jc2

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Everything posted by jc2

  1. Just to start you have the modded/added item inside the override folder right? You'll want to find whatever .utm file in Telos by going into the KT and extracting it. You've probably already done so. So I'll skip how to do that. Now you'll want to use the K-GFF editor (found here in modding tools) to open the .utm file and scroll down to ItemList. Copy and paste an existing struct into the ItemList, then modify that by putting in your custom item's ResRef into Inventory ResRef. Make sure you rename the _PosX to whatever it should be, I.e. if the item is the 54th on the list, it should be labeled as such. You don't want two _PosX as 54th. As always click on something else before saving, when using the K-GFF editor. You might find this tutorial by RealRece to be helpful > > starting at 15 minutes explains exactly what you want to do.
  2. TLDR: Yes, of course. Not really a bad question, it can be a little complicated to answer. Any mod that uses/modifies appearance.2da that does not have a tslpatcher will be incompatible. There can only be (1) appearance.2da in the override. Any mod that correctly uses the tslpatcher to modify the appearance.2da can be compatible. Note: that this is only under the guise of comparing mods strictly based on appearance.2da and there are plenty of other things that can cause incompatibility. If you install mods with the Steam Workshop, then you can run into issues where this question/answer becomes confusing. Workshop installs mods into subfolders, so if you install (2) different mods that use app.2da, they will each get their own subfolder causing an issue, since only 1 app.2da can be in the override. Therefore, Steam WOrkshop says things like... you can't have any other app.2da mods installed because of "incompatibility." On principle, you should really not use Steam Workshop for TSL mods, that system unnecessarily complicates mod builds.
  3. Or you can add a whisper FX to her a female voice making it almost incoherent, then add subtitles as if the PC can understand her. Or have the whisper effect but Alien voice overs, maybe her native tongue isn't Basic? Hypothetically, I think having Vash show up as a Jedi spirit would be awesome, but I don't think anyone is going in that direction.
  4. A example.uti or any .uti is an item for kotor, what you want is the UTC. I'm not sure what UT stands for but I've always assumed uti *i* for item, utc *c* for creature. Justa bout every NPC is a utc. You need to go to each module (map) that has these NPCs (UTCs) and open them up, then modify the feats they have (this part should be actually fairly easy to understand once you've opened the .utc file. It's an easy system to add feats, as long as you opened a utc file, you should'nt have any problem adding the feats. Then extract file to any folder, or directly to your override. Since you are a beginner, I suggest you only edit the files with the Kotor Tool (KT) and only edit them once with it, if you want to re-edit the file, then you should just open the vanilla file from KT again and change it again. This isn't too hard to do, but it's a bit tedious and may cause mod incompatibilities if a mod uses that same utc file. I'm happy to help if you need any additional help.
  5. You could always make original characters and keep the story, maintain the alien identity and voice overs. You might have an issue with voice overs when it comes to Sith and Czerka NPCs, as many of them are human. I very much enjoyed the story and the options you've written, I think it would make a good mod. As for BoS:SR, so what, use the area anyways.
  6. jc2

    Saw an Iphone X ad on youtube, thought it was a Xuul video...

  7. Might I suggest something in the Undercity? Perhaps FP the merchant to charge less, or to be more kind to the community he is apart instead of stealing and ripping them off. FP the village holy man that his quest to find the promise land is fictional. FP the red Sith Commander to "move along," I think his voice over leaves room for this.
  8. I'm depressed. I cannot focus. So I guess I'll try to make a demo of LME.

    1. jc2

      jc2

      Lehon Mandalorian Expansion, http://deadlystream.com/forum/topic/5360-mandalorian-lehon-expansion/, it's a long time comin' but it is still coming!

    2. N-DReW25

      N-DReW25

      Hope you overcome your depression. Is LME Demo awaiting approval?

    3. jc2

      jc2

      Have not. Actually no. I've just sent it out to a few people that offered to beta test it. Since it doesn't have a tslpatcher, because of a few missing elements releasing it now would diminish the value and frustrate people. Not to mention it is (without the tslpatcher) incompatible with just about everything for 2da reasons and global.jrl

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  9. Welcome to Deadlystream, Narshaddaarocks!
  10. View File Massage Choice Request by Valas991, JC2 Presents Massage Choice Allows PC to ask and receive male and female massage slaves at Davik’s Estate for a massage regardless of PC’s gender. The NPCs will still acknowledge your gender with greetings, but their response after massaging the PC will have the gender "master/mistress" word removed. It is a small mod, and shouldn't be incompatible with anything. It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy. If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod. Credits: Thanks to Fred Tetra for Kotor Tool Special thanks to the Deadlystream community! Thanks to Valas991 for his suggestion. Submitter jc2 Submitted 10/20/2017 Category Mods K1R Compatible Yes  
  11. jc2

    Massage Choice

    Version 1.00a

    1,068 downloads

    Request by Valas991, JC2 Presents Massage Choice Allows PC to ask and receive male and female massage slaves at Davik’s Estate for a massage regardless of PC’s gender. The NPCs will still acknowledge your gender with greetings, but their response after massaging the PC will have the gender "master/mistress" word removed. It is a small mod, and shouldn't be incompatible with anything. It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy. If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod. Credits: Thanks to Fred Tetra for Kotor Tool Special thanks to the Deadlystream community! Thanks to Valas991 for his suggestion.
  12. I'm a fan of the hat! The black smuggler's jacket looks boss as well.
  13. jc2

    KOTORmax

    Well done bead-v! Well done!
  14. So psyched about that Sleheyron trailer!

    1. Sithspecter

      Sithspecter

      Thanks JC! We're ramping work up for the fall, it's been a busy summer for me.

    2. N-DReW25

      N-DReW25

      Sleheyron Trailer?...Can't WAIT to see it.

    3. superSzym

      superSzym

      Sleheyron trailer? Where?

  15. Okay, you've not seen the decompiled code. What you just did was directly open up the .ncs and see the final form of the script. You have not decompiled anything. Download DeNCS in zipped form, then unzip. Do you know how to unzip a folder? (Note "Unzip" doesn't mean "open") Once you've extracted the folder, there should be two files, labeled as such "DeNCS Readme.txt" and DeNCS.jar which is an executable file. Double click on the DeNCS.jar, to begin installing. According to the readme, you will need java; my mistake on my previous comment. Additionally you will need the source script for kotor (nwscript.nss), which can be found in your KT folder, or you can follow the Readme's advice and extract it using the KT. Place nwscript into the same folder of the DeNCS, where you tell it to output the decompiled script. