jc2

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Everything posted by jc2

  1. 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.
  2. 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.
  3. 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.
  4. FYI: I just updated Enslave Zaalbar to fix a bug.

    1. VarsityPuppet

      VarsityPuppet

      Niiice fixing bugs always feels good

    2. jc2

      jc2

      Does it though?? DOES IT! Ahaha, yeah, tbh setting things straight does give some satisfaction.

  5. Wow, this looks great! Love how the docking bay looks like it could fit shuttles of different sizes besides the Ebon Hawk! You even have the minimap identical to the area. Those are new doors or reskinned doors, or does the game technically see them as both?
  6. jc2

    MOD:Party Leveler K1

    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?
  7. Just about every mod I do, goes through several updates and tweaks, not sure if that's good or bad....

    1. DarthParametric

      DarthParametric

      That's the nature of the beast. There are always things that manage to slip through the cracks, or that don't pop up during testing.

    2. valas991

      valas991

      People do not think the same way. I guess it's natural you don't think of every possibilities.

    3. Mellowtron11

      Mellowtron11

      I think modding has always had an element of trial and error. We all learn from our mistakes as we go.

  8. jc2

    JC2 Camera Mod

    Sorry for the extended delay in response, did you use the key for free camera, default is TAB. It doesn't allow your normal camera to have the ability to look up and down, the game seems hardcorded that way; it only allows the PC to use the TAB "free camera" to look directly up.
  9. @SH I am not sure how or to what extent that I will try to make things compatible. I'm going to first get the mod fully functioning on its own before I branch out that far. In other words, I've not yet decided. @Mellowtron11 For ease of use and to mitigate risk of confusion, I will release Trainable Disciple as a separate mod.
  10. jc2

    MOD:Party Leveler K1

    That's okay, um I don't remember. I reduced them from 6 powers to 4 powers, because I wasn't sure of the leveling and didn't want to do the math. You can check them out by opening their UTC files with the K-GFF editor, then looking at their spells which has a number. Reference those numbers with the spells.2da and you'll know. This is the data you should find : Jolee 6 = FORCE_POWER_AFFECT_MIND 22 = FORCE_POWER_FORCE_VALOR 23 = FORCE_POWER_FORCE_PUSH 47 =FORCE_POWER_DROID_STUN Juhani 8 FORCE_POWER_SPEED_BURST 23 FORCE_POWER_FORCE_PUSH 42 FORCE_POWER_RESIST_ENERGY_1 45 FORCE_POWER_SLOW Bastila 6 = FORCE_POWER_AFFECT_MIND 23 = FORCE_POWER_FORCE_PUSH 46 = FORCE_POWER_STUN Now that you know what is left, let me know what you think of it. Edit: 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?
  11. Have you compiled script on TSL before? I took your .nss and compiled without errors. I think you didn't save it correctly. Try the following, set script to TSL, select "Compile," then save as "k_inc_force.nss," it should compile as a .ncs file. If it still won't compile then you probably don't have the TSL nwscript.nss inside your override. Then you'll need to extract nwscript.nss from the source script in TSL using the KT it should be under BIFs. Check out the spells.2da and go down the list until you run into the force power that has the animation you want, then move along the columns until you find the animation specified. It should look something like "animacolumn." It could be a number or a name, can't remember. So yes, you can change the animation attached to a force power, but you can do that only through editing the SPELLS.2da, not the force power script. As for the damage types, that should be doable, I've done something similar for k1 with my grenade mod.
  12. Assuming you edited the dlg file using the dlgeditor and put the script in the Script Fire section, and placed it into the override folder. Then I think your issue is saving the script. SetGlobalBoolean("EhWarp",TRUE); /// This is completely useless. Booleans in kotor work on referencing the globalcat.2da file, like memory keys, they have to exist in the globalcat.2da file, else they won't have any impact. However, I'd recommend not including this at all merely because it is completely unnecessary to warp the player from one location to another. Unless you have a good reason to do so, then you'd want to edit the global.2da and add a line to that with your tag "EhWarp" and label it as a Boolean. The rest of your script is correct, void main() { StartNewModule("tag of module goes here"); } However, you'll need the nwsscript.nss in your override, which you can extract using the Kotor Tool in the source script section of the BIFs. Finally, you'll want to set the script to K1 script, then compile it by selecting "compile" which will ask you to save it somewhere, save it as "whatever.nss" the .nss is very important, then it will compile as a .ncs file. You'll end up with two files, the .ncs is the compiled/working version, while the .nss is the source script. After you've finished remember to put all the files in the necessary folders within kotor, in this case 2da files, scripts, dlg files can all go into the override.
  13. FYI, if you add a crystal to the game you'll need to edit the crystals.2da file otherwise the game won't recognize it as a "component" for upgrading items (lightsabers in this case). Basically, you added an item to the game without letting the game know what the item does. Scripting has nothing to do with this problem. I don't know much about crystals.2da files but if you looked at several lightsaber/crystal mods I'm sure you could learn how they did it by studying/reverse engineering it.
  14. Same! It's a very vibrant reskin.
  15. Kyle Katarn once said "that's no moon" because there was nothing there when he left. Kyle Katarn wasn't in The Last Jedi, because he was the best Jedi, not the worst.... Kyle Katarn defeated the Yuuzhan Vong that's why they are not canon anymore, but simply Legends [of Kyle Katarn's adventures].
  16. Nothing is better than the Navy Seals ^^ But no, Nulls are the most deadly clones according to legends prior to Disney CW, don't know what Disney did after they gained control of the franchise... *cough ********** disney Cough*
  17. Nulls =Navy Seals Arcs = Delta Force Commandos = Army Ranger
  18. I'd have to second SH voice, it really should be exclusive to Disciple. Otherwise, I think it loses it's appeal. @HK-47 I'd have to challenge that. Part of the game is making sacrifices and choices based upon what the game has to offer, such as class choice, companion training, romance options, dark/light/grey playthroughs. Decisions on which companions to send to Dxun Sith Tomb, sacrificing Visas, the different Hk-47 endings... etc
  19. Idk, never needed to use the K-GFF comparison Editor. I use the K-GFF editor all the time, though. Absolutely no idea, my robe reskins were sub-par at best... so I've completely abandoned skinnng.
  20. Check this out by Canderis > https://sites.google.com/site/canderisproductions/tutorials/uti-basics And this by RealRece > Also try searching the forums for information, but you've extracted the tga robe file right? And it sbould look something like "PMBI08" for males, or "PFBI08" for females. What you'll need to do is edit one of those files, because that's the file linked to the appearance of the PC(player). Now you'll need to save that as any number from 10-100, unless you want to just reskin a robe, then keep the name. *important number* Now go to Kotor Tool. Bifs> Templates> Items > find jedi robe. Double click the jedi robe, explore the editor and change what you want, including description, stats, and pay attention to the texture Variation because that number has to line up with whatever *important number* you gave it prior. Example: PMBI034 = male PC robe jc2_jedirobe.uti with Texture Variation set to 34 Tools you'll want GIMP, Kotor Tool, and K-GFF editor.
  21. Great mod DP! On a side note looking at the changed dialogue/original dialogue, it says, "the jedi hangs by.... Only by the power of the Force could you free them/him." Does that mean Bioware intended for a lightside Revan to be able to protect or free them, instead of sucking the life out of each one of them?
  22. Kyle Katarn knows how Bao Dur died. Kyle Katarn taught the Force all it knows. Kyle Katarn was the only jedi who didn't fail Kreia.
  23. N-DreW25 I'm a little curious, why did you change the UTI files if it was just an icon fix?