "as is" but just found references about Bastila's Holocron. Looking for "Transparency" I've found nothing. I don't know if KotOR uses this Effect (e.g. with Bastila's Holo aspect) or how it's masked/got with other effect(s).

    My knowledge about scripting is very limited but is possible add an Effect to a NPC via Script.

    ---------------------------

    The NPC is wearing its own mask and hood by default. In that case, I still need add a head in the 'head.2da' file? I guess no but I'm not sure.

    Rewind/remind:
    - For get the "new" NPC I need add a line in the 'appearence.2da' file.
    - As I just want to get a new aspect of an existing NPC,
         1- I can copy the entire Row of that NPC,
         2- Paste the Row as a new one and change the Row Label number (e.g. if the total is 511, set the new Row Label as 512)(I don't know how say in english "add 1 to the total" but the idea is here)
         3- And now the doubt, what field(s) have I to change to the new name? just the Label?


  11. 7 minutes ago, Effix said:

    Opacity is the other side of transparent (100% opaque = 0% transparent and 100% transparent = 0% opaque) so yeah, that's the same thing. This may have been renamed in some version of GIMP.

    Yeah, that is why I said could be related. Thinking about, maybe I have to invert the values given in the tut, where says e.g. 70% of Transparency, in my GIMP version could be 30% of Opacity. I'll try with that.

    15 minutes ago, Effix said:

    Not sure what you want to do, if you want to retexture an NPC then you don't need to mess with .uti and .2da files, you simply overwrite the existing texture the game uses.
    Let's say you want to give an NPC another 3D model, then you do need to change its .2da row.

    I'm working in a new Module where will appear this NPC and I'd  need apply to it the Hologram aspect, so I need retexture it, isn't it? but if I just place the new texture file in the Override folder the NPC always will use the Holo texture along the game. For avoid the NPC use always this texture I created the NPC with its own unique Tag and Template, as a complete new NPC with its own appearence, this is why I thought I have to add the new texture to the appearence.2da file. Maybe I'm wrong. It's the first time I do something like that.

    (Mmm... I don't know if exists the "Holo" Effect that could be applied via script).

    --------------

    I already had seen this video days ago, before start to try with the GIMP and the Holo texture. I'll check it again.

    About the backups, sometimes I have to add a number for to have multiple backups of the same file if I'm working on it...:innocent:  The problem is not that, it's if I could broke something in the file unnoticed and keep (and think) that the file is ok and find onward problems without to know where they come from.

    Tell me I'm too much careful but if I'd have to pilot an airplane, I can make mistakes with the angle of the flaps but I'd preffer to know before that I need extract the landing gear instead landing without it ...just for to learn I was needing it. :lol:


  12. Animated Placeables Pack (KotOR 1)


    INTRODUCTION

    Working in another MOD i realized the little attention paid at small and most of times unnoticed things that I think could have a bit more life in the KotOR universe. So simple as improve lights and buttons of panels and such and animate them.

    The pack is not complete yet and do not cover all the things you can find along KotOR. That means that in the future I could make bigger the pack adding new elements or new improvements.

    -------------------------------------------------------

    NOTE ABOUT THIS MOD

    If we think in any current estandar graphics anyone can think that the new aspect could be extracted from "Doom" (the First, not the Second :P) but keeping in mind that the work is made with the Paint app of the WinXP and if we compare it with the originals ones... well, it's not so bad.

    -------------------------------------------------------

    The elements included are:

    MISCELLANY

    - Computer Panel (on floor)(Improved over 0.9.0 version) with four versions, BLUE, ORANGE/BROWN, GREEN and RED (sadly only can be used one at the time)

    - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable.

    - Computer Panel (wall)(Improved over 0.9.0 version) 

    The Wall Computer Panel shares its texture with the Power Conduits and with the Info Panels. That's why I haven't modified it too much for not find weird lights or weird buttons in weird places of the three Placeables, but now you have three animated elements for the price of one.

