TamerBill

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Everything posted by TamerBill

  1. Open the uti for the armour in Kotor Tool, go to Properties, add a new property and put the appropriate item in the 'upgrade required to activate' box.
  2. Easiest way would be to spawn them via a script, rather than editing the level itself. A simple one like this would work. void main() { string sTemplate = "yourguysnamehere"; float xPosition = 0.0; float yPosition = 0.0; float zPosition = 0.0; float fOrientation = 0.0; vector vPosition = Vector(xPosition, yPosition, zPosition); location lLocation = Location(vPosition, fOrientation); CreateObject(OBJECT_TYPE_CREATURE, sTemplate, lLocation); }
  3. Yeah, that's normal. You have to remember that KotorTool's pretty ancient, it's trying to contact update servers that no longer exist. Just turn off automatic updates in the options menu.
  4. Are you actually getting an error message here? I just reinstalled to see what it's supposed to look like, and I'm pretty sure the progress bar just looks like that. It's not an installation failure.
  5. Putting the 2da files straight from the folder into the Override won't do anything, those are the base-game 2das that the patcher edits. A simple solution would be to run the patcher on a PC copy of the game and then copy those patched 2das over if you want the exact mod changes. Otherwise, yeah, it sounds like a simple mod to recreate directly by editing the 2das yourself.
  6. View File Request: Kill the Czerka jerk on Kashyyyk Mod by TamerBill, requested by NecroAvalon Adds dialogue options to the Czerka Guard Captain near the exit of the landing pad on Kashyyyk, allowing you to pick a fight with him over his racist attitude. This will give you a small shift towards the dark side, and cause any Czerka personnel in visual range to attack you. Submitter TamerBill Submitted 03/25/2021 Category Mods K1R Compatible Yes  
  7. Version 1.0.0

    11,475 downloads

    Mod by TamerBill, requested by NecroAvalon Adds dialogue options to the Czerka Guard Captain near the exit of the landing pad on Kashyyyk, allowing you to pick a fight with him over his racist attitude. This will give you a small shift towards the dark side, and cause any Czerka personnel in visual range to attack you.
  8. I don't think you're allowed to pay modders on here. Do you have a save file just before talking to the guy? If you give me that I should be able to whip something up quickly.
  9. Definitely works for me. You should be able to see the stat changes plainly on the character sheet. On the left is the PC's base stats, and on the right how it looks after resonating with Kreia and the Handmaiden.
  10. Works for me. Your download probably got interrupted, should work if you grab it again.
  11. It won't break your game. Problems arise with the workshop when two mods edit the same file. The Smaller HUD mod only edits a handful of GUI files, it's fine.
  12. I mean, you're most of the way there yourself. You know it's Darth Nihilus, you know it's not TSLRCM, you know you have a mod that changes Darth Nihilus mechanically. It's highly likely that 'More Powerful Sith Lords' is the problem. Delete n_darthnihilu001.utc from the Override and see if it's better.
  13. Sounds like you installed 'Visas Unmasked' before TSLRCM, which overrode the hoodless Visas appearance. If you've got a save before recruiting Visas then reinstalling 'Visas Unmasked' should solve the issue.
  14. TSLPatcher can edit DLG files, but most mods don't bother and just include the whole DLG file instead. You can use GFF-Compare to compare two modded DLG files for differences. You'll still have to manually merge them, though, there's no shortcut for that.
  15. I won't say it's impossible, but I strongly recommend against it. As soon as you start thinking about adding gameplay-changing mods you need to swap to the regular TSLRCM or you won't have a good time.
  16. KOTOR Tool: Kotor II -> BIFs -> scripts.bif -> Script, Source -> nwscript.nss
  17. If it's specifically failing on TSL scripts I'm guessing you have the K1 nwscript.nss file in the directory. Replace it with the TSL nwscript.nss and see if that helps.
  18. DeNCS is far from perfect, some files it just chokes on. If this is the base-game k_ai_master, though, you can just extract that as an nss file to begin with.
  19. You can just stack multiple CreateObject lines like that, it will work. The more 'correct' way would be to have a loop like this int nCount = 3; for (nCount; nCount != 0; nCount--) { CreateObject(OBJECT_TYPE_CREATURE, "trig_test", lLoc); } This would loop through the CreateObject line 3 times, creating 3 of your test guys.
  20. Those are defined in k_inc_utility. //Alignment Adjustment Constants int SW_CONSTANT_DARK_HIT_HIGH = -6; int SW_CONSTANT_DARK_HIT_MEDIUM = -5; int SW_CONSTANT_DARK_HIT_LOW = -4; int SW_CONSTANT_LIGHT_HIT_LOW = -2; int SW_CONSTANT_LIGHT_HIT_MEDIUM = -1; int SW_CONSTANT_LIGHT_HIT_HIGH = 0; Since it's an include file you'll need to recompile the scripts that use it, like a_darkhigh.
  21. No, mobile mods are a whole different kettle of fish. There are no plans to make a mobile version of the Content Pack.
  22. You need to replace the old parts, items won’t update automatically.
  23. I'm guessing you have a g_i_parts01.uti in your Override that's causing problems. Using your save on my end I can buy new repair parts and have it work, so it's something in your installation rather than something in your save.
  24. I think I see your problem. This part here: if(nCharLevel >= 1 && nCharLevel <= 3) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 2); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 2); nVP = 1125; } if(nCharLevel >= 3 && nCharLevel <= 7) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 4); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 4); nVP = 50; } The first part checks for level less-than or equal-to 3, and the second part checks for level greater-than or equal-to 3. So if you're exactly level three then both will trigger, and the second one (+50 HP) will override the first (+1125 HP). Change the second one to be >= 4 instead, then run your test again.