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Everything posted by jc2
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Yeah if I recall, that was your Script Shack right? He was trying to get a door to open at a specific time. From what I remember in Glenn's Script Shack was that he was trying to do a TC mod, just thought you'd find that interesting to know.
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Blog #73 - Mod Request (Battle of Khoonda videos)
jc2 commented on Sith Holocron's blog entry in Sith Holocron's Blog
I certainly support this idea, but lack the know-how to do it. -
If you have the steam version, do you also have any mods you are subscribed to in Steam workshop? It might be that you have a mod conflict you are unaware of. Or it could be something else, but I've test this out and was able to get it to work when I had the handmaiden on a planet, didn't try the ebon hawk though. So try talking to her on a planet and see if you can get it to work. Additionally, I updated the file so you may want to either a) reinstall, or copy and paste only Handmaiden.DLG file into your override. The update should* allow you to speak to her on the Ebon Hawk as well as on any planet.
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Did you speak to her on the Ebon Hawk or when she was a current party member on any planet? I put the option as "Your training must continue, and I have much to teach." This option should appear after she says "Yes?" Try changing locations before speaking to her and/or Ebon Hawk and any planet. I will update this so that it shows up under the reply options to "You may ask" thus making it any option in almost every dialogue branch she has.
- 24 comments
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Just a few questions first: Do you have the Handmaiden as a party member? Have you maxed out her influence and converted her to be a jedi like the Vanilla game allows you to do (my mod doesn't add the option to train her to be a jedi). My mod allows you to teach some elements of the force to her IF she's already a Jedi, such as Force Focus form, or Juyo Form, or Beast Control (force power). Therefore, unless you have her as a jedi, then my mod won't take effect until she becomes a jedi.
- 24 comments
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Embarrassing truth about me: I never cared nor noticed the absence of Bao-dur....
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He was also weak and fragile in a fight. Another problem is that it seems the writer(s) stopped writing for his character after his introduction and his Jedi Conversion.
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@valas991 ahah nice to know you feel the same! @Mellowtron11 yeah, though there is that encounter with Mandalore (TSLRCM) that shows them fighting about the Mandalorian Wars, which gives him some characterization. Mira is even worse tbh, like GO-TO has more content than Mira.
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Wait really? I'm gonna have to check those out, what's the full file name for those VOs? Do you know if Disciple has any lines in regards to training? Additionally, if someone wants to remake/restore this in a potential TSLRCM update, then I'm all for that. Don't get me wrong, I'd love to update it to fit a potential TSLRCM update, but I'd understand if it wasn't done quite like TSLRCM crew would want it done.
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Even those personally, I won't have any use for this, I will still look forward to its release! Best of luck finishing it!
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yes, it would be as simple as that. Though I would recommend installing them into the override and then editing them in case you mess up. Also you'd find their feats under the "feats list" as numbers. These numbers are referencing the names found in feats.2da, which you'll want to open up using the Kotor tool to extract and open, then you'll know which you are removing. In case you accidently remove one of those unique to class feats, or want more control over what you are removing. Unless you want to remove everything, then by all means remove everything and don't bother checking the feats.2da file. Same goes for force powers, check the spells.2da and the "spells list" struct. As for the Skills editing, I'm not 100% sure, but I believe you can edit them as well under Skills List, though I have 0 experience myself with editing that.
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Add a global boolean, often global numbers are better, into the globalcat2da, add row "insert tag here" Setting script for global number below, also set it to fire somewhere. Void main() { SetGlobalNumber("insert tag here", 1); } /// THEN int StartingConditional() { if(GetGlobalNumber("tag") == 1) { return TRUE; } return FALSE; } place the above in the Conditional section on the first line of the desired "unlocked dialogue option" See FS Script shack for more information on this.
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Here you go. Canderis' Files 4.7z
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Replacing/muting the tach monkey sound
jc2 replied to regxpression's topic in General Kotor/TSL Modding
Yeah, when it comes to PlaySound I think it has to be within the Sounds Folder, I remember this giving me issues. So you'll want to go inside the Sound folder and replace those sound files directly. The Tach sounds are super annoying, you can turn adjust the volume via the choices provided, that helps. I think if you bring down the sound efffects and increase the voices, that would help. Also, I believe you might also find that the Tach sound is listed within the Module under sounds played in specific areas at random locations and/or specific intervals. -
It's more of a joke mod than a fool you mod, so the nature is not to deceive but to entertain. Otherwise, you'd have a very strong point.