    - Desk

    - Workbenches

              - Orange (Improved over 0.9.0 version)

              - (NEW) Blue

    - Foot locker (Now animated)

    -  Locker (Now animated)

    ENDAR SPIRE

    - Broken Door (Improved over 0.9.0 version)

    - (NEW) Normal Door

    - (NEW) Buton Panels and Screens

    TARIS (NEW)

    - Doors

               - Apartments, Upper Taris
               - Upper City, Hidden Bek Base
               - Entry Sith Military Base
               - Sewers
               - Vulkar Base
               - Sith Base
               - Davick's State

    - Kiosk

    - Wall Panels and Screens

    - Shop Sign

    - Kolto Tank

    - Monitor Screens (around Taris)

    - Vulkar Base Panels

    - Sith Military Base

              - Screen Monitors

              - Red Light

              - Panels and Buton

    - Crate

    DANTOOINE (NEW)

    - Doors

               - Jedi Enclave
               - Matale & Sandrale Exterior
               - Sandrale State, inside

    - Sandrale State

              - Small Screens

    YAVIN (NEW)

    - Circular Door

    - Main Panel, Lights and Screens

    -------------------------------------------------------

    INSTALLATION

    Unzip the downloaded file. Each element has its own folder. Just copy/paste (or drag and drop) the files from the desired folder(s)/element(s) to your  'KotOR\Override' folder.

    The files of the "After and Before" folders are not needed, they're only for to show the results.

    UNINSTALL

    Simply remove the files from your Override folder.

    -------------------------------------------------------

    BUGS

    If you are able to find one I invite the next round. It's just a change in the textures. I've run and re run all the Endar Spire and the Taris Appartment lots of times with these files and found nothing, even the ones that are involved in the Plot as the Footlocker at the start of Kotor, the Computer Panel that permit kill Siths in the next room or the Workbench in the Taris Appartment.

    The only one thing I think that could occur is that you find any of these textures in other Placeables/Locations that I haven't noticed by the time and share the same texture files (I've seen that in other MODs).

    If the result is "fine", nothing, go ahead (although I'd appreciate a warning via post or PM). If the result is weird or bad is obliged the warning so I can correct it asap.

    This is not really a bug but KotOR has its own way for to show images and textures. I've noticed that most of times just cut, invert, compress, wide, tight the same images (files), I guess for get more variety without too much work, this can result in some weird -or not too much fine- vision of some elements. It's very dificult -if not impossible- find a balance for get a fine vision of all the images in all the places that are located/used and is very noticeable when is used any text. I hope not everybody knows read aurebesh...

    ------------------------------------------------------

    PERMISSIONS

    It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself.

    If anyone could be interested in include it or part of it in his/her own work, PM me here at Deadly Stream and talk about.

    ------------------------------------------------------

    THANKS

    To Deadly Stream

    ------------------------------------------------------

    LEGAL

    This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.

    -------------------------------------------------------

    FINAL NOTE

    Made with love and funny to do it. Enjoy it!!


     

    • Like 1

  13. Hi guys

    I'm trying to convert a NPC texture to a holo aspect in KotOR 1.

    I've downloaded a free version of GIMP (v2.10) but I never used it before and even following this tutorial: http://lucasforumsarchive.com/thread/209758 I get nothing not even acceptable. I'm not sure if I misunderstanding the instructions or what I'm doing wrong. The only one weird thing I've found is that the tut talks about Transparency degree to apply to the layers and in my GIMP version just there is an Opacity slider that I think could be related.

    Could someone lead me step by step for do it?

    Aside, when I created the NPC I gave it a new and unique Tag and TempleteResRef name but using this name in the texture it doesn't work, it just works if I use the original texture name with the new texture file. As to use the new texture I have to place it in the Override folder, the NPC always would use this texture along the game and I want use it just in a new Module I'm working on.

