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Everything posted by bead-v
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Has anyone ever had gmax/3dsmax produce an ascii with more verts than tverts?
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Yes I know about the tvert > vert cases, but I didn't know about vert > tvert. Thank you for the answer!
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TSL Galaxy Map Fix Pack View File for KotOR II: The Sith Lords by bead-v, Sith Holocron and Kexikus This is a combination of: bead-v's TSL Galaxy Map Fix, Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map, Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures. Links to the original mods: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/ http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/ Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option. There are FOUR different install options: 1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations. 2. The Galaxy Map TEXTURE will additionally show M4-78. 3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). 4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/ CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!). Requirements: 1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/). 2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/). Installation: Run TSLPatcher.exe. If the installer gives you these warnings: Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping... Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping... ... you don't need to worry, the mod installed correctly. If at any point you wish to reinstall the mod with a different texture option, you may simply run TSLPatcher.exe again. However, if you intend on uninstalling this mod later on, make sure the backed up files from the first installation are in a safe place, to prevent the new installation from overwriting them. Alternatively, you can manually copy the correct LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation will not remove the New Coruscant Icon and Planet Textures, so you will need to manually remove the following files: Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - GAL_Onderon_2.tga - LEH_scre03.tga - LEH_scre03.txi - gal_cor_2.tga (if new Coruscant textures were installed) - Gui_coruscnt.tga (if new Coruscant textures were installed) - Gui_coruscnt.txi (if new Coruscant textures were installed) - CM_coruscant.tga (if new Coruscant textures were installed) - CM_coruscant.txi (if new Coruscant textures were installed) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning us. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf. Credits: Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map. LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion and tutorial at LucasForums. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter bead-v Submitted 03/24/2017 Category Mods TSLRCM Compatible
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Version 1.0
22,608 downloads
for KotOR II: The Sith Lords by bead-v, Sith Holocron and Kexikus This is a combination of: bead-v's TSL Galaxy Map Fix, Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map, Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures. Links to the original mods: http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/ http://deadlystream.com/forum/files/file/1024-sith-holocron-tsl-animated-galaxy-map-texture-in-canon-positions/ http://deadlystream.com/forum/files/file/778-tsl-galaxy-map-fix-coruscant-addon-new-coruscant-icon-and-planet-textures/ Description: The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option. There are FOUR different install options: 1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations. 2. The Galaxy Map TEXTURE will additionally show M4-78. 3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). 4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!). About Cathalan, see this post: http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/ CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!). Requirements: 1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream.com/forum/files/file/394-coruscant-jedi-temple-compatibility/). 2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods.com/kotor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/). Installation: Run TSLPatcher.exe. If the installer gives you these warnings: Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping... Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping... ... you don't need to worry, the mod installed correctly. If at any point you wish to reinstall the mod with a different texture option, you may simply run TSLPatcher.exe again. However, if you intend on uninstalling this mod later on, make sure the backed up files from the first installation are in a safe place, to prevent the new installation from overwriting them. Alternatively, you can manually copy the correct LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation will not remove the New Coruscant Icon and Planet Textures, so you will need to manually remove the following files: Uninstallation: 1. Remove the following files from your override folder: - galaxymap_p.gui - GAL_Onderon_2.tga - LEH_scre03.tga - LEH_scre03.txi - gal_cor_2.tga (if new Coruscant textures were installed) - Gui_coruscnt.tga (if new Coruscant textures were installed) - Gui_coruscnt.txi (if new Coruscant textures were installed) - CM_coruscant.tga (if new Coruscant textures were installed) - CM_coruscant.txi (if new Coruscant textures were installed) 2. Copy any files with the above names from the backup folder created upon installing this mod. The backup folder is created in the same folder as this installer. Permissions: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., we own none of the materials, and we are not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod authors. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, please put a line in the readme, mentioning us. We hereby state that we specifically do NOT wish this mod to be uploaded to Stream Workshop. If bead-v is unreachable at any point, Sith Holocron or Kexikus may give any permissions concerning bead-v's mod on his behalf. Credits: Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map. LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion and tutorial at LucasForums. Thanks: Fred Tetra: Kotor Tool Stoffe: TSLPatcher tk102: K-GFF GFF Editor Contact: Send us a personal message on www.deadlystream.com. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.- 1 comment
