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Posts posted by djh269
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If anything, this is just a preview. If I get ambitious enough, this could make its way into an AI Overhaul as a mechanic/feature.
As for the healing droids, well anything in the game really, if you can use it, the enemy probably can too...
Sounds exciting!
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Cheers. Very cool idea for this mod. Did you ever think about the healing droids on Peragus? Or are they too overpowered?
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This is seeming less and less like a modder's resource and more like a full mod. Not that that's a bad thing, of course.
I know buddy, I know. I must of wrote somewhere that if I do too much just tell me to stop. Haha. I even created Jolee's Kashyyk Armor earlier.
I just don't know when to stop sometimes lol. But when I've done this quest (it won't be a particularly large one) and done the placeables/module reskins I'll stop and let someone else pick up and build it better. And tbh, I don't know the limitations of the title "modders resource". But this is definitely me stretching my legs for the REAL Wip project I've made in the past.
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I'm not sure when I'll replay KotOR 1 and try this out, but this is good stuff, nice work.
Thanks for the kind words! I'll add in a save game when I release a quest for this mod.
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Next update 1.4 will/might include:
- I'll create a quest related to the Zoological compound, this will be done through Jolee's Butler droid.
- I'll also create a quest to find an item for the droid also, this may or may not be his unused Amulet item file.
- A fixed camera angle for the stolen Czerka panel (sorry about that guys and girls).
- Reskins of certain placeables to match with the Kashyyk setting
- I might redo the placements of the creatures or get rid of some within the Zoo.
- I might try and swing a cheeky module reskin for the hut, it won't be anything special though.
- I might try and make Jolee's food store/storage cellar. (a reskinned version of the module where you find the Taris sith governor).
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I updated the screenshot and the texture a little bit.
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Is this for both games?
I don't think there was an issue with the TSL icons to be honest, I guess you can use it for both games, the .tga icon file is still the same name.
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Just uploaded a new picture. I initially thought K1R fixed the icon problem but it turns out it doesn't.
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It's too big and it's not the right shape would be my best feedback, unfortunately I understand there's not a lot you can do about that.
Personally if I was to imagine the inside of Jolee's hut- I'd imagine that it is about twice as big on in the inside as it looks from the outside, that parts of it actually feed into the large tree trunk it's connected to.
& That near the back of the Hut, his crashed ship is embedded in the tree and has been grown around over time, sort of like the ships in the rocks on Malachor V but at a vertical angle.
I know what you mean about the size, I have been to houses that look small on the outside but have been surprised by what's on the inside, the ship idea is a good idea. I'm planning on tinkering with the skin and making the place a little darker, I'm hoping that'll make the house look a bit more grotty and small.
I did put out some "clutter" with the objects to make it look messy, but in my opinion it still does look too posh for a hut house hahaha.
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File Name: Gamorrean Battleaxe Icon Fix
File Submitter: djh269
File Submitted: 02 Mar 2017
File Category: Mods
K1R Compatible: YesGamorrean Battleaxe Icon Fix
Author: djh269
Release Date: 02.03.2017Installation:
Drop the .tga file directly into your override.
Uninstallation:
Simply remove the icon from your override.Description:
This is a small fix for the Gamorrean Battleaxe, I have replaced the orginal icon with a much better version.To get the full use of this mod, I suggest downloading the following mods:
- N-DReW25's Gamorrean Battleaxe Fix 1.0
- KotOR1 Restoration (K1R)Thanks:
Bioware for such an amazing game.
Fred Tetra for Kotor Tool and everyone who downloads the mod.
Holowan labs for the endless pit of information for Kotor modding.Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE -
I've updated the mod and uploaded some extras, I hope you all like it!
Any positive/negative feedback is welcome. I did think I went a tad overboard with the placeables but I reduced the amount somewhat.
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So if you use an already-edited file to apply the edits to, what happens?
It would add redundant cells to the .git file.
