zbyl2

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Everything posted by zbyl2

  1. I always add already edited dlg file into patcher and let it install into override. Just make sure patcher is set to replace instead of simple install, so it will overwrite the file in case it's already there.

    Not sure I understand your second question, though...

  2. If I make tutorial, it'll show how to configure patcher using configure exe file that comes with program, not editing changes.ini.

    I might remake it, and make one focusing on changes.ini editing later, if people show some interest.

     

    OK, some of this stuff you mentioned might indeed be confusing - to be honest I have no idea how to merge dlg files with patcher. I know it's probably similar to how journal entries works, but anyway.

    And now that you mention .nss files, I recall that the patcher can compile scripts into .ncs during installation, but I find it the most useless function the patcher has. Putting already compiled ncs file into patcher is way simpler and has exactly same effect (that's what I always do). I might as well mention it in my video-tutorial, whenever I make it.

     

    1.8GB? Downloading this thing sounds like a loot of fun!

  3. Ah, I see. Yes, manuals can be confusing, though to be honest I never read one for tslpatcher, just started using it :P

    Analyzing changes.ini file is still the best way to learn everything about the patcher. But lets see how the video turns out. Whenever I get to do it, that is.

  4. What would you want in such a video?

    I always thought using patcher exe to configure it all was pretty selfexplenatory - just type in the file name and where to install it. 2da files were a bit more complicated, but with some trials it can be pulled off.

    But for you, I might consider making such video when I get some time (you might need to wait until Saturday, though).

  5. Incorrect, actually. 10 50 50 means only that you'll be able to get prestige class when you're level 10, alignment over 50 or below 50 (meaning no matter what alignment). There's another check few lines later that checks out your alignment again (script c_ac_align_gt P1 74). That means if yours alignment is 74+ you'll get Jedi class, otherwise (alignment -74) you get Sith class. In short: the first check that allows you to get prestige class has nothing to do with whether it's Sith or Jedi class.
  6. As I recall, "battle of Khoonda trigger" was something already fixed in 1.5, but was present in filefront release (and early release here, at deadlystream), and was fixed in patch. I decided to add it into readme as 1.6 change for some reason. Bug itself was something about battle not triggering if Vrook wasn't present when you talk to Zherron outside Khoonda just before the battle. Or something. Might be wrong, it's been some time since all of this happened.
  7. Thanks bead-v, but I need sounds without music behind it - really, I tried it and as long as music is behind sound effects, it's impossible to sync it properly without everything sounding weird. It's all because music and timing is slightly off compared to BIK movie. I contacted another person that should be able to get me sound effects that sound similar enough to those from BIK movie - I won't say who that is (for now anyway), but expect some new info in next... two weeks? As for Kreia's model, the two-handed Kreia doesn't have proper animations, unfortunately. Original BIK movie has this issue as well. (what's up with those double posting lately? It keeps happening to me)
  8. Which folder do you choose? Main KotOR II folder (where all the .exe files are located) or one of the subfolders (like override, modules, etc)? You need to choose the main folder - you do that?
  9. Make sure you installed the mod into correct directory. Some people get double program files issue (it installs the mod into program files/program files directory), even though it WAS fixed in 1.6 installer, it could've happened for you too.
  10. From what I understand those are changes to dialog.tlk file, so your translation would be unaffected anyway
  11. It won't work, if I extracted original BIK's movie it would have voices, music, sound effects, it would be next to impossible to sync everything with in-game scene. Music track PastramiX created is really similar to original BIK one, yet it's still bit different, and timing in in-game cutscene is a bit different. So no, extracting sounds from BIK is not an option - unless you can separate sound effects from music somehow.
  12. It's impossible to extract sound effects alone from the BIK movie - not without music behind them.
  13. At the moment USM isn't compatible with TSLRCM so...
  14. I was working on turning Kreia's Fall cutscene from BIK movie into in-game cutscene, here is what I've done so far: Now, compare it with original BIK movie: As you can see, my in-game version lacks some sound effects - Sion beating Kreia, and Kreia trying to summon her saber. Would anyone around here happen to know where I could find said sound effects, or maybe someone around here would be able to recreate them? They wouldn't have to sound exactly the same - just similar enough.
  15. zbyl2

    TSLRCM download

    @Pavijan If all you're using from "1.0C patch" are .tga files, then you don't need its appearance.2da. Unless you want something more to it than just simple texture changes...?
  16. So basically you're asking whether mods are compatible with TSLRCM or are they already included, yes? Lightsaber Parts Icon Fix - compatible with TSLRCM. Kreia's Robe Fix - won't work, we have our own version of Kreia's model. Party XP Bug Fix - should work with TSLRCM. Weapon Finesse Icon Fix - compatible with TSLRCM. Arrival on Nar Shaddaa Dialog Fix - not needed we have our own fixes for this dialog. Telos Academy Fixes - not needed we've done it ourselves. Atton Bath Joke Fix - not needed we've restored this ourselves. Korriban Hidden Tomb Fix - not needed, included in TSLRCM. Peragus Mining Shield Fix - compatible with TSLRCM. Space/Environmental Suit Speed Fix - should be compatible with TSLRCM as long as TSLRCM is installed first.
  17. There is no "compatibility patch for USM" available to public yet. Not for current version anyway.
  18. It is not. I plan on making new version of Ravager Rewrite that will be compatible with TSLRCM, but can't say when it will be released.
  19. USM isn't compatible with TSLRCM 1.6... If you have k_907_enter.ncs in your override folder, try to delete it and reload save before entering academy.
  20. Problem with Kaevee dialog seems to appear in most of language versions. I assumed it would be already translated within other language's dialog.tlk file like all other cut content but apparently, it wasn't, for whatever reasons. The only way to fix that is if someone translated her dialog and send it to me (I could provide text to translation). I've already got French translation of her conversation, which was included into 1.6a version, if somebody translated it into other languages I could make "international patch" to correct the problem. As for your second question, you can download english dialog.tlk file (we even have one in our download section) and reinstall TSLRCM using english installation and that's it, all text english.
  21. 650DAN_dlg.erf contains vanilla (unmodded) dialogs. TSLRCM's dialogs are in .mod files - so proper TSLRCM's krealone.dlg is located in 650DAN.mod file. Just looked at the dlg file, second and third lines ARE in the conversation. First one isn't there, there's no way to trigger it. Well, unless you edit proper file yourself.
  22. Being stuck at Malachor is USM issue (it really isn't compatible with TSLRCM), some other people had it too. Try removing k_907_mal.ncs from override folder and reload save before getting stuck
  23. I'm glad I'm back too! But yeah, I really needed to rest - fortunately two weeks vacation were enough, so I'm back ready to do whatever needs to be done :)