- 4 reviews
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(Recruit Atris Mod)I feel I've hit rock bottom....(SPOILERS)
bead-v replied to Reztea's topic in General Kotor/TSL Modding
Well this part isn't entirely true, there are a lot of examples in vanilla and also in scripts I made where it works even if the NPC is not present. Though it probably helps if they're already there, so do this as well, Reztea! I'm pretty sure you don't need to do that! Especially if you already have a copy of the module, just reuse that one! What I would try next is to create an invisible placeable, and have the placeable start the conversation with itself. Also make sure you do everything JCarter said (you're awesome, thanks!). Also, you could try switching before the conversation, spawning in Atris again, then running the conversation between them. -
(Recruit Atris Mod)I feel I've hit rock bottom....(SPOILERS)
bead-v replied to Reztea's topic in General Kotor/TSL Modding
That function has a mind of its own, it can work perfectly, or it can cause way more trouble than it's worth. I had a problem with it a few months ago and unfortunately, I couldn't get it to work, so I went for a bit of a workaround. But there has to be some reason, so you'll just have to try a bunch of things. First we'll need more info, who started the conversation with who, when in the conversation it fires, etc... if it's at the end, you could try delaying it a bit, so it's out of the conversation. You would then have to make a wrapper function, because SwitchPlayerCharacter() does not return void. Like this: void SwitchCharacter(int nNPC = NPC_PLAYER){ SwitchPlayerCharacter(nNPC); } void main(){ DelayCommand(2.0, SwitchCharacter()); } I think JCarter has said that he knew some of the reasons why it can crash, maybe he remembers something? Good luck and don't let it get on your nerves too much -
Just to be safe - could you tell me which files you're trying to open? I should check that they work for me.
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I'm not sure I understood everything, but I think you want to change the OnEnter script. That is the script that fires when a module is entered, obviously. Look into the area's .are to find the name of the script, then exctract it, decompile it and modify it so it does what you want to under the right conditions. As for screwing with the original - if you keep the files in the separate .mod files, they won't affect each other. If you put the mentioned OnEnter script into the override though, it will replace all scripts named as such, so it will replace the script in both modules. To prevent that, modify your new module's .are to fire a different script OnEnter, say "k_960mal_enter", then rename your edited script to that. If you need anything more specific than that, just say it
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void main(){ object oPC = GetFirstPC(); location lDest = Location(Vector(20.0, 30.0, 1.0), 0.0); //This means: Location(Vector(x, y, z), orientationInDegrees); object oDest = GetObjectByTag("destination"); int bRun = FALSE; //PC will walk //If you want to move to a location AssignCommand(oPC, ActionMoveToLocation(lLocation, bRun)); //If you want to move to an object AssignCommand(oPC, ActionMoveToObject(oDest, bRun)); }
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I think what jc2 suggested is really important. The way I learned to script is by looking up how something I want to do is done somewhere else in the game. But sometimes particularly this issue got in the way, because sometimes things seemed like they just happened, so I didn't know where to look for the script. I learned eventually, but for the newbie, this is definitely important to cover. jc2, in short, scripts can be fired by: 1. events 2. dialogs 3. ExecuteScript() 4. some GUI events (the script is then listed in a .2da) I think this exhausts the different ways it can be fired. Correct me if I missed something! The first one needs a lot of comments, hopefully to be dealt with in the stream
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I'm glad you got it to work But stop saying you're dumb, it's happened to all of us, we're all dumb, but if we keep trying we learn
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Don't give up! If k_inc_force.nss wasn't in the override when you compiled, then it would have loaded the default one instead, which would explain why you don't see any changes. The include files have to be in the override, and you can compile wherever, and then move the .ncs into the override. By that point, the .ncs already contains the include script, so you could take it out of the override and it should still work.
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Here's the request thread for fixes for the other problems: http://deadlystream.com/forum/topic/5162-k1-tsl-fix-ebon-hawk-shader-and-uvw-issues/ None of them are quite the same issue as this one, so I can't just snap fingers to produce the fixes. I hope that we'll be able to achieve it with combined efforts though.