My previous changes.ini file was trying to replace cells that weren't there, I now know to place a blank .git file in the tslptacher folder. I've now been able to update my changes.ini file by comparing a blank m24aa.git file with another blank m24aa.git file with my placeable and waypoint additions. Many thanks for the assistance everyone!
[m24aa.git]
!ReplaceFile=0AddField0=gff_m24aa_WaypointList_80_0AddField1=gff_m24aa_Placeable List_43_0!Destination=Modules\kas_m24aa.mod[gff_m24aa_WaypointList_80_0]FieldType=StructPath=WaypointListLabel=TypeId=5AddField0=gff_m24aa_Appearance_0AddField1=gff_m24aa_LinkedTo_0AddField2=gff_m24aa_TemplateResRef_0AddField3=gff_m24aa_Tag_0AddField4=gff_m24aa_LocalizedName_0AddField5=gff_m24aa_Description_0AddField6=gff_m24aa_HasMapNote_0AddField7=gff_m24aa_MapNote_0AddField8=gff_m24aa_MapNoteEnabled_0AddField9=gff_m24aa_XPosition_0AddField10=gff_m24aa_YPosition_0AddField11=gff_m24aa_ZPosition_0AddField12=gff_m24aa_XOrientation_0AddField13=gff_m24aa_YOrientation_0[gff_m24aa_Appearance_0]FieldType=ByteLabel=AppearanceValue=2[gff_m24aa_LinkedTo_0]FieldType=ExoStringLabel=LinkedToValue=kasm99_kas24aa[gff_m24aa_TemplateResRef_0]FieldType=ResRefLabel=TemplateResRefValue=kasm99_kas24aa[gff_m24aa_Tag_0]FieldType=ExoStringLabel=TagValue=kasm99_kas24aa[gff_m24aa_LocalizedName_0]FieldType=ExoLocStringLabel=LocalizedNameStrRef=10031[gff_m24aa_Description_0]FieldType=ExoLocStringLabel=DescriptionStrRef=-1[gff_m24aa_HasMapNote_0]FieldType=ByteLabel=HasMapNoteValue=0[gff_m24aa_MapNote_0]FieldType=ExoLocStringLabel=MapNoteStrRef=-1[gff_m24aa_MapNoteEnabled_0]FieldType=ByteLabel=MapNoteEnabledValue=1[gff_m24aa_XPosition_0]FieldType=FloatLabel=XPositionValue=143.889999389648[gff_m24aa_YPosition_0]FieldType=FloatLabel=YPositionValue=137.610000610352[gff_m24aa_ZPosition_0]FieldType=FloatLabel=ZPositionValue=6.67000007629395[gff_m24aa_XOrientation_0]FieldType=FloatLabel=XOrientationValue=0.382683306932449[gff_m24aa_YOrientation_0]FieldType=FloatLabel=YOrientationValue=0.923879563808441[gff_m24aa_Placeable List_43_0]FieldType=StructPath=Placeable ListLabel=TypeId=9AddField0=gff_m24aa_TemplateResRef_1AddField1=gff_m24aa_X_0AddField2=gff_m24aa_Y_0AddField3=gff_m24aa_Z_0AddField4=gff_m24aa_Bearing_0[gff_m24aa_TemplateResRef_1]FieldType=ResRefLabel=TemplateResRefValue=kas99invis[gff_m24aa_X_0]FieldType=FloatLabel=XValue=141.800003051758[gff_m24aa_Y_0]FieldType=FloatLabel=YValue=138.119995117188[gff_m24aa_Z_0]FieldType=FloatLabel=ZValue=6.65999984741211[gff_m24aa_Bearing_0]FieldType=FloatLabel=BearingValue=0[placeables.2da]AddRow0=placeables_row_Jolee_bed_0[placeables_row_Jolee_bed_0]label=Jolee_bedstrref=571modelname=Jolee_bedshadowsize=1bodybag=0preciseuse=0hitcheck=0canseeheight=1.5hostile=0noncull=0ignorestatichitcheck=02DAMEMORY1=RowIndex-
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Order of operations. TSL Patcher does things in this order:
1. Process and add to dialog.tlk file.
2. Install files
3. Install/patch 2da files
3. Install/patch GFF files
4. install/patch SSF files
5. Process and compile scripts
@djh: Shall I assume your GIT stuff was entered in manually? There is a compare function for GFF files, that relies on selecting the original .git file (the version you used to make your edits) and then your edited version.
