bead-v

Premium Member
  • Content Count

    589
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by bead-v

  1. Those are really cool, Sithspecter!
  2. If you open up KT's Text Editor, then Script -> Script is for KotOR II, the type the function into the function filter, you get this: // 111: Get the DC to save against for a spell (5 + spell level + CHA Mod + WIS Mod). I think you'll need these functions: GetAbilityModifier() GetHitDice() Use the function filter and explore a little
  3. Maybe this will be a little TMI, but I guess it can't hurt. Grenades (and rockets, darts, powers, ..) are treated as "spells" by the game. As such you can find them in spells.2da. One of the collumns is 'impactscript', the script that fires when the spell hits. For grenades it's set to 'k_sup_grenade'. So that is the script the game fires when the grenade hits. So for every spell you want to change, check spells.2da and modify the scripts that are listed there. The game always has access to the original (global) scripts. If you export (ie copy) it, change, compile, then add it to the override, the game will use the script in the override instead. But if you remove it from the override, it will go back to using the original one. In your case, all you need to do is edit k_sup_grenade.nss, compile it to .ncs and put that into the override.
  4. In KotOR Tool's .utc editor, under Advanced, there is the Multiplier Set field. That number matches the row number in autobalance.2da. IIRC the autobalance mechanism uses only the player's level to determine the enemy's stats, which are then added to any stats already in the enemy's .utc, again IIRC.
  5. Hey people! I've been looking into animations in K2 recently and in dialoganimations.2da, I don't know how the animations are referenced. They are not referenced by the Name column, as they are in animations.2da. I was thinking it might be the order of the animations in the model itself. Can anyone confirm this? I don't have any 3D program installed right now to check it myself.
  6. Definitely one of the weirder glitches I've encountered in TSL

  7. I'm not sure I understood correctly, SH, maybe this is what you meant, but I think it would be best for the mod to provide two sound files, mus_area_townint and mus_area_ehawk for example, where the former is a copy of the vanilla czerka office track, while the latter is the vanilla track of both Anchorhead and the Ebon Hawk (ie. the original mus_area_townint). The edited Ebon Hawk .are would now call for mus_area_ehawk, of course. This way, the player can replace either track without affecting anything else in the game and without changing any other files, or just leave them be as a default option.
  8. File Name: Rocket Launcher Sounds File Submitter: bead-v File Submitted: 09 Jan 2017 File Category: Mods TSLRCM Compatible: Yes I made this minimod in the shortest possible time while doing something else, because the annoyance at the lack of sounds when firing rockets struck the wrong (right?) nerve. I basically used the first appropriate sound files I found on the internet and also edited them superfast, so this mod is probably not the best it could ever be. Maybe I will put more effort into it if it still hits that nerve again. But it is a lot better now that sounds are present, so I'm sharing it with you guys. Description: This mod adds sounds to Mira's rocket launcher. It will now produce a sound when Mira fires a grenade, rocket or dart. Uninstallation: Remove the following files from your override folder: - bv_rocket.wav - bv_dart.wav - bv_launch.wav Credits: - bv_rocket is based on RPG Plus Shrapnel recorded by Mike Koenig. (http://soundbible.com/2075-RPG-Plus-Shrapnel.html) - bv_dart is based on Realistic Punch Sound recorded by Mark DiAngelo. (http://soundbible.com/2069-Realistic-Punch.html) - bv_launch is based on Grenade Launcher 2 Sound recorded by Daniel Simon. (http://soundbible.com/2140-Grenade-Launcher-2.html) Thanks: Fred Tetra: Kotor Tool Permissions: You may modify the contents of this mod however you want for your personal usage, but if you want to repackage or redistribute the contents of this mod, you need to give credits to the authors of the sound files, since they are under Creative Commons Attribution 3.0. Contact: Send me a personal message on www.deadlystream.com. My username is bead-v. 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 AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Click here to download this file
  9. Version 1.0