    I don't know but I guess I have to edit the 'appearance.2da' file and add the new texture. Anyone can confirm that? And, editing the .2da, just need I to copy (and paste it as a new one) the row of the original texture, change its label field to my texture name and, of course, the number of the row? I've read some tutorials but, or I missed things or I haven't found exactly what I'm looking for. I don't like to play with the .2da files, above all if I'm not sure what I'm doing and what can be broken later on in game, so, anyone can guide me in this task as well?

    Thanks in advance


  14. Mmm... Semantic matters? I agree. Perhaps you're beginning to see my point when I ask a clarification (and that I have to make a double interpretation, first from english, after -the most problematic for me- the scripts itself) and that never has been a secret that I have no idea of scripting, keeping in mind that 2 months ago I even didn't know how extract a file and 1 month ago I didn't know what kind of files they are and the function of the .nss/.ncs

    Anyway, honored to be a Padawan (even if you have to be the Master ...sometimes :P:lol:). So I'd ask tons of patience and do not cross a line, often very thin.

    -----------------------------------------

    Last night was too late for test in deep and today I've had to let it just after post, so neither.

    I have no tools for take videos in game and I don't think a screenshot be useful, just say that the graphics are corrupted until the NPC is decloacked. I didn't modify nothing, just renamed and placed the scripts in its slots.

    It'd hadn't to be related but seeing the video I see the same graphic glitch or very similar at the start (but no all the times). A "dancing" (as the character move) black screen covering almost all the scenario.

    So let me check if is a problem with the video configuration but I have to recompile again all the thing with these files.

    Glitch.JPG


  15. So I can spawn the NPCs in a Loc I'm sure is out of sight of the PC (and that do not active the combat mode) then apply the Stealth Effect, then make jump the NPCs to the desired Loc? that is the trick?

    And if it works as it has to do, the NPCs spawn in the desired Loc in Stealth Mode, and when "see/perceive" the PC they enter in Combat Mode (they're hostile from the start) deactivating the Stealth Mode, isn't it?

    And how apply the Stealth Effect?


  16. For evident esthetic reasons I don't want that the PC be facing the direction where the NPCs spawns (maybe I could try spawning first a smoke cloud in Fu-Manchu style but doesn't match with my idea of Star Wars :lol:) so I've tried forcing the face direction of the PC but it doesn't work.

    void main() {

         location lLoc = Location(Vector(29.05,68.0,-1.27), 90.0);

              {
                   object oPC = GetFirstPC();
                   AssignCommand(oPC, SetFacing(315.0));
                   CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc);
                   CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc);
                   DestroyObject(OBJECT_SELF);
              }
    }

    Besides that makes me think a thing that I had in mind some time ago but I couldn't get it work, that is that the NPCs be spawned (or loaded in the Module) in Stealth Mode, as they are in the Harbinger in TSL. Is it possible?


  17. Yes. I think that is precisely what I read. Just pointing that in the E.S. you have to keep in mind that the cardinal points doesn't match and it can be confusing.

    ------------------------------------------------------------------------------------------------

    If can be useful for people that find the same problem.

    I've set another Trigger but due its position in the Module I've needed set it as "On Exit" instead "On Enter". Most of times it works fine but I realized that, once inside the area of activation, if I wait some time and a random NPC (in my case a droid walking between its waypoints) gets inside then outside before I do it, the Trigger was not working properly.

    So I've changed the "Entering" instances of the Spawn Script for "Exiting", and works fine.

    void main() {

        object oExiting = GetExitingObject();
        location lLoc = Location(Vector(29.35,104.59,-0.07), 270.0);

        if (GetIsPC(oExiting))
              {
                CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith03", lLoc);
                CreateObject(OBJECT_TYPE_CREATURE, "d_end_sith02", lLoc);
                DestroyObject(OBJECT_SELF);
              }
    }

    Edit: btw, it's no so simple as <<ah, as it's an "On Exit" Trigger the Script must be "Exiting Object">> although seems so it's no so easy. It's related with how and when the Script gets the Object or/and different/multiple Objects. In this case the "Exiting" form fixed my issue.