Just eyeballing it, the format is all wrong as it relies on the fields already being there instead of being added. I recommend making a copy of your .git file and then removing your stuff from the copy. Then compare using first the copy and then the original.
It was entered in manually, I've used the compare function before, I'll have to play around with that tool.
Upon Kexikus instruction, I changed the replace function as per the below to Install0 for the original kas_m24aa.mod. I installed a base copy of that within the tslptacher folder as instructed, it's now compatible if you don't have K1R installed.
[install_folder0]Install0=kas_m24aa.modI guess my question is, do I have a fresh m24aa.git file or one that I've editted, placed within the tslpatcher folder?Edit: Obviously I'd then have to change the below to !installfile-0m24aa.git]!ReplaceFile=0 -
3. I really, really, really recommend against just replacing the .git file in kas_m24aa, since that would invalidate any and all changes any mods installed before this make.
It really does not like the below, I followed the instructions on the .pdf with the tslpatcher but I think I've named them wrong.
m24aa.git]!ReplaceFile=0Placeable List\Bearing=-0Placeable List\TemplateResRef=kas99invisPlaceable List\X=141.800003051758Placeable List\Y=138.119995117188Placeable List\Z=6.65999984741211WaypointList\Appearance=2WaypointList\Description=-1WaypointList\HasMapNote=0WaypointList\LinkedTo=kasm99_kas24aaWaypointList\LocalizedName=10031WaypointList\MapNote=-1WaypointList\MapNoteEnabled=1WaypointList\Tag=kasm99_kas24aaWaypointList\TemplateResRef=kasm99_kas24aaWaypointList\XOrientation=0.382683306932449WaypointList\XPosition=143.889999389648WaypointList\YOrientation=kasm99_kas24aaWaypointList\YPosition=137.610000610352WaypointList\ZPosition=6.67000007629395!Destination=modules\kas_m24aa.mod -
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Everything bar the .GIT part, it's really not recognizing the lines. I'm having fun playing around with it all though!
Funnily enough, this changes.ini file seems to work :S
[TLKList][installList]install_folder0=Modulesinstall_folder1=modules\kas_m24aa.modinstall_folder2=Override[2DAList]Table1=placeables.2da[GFFList]File1=joleebed00.utp[CompileList][sSFList]; ===================================================================[install_folder0]Install0=kas_m24aa.modReplace1=kasm99.mod[install_folder1]Install2=m24aa.gitReplace3=kas99invis.utpReplace4=spawnkas99.ncs[joleebed00.utp]Appearance=2DAMEMORY1!ReplaceFile=1!Destination=modules\kasm99.mod[placeables.2da]AddRow0=placeables_row_Jolee_bed_0[placeables_row_Jolee_bed_0]label=Jolee_bedstrref=571modelname=Jolee_bedshadowsize=1bodybag=0preciseuse=0hitcheck=0canseeheight=1.5hostile=0noncull=0ignorestatichitcheck=02DAMEMORY1=RowIndex[install_folder2]Replace5=Jolee_bed.tgaReplace6=Jolee_bed.mdlReplace7=Jolee_bed.mdx -
Do you have Proves? I mean you just can't setup a theory, which isn't true...
Revan started wearing his Mandalorian mask because people just didn't take him seriously enough as a man-fish.
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How do I install the bed? Do I just put it in override, or...?
Check your PMs. Many thanks for your patience.
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It was in fact the worst possible answer haha, number one. In regards to the .GIT, I have modified the previous .changes.ini and also added the .GIT file under the GFFList.