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[K1 & TSL] Fix Ebon Hawk shader and UVW issues
bead-v replied to Sith Holocron's topic in Mod Requests
Is that a no-go with the tools and knowledge we currently have? Just, don't make me recreate this one as well then chop chop! There is an additional one: People think this is a black panel, like the cargo hold floor panels, but it's actually a working panel with pitch black pipes running in front of it. To my eyes, it looks like it's the same issue, ie. no lightmaps? VarsityPuppet? -
It's k_sp1_generic.ncs, without the s.
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What Kex said is true, k_inc_generic.nss is also an include script and is not meant to be compiled. You need to compile k_sp1_generic.nss with your new k_inc_force.nss in the override. Here's how I figured this out. The game considers force powers, grenades, droid items, etc.. (anything special you click on in the gui to be used in battle) a spell. So, you go and check spells.2da, and there is a column 'impact script'. That tells you which script is fired. For force powers, it's k_sp1_generic. If you ever wanted to modify something else (like grenades), check the script in spells.2da,
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This would be adjustable in the swoop racing scripts and it's definitely an alternative to cutting the times. Or you could do both. As I said, I never got that far. EDIT: Let me just mention one more thing, an alternative setup that's possible for the upgrade screen. It would have a top-down view of the swoop bike, which would cover most of the screen. Then instead of the squares displaying icons, they would be transparent and hover over the corresponding parts of the swoop bike. The border would still highlight normally when hovered over or selected.
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Well, I've checked again, and it is the full dialog. Something must be wrong with your DLG Editor, if we are indeed both looking at the same dialog.
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Version 2.0
9,730 downloads
Ebon Hawk Model Fixes v2.0 ===================== AUTHOR: bead-v & ndix UR FIRST RELEASE: 23 FEB 2017 SECOND RELEASE: 6 JUL 2017 GAMES: Star Wars Knights of the Old Republic II Description: ------------ As can be seen in the before and after picture, there was an issue with one of the panels on the Ebon Hawk. I hex edited the model for that panel. If there is a problem with misplaced (simple) geometry, then I can move it out of the way, like I did with that black screen. KotOR1 doesn't have this problem. It's another case of TSL taking something that was perfectly fine in KotOR1 and breaking it / making it worse. Also, the same files would likely make K1 crash. Version 2: ndix UR has provided a fix for the lightmap issue with the floor panel outside the cargo hold. Installation: ------------- Grab the *.mdl, *.mdx and *.tga files and drop them into the following folder: SWKotOR2/Override Uninstall: ---------- Take them out again. If you encounter any, please let me know in the release thread and NOT on the download page. Credits: -------- ndix UR for fixing the lightmap issue Thanks: ------- Sith Holocron for putting together the first version of this mod because I was lazy Known Bugs: ------------- None known at this time. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. -
Ebon Hawk Model Fixes View File Ebon Hawk Model Fixes v2.0 ===================== AUTHOR: bead-v & ndix UR FIRST RELEASE: 23 FEB 2017 SECOND RELEASE: 6 JUL 2017 GAMES: Star Wars Knights of the Old Republic II Description: ------------ As can be seen in the before and after picture, there was an issue with one of the panels on the Ebon Hawk. I hex edited the model for that panel. If there is a problem with misplaced (simple) geometry, then I can move it out of the way, like I did with that black screen. KotOR1 doesn't have this problem. It's another case of TSL taking something that was perfectly fine in KotOR1 and breaking it / making it worse. Also, the same files would likely make K1 crash. Version 2: ndix UR has provided a fix for the lightmap issue with the floor panel outside the cargo hold. Installation: ------------- Grab the *.mdl, *.mdx and *.tga files and drop them into the following folder: SWKotOR2/Override Uninstall: ---------- Take them out again. If you encounter any, please let me know in the release thread and NOT on the download page. Credits: -------- ndix UR for fixing the lightmap issue Thanks: ------- Sith Holocron for putting together the first version of this mod because I was lazy Known Bugs: ------------- None known at this time. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. Submitter bead-v Submitted 02/23/2017 Category Mods TSLRCM Compatible
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Yet still managed to release it to the public before you did, how about that
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You can also do it in the .dlg file, I think the field is called FadeType. Check with Kotor Tool's DLG Editor, that one makes it clear which values do what IIRC.
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Congrats on making this a thing! I'm sure it isn't gonna be easy, but I wish you the best of luck!
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Nope, this was a model geometry fix, those would need something else. It's for someone else to fix, you really don't want me anywhere around textures.
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