TamerBill

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Everything posted by TamerBill

  1. While the Override method is preferable, TSLPatcher can replace files in modules directly. This is no-longer the roadblock it once was.
  2. Tested male Red, Zhar, and Xor. Xor has a broken ini, it tries to install PMHT06_XorD.mdl and PMHT06_XorD.mdx but the actual files are called PMHT06_Xor.mdl and PMHT06_Xor.mdx. Red has one fewer DS transition than normal, stages 2 and 3 are identical. If that's intentional you might as well reference the same image files twice in the 2das rather than have two identical files with different names. Probably not a bug, but Zhar sticks out as having wildly-different skintones for his face vs his limbs.
  3. Started testing the males, and they're all busted. The 2das you have included in the male installers are the ones from TSL, not K1. The column headers are different, so they straight-up aren't installing correctly. In subjective feedback, I'd recommend having one instance of TSLpatcher with multiple install options (setup lists) rather than 20 separate installers, to make it easier on yourself if nothing else.
  4. While it's a force power from an in-character perspective it's actually programmed more like a combat feat, being always on and all. Whether it not working in jedi armour is intentional or a bug it's a hardcoded rule, so there's no switch you can press to change it. What you could do is replace it wholesale with a traditional casted force power that replicated the effect. Give it a very long duration since it's balanced around being always on. That power could then be made to work while armoured.
  5. It is, and you should. Open the console, 'adddarkside 10', head and portrait should darken. Repeat 3 more times to cover all the stages.
  6. It's as simple as that. 9 times out of 10 a game like this will be written for a male PC, and then that script gets tweaked to make a female version. Sad but true. There's no deeper meaning, they just goofed on this bit when swapping the sexes.
  7. You could set the base damage for all weapon types to something ridiculously high, then combine that with the invulnerability cheat. Weapon damage per type is set in baseitems.2da; there's less than 30 so it's not a big task. I don't know what the max is, but you could presumably set everything to 99d99 or similar.
  8. That's a dead-end. As you've seen, on-hit effects are tied to individual weapons and won't work on anything else. You could put the effect on every weapon template, but then enemies could use it too. The cleanest solution would be to edit the global AI script instead. You could make all hostile creatures trigger a death effect in response to any amount of damage, so all the player's weapons and powers would essentially be one-hit-kills.
  9. Yes, this is doable. Add the new class in classes.2da, and give it a new 3-letter code in the featstable column. Let's say you pick ZAL. Then you add new columns in feat.2da and call them zal_list, zal_granted and zal_recom. The game will automatically associate them with the new class if the codes match. KotorTool's 2da editor won't add new columns, though, so you'll have to use something else. I think back in the day I converted 2das so they could be edited in Excel? I'm sure there's a few different solutions. I know you learned that from me, but I was specifically talking about appearance.2da there. It depends on the 2da, some take extra columns and some don't.
  10. I had to check this but it turns out yes, you can put bonuses on them and it'll work the same as hides.
  11. Never encountered that before, but it sounds like an overflow error. Unfortunately the core combat math isn't something that can be edited with modding tools, that stuff's hardcoded into the exe.
  12. Well, you're half-right but I assure you there's more use-cases than that The problem with this is that in K1 you can't add feats through scripts. They added that functionality in TSL. So you can have a computer console swap out hides for the player to give them different bonuses, but it can't be framed as a feat. Consider using a key item or journal entry instead to track which specialisation is active. The other three boxes are for natural weapons. Claws and bites and such for monsters.
  13. I checked, it's just a renamed copy of the TSLPatcher exe. Any screwiness seems to be on your end.
  14. I mean, probably because we learned to mod this game 15 years ago and weren't aware of what tools released last year could do. Glad to see a solution's been found, though.
  15. Sorry, none of the UI is controlled by user-editable code. KotOR machinima is done by scripting character actions, like making custom cutscenes, not controlling the player while you record. You're looking for a half-and-half solution that I don't think exists.
  16. Well, locks and mines are a different kettle of fish, unfortunately. Those aren't scripted, they're hardcoded. That mine formula is mostly accurate, although there's at least one factor they haven't considered since lowering the difficulty to Easy cuts recovery exp to 10 per level as well. Bear in mind that holding levels doesn't for awarded exp, so if you have enough exp to get to level 2 but haven't yet you'll get 10/15 not 20/30. For the lock discrepancy, the wiki claims there are certain specific locks that scale to your level, ie they add your level to the DC. Those are the locks that grant 10 exp per level. I don't see any fields in KotorTool that govern that, so I don't know how they're designated.
  17. If you want to record yourself playing the game, no, I don't think there is anything. If it's a machinima-type thing, you can go into first-person mode by pressing capslock. All the GUI is hidden while you're doing that.
  18. This appears to be determined by a function in k_inc_utility. Unlocking doors, repairing weapons, repairing targeting systems and repairing shields gives 15 exp per level. Releasing gas, setting droids on patrol routes and modifying droids gives 20 exp per level. Deactivating turrets and deactivating droids 10 exp per level.
  19. No, none of the base-game party members have an onDeath script. All you need to handle that is the 'No Permanent Death' flag toggled.
  20. Oh, in that case you just need to set his AI scripts to the generic party member ones. Set him up like this and he should act correctly.
  21. Just having him follow you around is a dead-end, you'll need to properly add him as a party member to make it work. This already makes you smarter than the more common first-timers who come in dreaming of fully-voiced main-story-changing new party members as their introduction to modding, hah. I'll write up a tutorial on the basics, since this is a common request.
  22. If you reenabled them as is, they would not do anything. Control, Sense, and Alter was a way of categorising force powers used in the old Star Wars RPG. Bioware was obviously considering it for KotOR at one point, but didn't go with it. Force powers are mostly scripted, so there's no reason why you couldn't make 'force focus but only for some powers'. But you could do that regardless.
  23. int StartingConditional() { int int1 = (!GetIsObjectValid(GetItemPossessedBy(GetFirstPC(), "G_W_DBLSBR004"))); return int1; } Returns true if the player doesn't have any G_W_DBLSBR004 (yellow doublesaber), false if they do.
  24. Are you saying reinstallation will add more rows? Because that shouldn't happen, that's what I mean by a properly-made mod. If the Exclusive Column value is set correctly then the patcher will overwrite the previously-added rows, not make duplicates. Don't do this, for reference. The 2das in a tslpatchdata folder are unaltered basegame 2das. The modded stuff is added by the patcher when it's run. This is the problem. Don't mix workshop mods with patcher mods. Ideally don't use workshop mods at all.