- 2 comments
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- AprilFools
- JC2
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I think this would be a welcomed addition! Best of luck finishing it! Personally, I won't use it because I love being able to solo HK factory, but still it looks like a great idea, and I've heard plenty of people express that the factory was too hard. More power to you!
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I think you might enjoy checking this mod out by Curtis1973 : https://www.nexusmods.com/kotor/mods/1145 It is strictly reskins of several NPCs and shouldn't cause any conflicts, unless you already have reskins of those people. Not, entirely sure if you are looking for this from what you wrote, but I think you'd be interested in this for all of those random NPCs that don't look very good.
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Wait for real? Episode 3 is coming!?!?
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Saul Karath & Carth Cutscene not activating
jc2 replied to XSPEEDYGUYX's topic in General Kotor/TSL Modding
Welcome to DS btw! 1) those files have to do with the Interrogation scene, so no effect. 2) you'll have to resume a save before entering that module, otherwise removing the module from the Modules folder won't have any affect. It's the kotor rule of load a save prior to entering a module or the game won't recognize what you've done or removed. 3) Nothing with the lips folder should be messed with, that controls lip movement, which has nothign to do with this issue. Good test run though by loading a save prior to that module. I'm going to have to do some research to figure this out but if it's not a UTC issue. Then it has to be either a trap (UTT) or a script (NCS) mabye the heartbeat script was edited... or somethign else. Might be a k1r issue by itself, might be k1r with something... I'm going to look through the files of a few of those, non-reskin mods and see if there's something that shouldn'tt be there. Edit: This is a dumb question, did you try walking up to Saul Karath and talking to him? -
Saul Karath & Carth Cutscene not activating
jc2 replied to XSPEEDYGUYX's topic in General Kotor/TSL Modding
None of those mods, from my limited understanding, would cause an issue like that, other than K1R. But here's my advice check your override for any of the following files > lev40_saul402.dlg (for that matter any lev40 files), lev40_brdgcs.utt, lev40_bridgedoor.dlg, lev40_talk.utc, lev40_saulbridge.utc, lev40_brdgcs.utt, bdgunlock.utt. Also, did you manage to kill all of the NPCs on the bridge? Did you manage to kil Saul Karath? Additionally, you have to load a save prior to entering that module for your mod changes to be accepted by the game. The game remembers modules via saved games, so if you used a modded save where you had previously entered that module (area) then the game would recall the changes from those mods. Hope this helps! -
FairStrides - For all his scripting help over the past year, and invaluable advice to so many noob modders like myself. DarthParametric - For his continual presence on the forums, giving advice and providing important information on numerous forums about modeling and other modding aspects. Not to mention the very impressive fixes for cutscenes and models, and in particular his Diversified Jedi on the Star Forge mod. Xuul - For all of his constant community service. He writes the News section in the forum, and he posts videos and reviews Deadlystream mods! He is an invaluable community member of Deadlystream.
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First off: Welcome to Deadlystream Forums! For your second question, there are difficulty mods. My favorite difficulty mod is http://deadlystream.com/forum/files/file/874-k1-and-tsl-difficulty-options/ by Darth Shan. ShemL did a Sith Robes mod for Korriban Sith Students >http://deadlystream.com/forum/files/file/692-robes-for-korriban-sith-students/ That adds some level of detail/varity to Sith on Korriban, but that's not quite the mod you are looking for. There's one for TSL, by Varsity Puppet, that does something similar on Malachor >http://deadlystream.com/forum/files/file/11-trayus-rank-reform/ But you are looking at K1...so I digress.
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Nearly 1 year later, I found out that this mod didn't allow the PC to retain Zaalbar as a companion, instead he would just stand there. He'd be taken from the party and wouldn't act like a practical companion. Note to self, fully test mods when applicable... I mean so upsetting to think I didn't bother to look if he was still showing up on the UI as a companion... Mistakes are fun. I guess I've been modding for a year now.
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FYI: I just updated Enslave Zaalbar to fix a bug.
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Those were the default powers, I only removed one or two because of "balance." Should I remove some more powers? If so which ones? Sorry to answer your question with a question, but I'm really not sure what I should do. However, looking back the tslpatcher is only going to change the level of the UTC to 1 and won't remove it's force powers, if and only if you have another mod that has already added party member UTC files to it. (in other words, if a file is in your override already it will only be reduced to level 1 without removing force powers to counter-balance this). Should I update that and remove powers from UTC files that already exist in the override?