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Everything posted by jc2
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Just about every mod I do, goes through several updates and tweaks, not sure if that's good or bad....
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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.
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People do not think the same way. I guess it's natural you don't think of every possibilities.
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I think modding has always had an element of trial and error. We all learn from our mistakes as we go.
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- 4 comments
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- highqualityskyboxes
- camera
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@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.
- 29 replies
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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?
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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.
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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.
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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.
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Entry #3 - Jan 2018 Update
jc2 commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Good luck with this semester and your project! -
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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].
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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*
- 9 replies
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- Special Forces
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Nulls =Navy Seals Arcs = Delta Force Commandos = Army Ranger
- 9 replies
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- Special Forces
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N-DReW25's Disciple and the Holocron's Idea's
jc2 commented on N-DReW25's blog entry in N-DReW's Datapad
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 -
Retexturing Robes for custom robes(newbie)
jc2 replied to DarthWren's topic in General Kotor/TSL Modding
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. -
Retexturing Robes for custom robes(newbie)
jc2 replied to DarthWren's topic in General Kotor/TSL Modding
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. -
MOD:Diversified Jedi Captives on the Star Forge
jc2 replied to DarthParametric's topic in Mod Releases
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? -
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.
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Decent idea!
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- starport visa
- onderon
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N-DreW25 I'm a little curious, why did you change the UTI files if it was just an icon fix?
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My Projects In the Pipeline (mostly texture related)
jc2 replied to Malkior's topic in Work In Progress
Yeah you should add slow effect to blasters, I did that. Ion weapons sound like a good idea, but I wouldn't add the stun effect to them. Additionally, you could have some blasters come with a feat such as improved rapid shot. Not to mention you could play around with the restriction, making certain items only useable by one class throwing in a level on uniqueness/balance. Do blasters use any impact script? If so I could script a knockback effect into it for the bowcaster or whatever else. -
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View File Star Forge Door Fix Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware Submitter jc2 Submitted 01/12/2018 Category Mods K1R Compatible
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Version 1.50
831 downloads
Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware -
List of all In-Game cutscenes, not the movies. This is a repost, original author on LucasForums Rtas Vadum. I wish I had known of this list prior to searching through each and every one of them for a specific scene.... Original link via web Archive.org. https://web.archive.org/web/20150926031734/http://www.lucasforums.com/showthread.php?t=206812 Taris STUNT_00 -PC dreaming in the Taris bed STUNT_03a -Malak giving the order to destroy Taris STUNT_06 -Malak giving the order to stay on the order to destroy Taris Ebon Hawk STUNT_07 -Sith Fighters are incoming (right after Taris, when you get the Ebon Hawk) STUNT_16 -Ebon Hawk when it is getting tractored by the Levithan STUNT_34 -when you arrive at the Star Forge STUNT_35 -after the sith starfighter attack and you get caught in the gravity of the Unknown Planet STUNT_42 -The Republic Admiral (and Vandar) and Carth speak about the Star Forge (light side version of the discussion after the Bastila insident) STUNT_44 -The Republic Admir (and Vandar) and Bastila (and Revan) speak about the Star Forge (dark side version of the discussion after the Bastila insident) Levithan STUNT_12 -Calo Nord is shown after the destruction of Taris STUNT_14 -Calo Nord is reported dead by the PC's hand Unknown Planet STUNT_18 -Malak is shown torturing Bastila, trying to turn her to the Dark Side STUNT_31b -The cutscene showing that the pc IS Revan, taking off the Revan mask STUNT_55a -Revan has returned to power and became the Dark Lord/Lady of the Sith again! (DS ending) STUNT_57 -Revan has helped destroy the Star Forge and became a savior of the Republic (LS ending) The Star Forge STUNT_19 -Malak and an Imperial Officer speaking (where Malak's mouth piece is off) Hammer Head Cruiser These were the talks between Vandar and the Republic Admiral speaking with each other. STUNT_50a -Where the "Republic breaks through" the Sith's blockade to the Star Forge STUNT_51a -The report were Bastila is using her Battle Meditation against the Republic to make the Sith stronger STUNT_54a -The Republic has falled and is being crushed, they are doomed STUNT_56a -The report of the Star Forge getting destroyed, the Republic has won!
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Blog #71 - Wanna Have a Small Part in the Next M4-78 Documentary Chapter?
jc2 commented on Sith Holocron's blog entry in Sith Holocron's Blog
I second the idea of having more voices in this project! I might throw my hat in and give this a try, just for the sake of the community.