    1,129 downloads

    I made this minimod in the shortest possible time while doing something else, because the annoyance at the lack of sounds when firing rockets struck the wrong (right?) nerve. I basically used the first appropriate sound files I found on the internet and also edited them superfast, so this mod is probably not the best it could ever be. Maybe I will put more effort into it if it still hits that nerve again. But it is a lot better now that sounds are present, so I'm sharing it with you guys. Description: This mod adds sounds to Mira's rocket launcher. It will now produce a sound when Mira fires a grenade, rocket or dart. Uninstallation: Remove the following files from your override folder: - bv_rocket.wav - bv_dart.wav - bv_launch.wav Credits: - bv_rocket is based on RPG Plus Shrapnel recorded by Mike Koenig. (http://soundbible.com/2075-RPG-Plus-Shrapnel.html) - bv_dart is based on Realistic Punch Sound recorded by Mark DiAngelo. (http://soundbible.com/2069-Realistic-Punch.html) - bv_launch is based on Grenade Launcher 2 Sound recorded by Daniel Simon. (http://soundbible.com/2140-Grenade-Launcher-2.html) Thanks: Fred Tetra: Kotor Tool Permissions: You may modify the contents of this mod however you want for your personal usage, but if you want to repackage or redistribute the contents of this mod, you need to give credits to the authors of the sound files, since they are under Creative Commons Attribution 3.0. Contact: Send me a personal message on www.deadlystream.com. My username is bead-v. 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 AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  10. What are you talking about, FS? So, if anyone is experiencing the same problems as me, here's what you have to do to get JRLEdit, and also the GITEdit, to work. I'm on windows 7, if you're using something else, try to find similar options. The steps are basically taken from http://geekswithblogs.net/renso/archive/2009/10/21/how-to-set-the-windows-path-in-windows-7.aspx. Download JRLEdit. Extract all .dll files to a folder, and remember/copy its path. From the desktop, right-click My Computer and click Properties. In the System Properties window, click on the Advanced tab. In the Advanced section, click the Environment Variables button. Finally, in the Environment Variables window, highlight the Path variable in the Systems Variable section and click the Edit button. Now add the path of your folder to the list. Don't forget to separate it from the others with a semicolon. Restart your computer. Use the amazing programs.
  11. It might be easier to do that, yeah. Will keep that in mind. As for the Ubese, I'm currently thinking of not including them, so they could be part of the Geno... this might change though...
  12. Hey everyone! Long time no see! I'm currently working on a mod that will rewrite Nar Shaddaa from Visquis' message up until you meet Zez. The main goal is freeing up "Visquis' secret base" for the GenoHaradan. At this point, I am not planning on restoring the GenoHaradan. If I find anyone who wants to do it, I might change my mind. Aside from that the mod is gonna use some unrestored content that couldn't be restored because it didn't fit with the rest of the plot, and it's gonna try to tie up some loose ends. Of course, to make it all work, new ideas/content will need to be implemented. TSLRCM will be required. The plot is fleshed out, more than half of the new and modified cutscenes are ingame, working, but still need to be polished and/or modified. I'm doing the actual modding for this, scripting, area editing, possibly VO splicing, etc.. the only thing I really can't do is writing/designing. To complete this mod I need someone creative who can write grammatically correct dialogs, come up with new content/dialogs/ideas and who has a feel for the story. If anyone is interested, please PM me Here are some screenshots, but you'll have to click the links, DeadlyStream didn't let me embed them. http://www.mediafire.com/view/fbzzsqhzi39p5jp/K2_00000.jpeg http://www.mediafire.com/view/9psbq6hpzaroqg7/K2_00005.jpg http://www.mediafire.com/view/2rexv8yz59r44mn/K2_00007.jpg http://www.mediafire.com/view/w8auq0wth7byq9a/K2_00010.jpg http://www.mediafire.com/view/mrw2g2z7ygpj4n3/K2_00015.jpg http://www.mediafire.com/view/17sdko315tb5p37/K2_00016.jpg http://www.mediafire.com/view/zb73c4knzsn4l45/K2_00018.jpg http://www.mediafire.com/view/a5zrak2yhhhr384/K2_00019.jpg http://www.mediafire.com/view/azrjh2zwwr8ico9/K2_00022.jpg http://www.mediafire.com/view/sa5k4fat49rz2xn/K2_00024.jpg http://www.mediafire.com/view/ru6kz4soabf76aa/K2_00035.jpg http://www.mediafire.com/view/2s64r0mth4vc6m9/K2_00037.jpg
  13. Looks great, but does it have any system requirements? When I try to open it it just crashes...
  14. Has anyone managed to get kotor to work with intel hd graphics??

  15. Having the swoop bike on Onderon would make no sense, since you don't land on Onderon with the Ebon Hawk... As for a K1 version... not with an upgrade screen, but it might be possible to modify the swoop racing scripts to take globals into account, if so one could pull it of with a simple dlg... I don't have any plans on doing that though.
  16. College is really keeping me busy.. I'm sure I'll be able to find some free time after I get used to it, but now I sometimes even forget to eat...

    1. bead-v

      bead-v

      Don't have a microwave yet... =/

    2. Darth Hayze

      Darth Hayze

      They don't let us have Microwaves.

    3. Darth_Sapiens

      Darth_Sapiens

      i second the ramen ! :)

    4. Show next comments  57 more
  17. It's only for TSL. Creating one for K1 wouldn't be too much trouble though.

  18. finallly has a new laptop! Whoo hoo!

    1. Sith Holocron

      Sith Holocron

      Congrats. A question: have you ever considered doing a KOTOR version of your Galaxy Map Fix?

  19. The map has to work ingame for the program to display it properly. If it doesn't then you need to modify the .are file.
  20. Alright, gonna be on skype from now on.. I also have it on my phone, where it probably works better than xat. Still, I just hope I get my new laptop before Sunday..

  21. Xat is not working for me ever since I'm back from Lj.. no idea what's going on..

  22. The module's paths are defined in its .pth. These paths are used by creatures when they move. Without them they are unable to move, unless there is a direct line between the two points. It's not something that needs to be used often, but sometimes certain parts of a module are not linked by paths, meaning that creatures can't get from one part to the other. You would also need it for new modules.
  23. Here's what's been tested: - remove all creatures from the git - module loads - remove only falt and female twilek dancers from the git - module loads not But the two shouldn't be a problem anyway, because xt removed the model files from the override. It appears that some other creature in the module is for some random reason causing the module to crash. EDIT: There are two more female twileks in the module... I still don't get why it's causing it to crash when the modified mdl files aren't even in the override..
  24. There are lines by Disciple, but they aren't sorted... so there's really no way to know. For example, he has two lines and he can say both for the same holocron or each for a separate one. When I was sorting them I was able to make 5 LS and 5 DS holocron branches. They might not all sound that well though. I'll check how I arranged them when I have time. As VP said, the problem is deciding where to put them, but also whether to have them all be available to all players. (DS holocrons to LS players, LS holocrons to DS players) And of course, the bonuses. That has to be made up as well, except for a few holocrons from which you get lightsaber crystals (again, gotta decide which). These lines often get mixed up with the lines of another part of Disciple's dlg: With the inf maxed out he was supposed to take the Exile back to the sublevels and reveal a holocron which would either just show the exile or actually be the exile's own holocron (I remember thinking about this but I don't remember the details). Another part of the Disciple's dlg is a short "Atris lives?!" branch, but I couldn't find a good place to put that back in.
  25. I updated the file, you can now zoom in and out without a mouse wheel. I also fixed some bugs. Key shortcuts work now.