[TLKList][installList]install_folder0=Modulesinstall_folder1=modules\kas_m24aa.modinstall_folder2=Override[2DAList]Table1=placeables.2da[GFFList]File1=joleebed00.utpFile2=m24aa.git[CompileList][sSFList]; ===================================================================[install_folder0]Install0=kas_m24aa.modReplace1=kasm99.mod[install_folder1]Install2=m24aa.gitReplace3=kas99invis.utpReplace4=spawnkas99.ncs[joleebed00.utp]Appearance=2DAMEMORY1!ReplaceFile=1!Destination=modules\kasm99.mod[placeables.2da]AddRow0=placeables_row_Jolee_bed_0[placeables_row_Jolee_bed_0]label=Jolee_bedstrref=571modelname=Jolee_bedshadowsize=1bodybag=0preciseuse=0hitcheck=0canseeheight=1.5hostile=0noncull=0ignorestatichitcheck=02DAMEMORY1=RowIndex[install_folder2]Replace5=Jolee_bed.tgaReplace6=Jolee_bed.mdlReplace7=Jolee_bed.mdx[m24aa.git]!ReplaceFile=0Placeable List\Bearing=-0Placeable List\TemplateResRef=kas99invisPlaceable List\X=141.800003051758Placeable List\Y=138.119995117188Placeable List\Z=6.65999984741211WaypointList\Appearance=2WaypointList\Description=-1WaypointList\HasMapNote=0WaypointList\LinkedTo=kasm99_kas24aaWaypointList\LocalizedName=10031WaypointList\MapNote=-1WaypointList\MapNoteEnabled=1WaypointList\Tag=kasm99_kas24aaWaypointList\TemplateResRef=kasm99_kas24aaWaypointList\XOrientation=0.382683306932449WaypointList\XPosition=143.889999389648WaypointList\YOrientation=kasm99_kas24aaWaypointList\YPosition=137.610000610352WaypointList\ZPosition=6.67000007629395!Destination=modules\kas_m24aa.modApparently Bearing isn't a valid list index.
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Okay, I've hit a little snag. Basically what I want to do is modify a placeable to have a unique appearance, and then have it patched within a .mod file. The file gets placed within the .mod file, but the object doesn't appear when I spawn into the module. This is for the small Jolee mod I've recently released, everything seems like it's working until I walk into the module. Strange. I've looked at quite a few tutorials so far. I've posted the changes.ini file below:
[TLKList]
[installList]install_folder0=Modulesinstall_folder1=modules\kas_m24aa.mod[2DAList]Table1=placeables.2da[GFFList]File1=joleebed00.utp[CompileList][sSFList]; ===================================================================[install_folder0]Install0=kas_m24aa.modReplace1=kasm99.mod[install_folder1]Replace2=m24aa.gitReplace3=kas99invis.utpReplace4=spawnkas99.ncs[joleebed00.utp]Appearance=2DAMEMORY1!ReplaceFile=1!Destination=modules\kasm99.mod[placeables.2da]AddRow0=placeables_row_Jolee_bed_0[placeables_row_Jolee_bed_0]label=Jolee_bedstrref=571modelname=Jolee_bedshadowsize=1bodybag=0preciseuse=0hitcheck=0canseeheight=1.5hostile=0noncull=0ignorestatichitcheck=02DAMEMORY1=RowIndexEdit: I have placed an unaltered joleebed00.utp file within the tslpatcher folder.
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But i got T7 back here.
It put a smile on my face when he replied!
I asked Seikan if he could upload his mods onto this site and the legend came back and updated them to a really great level.
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My next mod will be titled: Keith, a cut Selkath recruitment mod. 1.0
The Rancors cages almost fit the large Rancors inside them. Almost. The One's fight scene was a bit different with 4 large Rancors...
Edit: they blatantly made them small and tough towards the end of the game to make Luke skywalker feel better about himself.
Kotor effects
in General Kotor/TSL Modding
Posted
It's texture is either: fx_tex_01.tga or fx_tex_15.tga or perhaps both. The issue lies with how its applied to the body, it's basically an energy shield type effect lol.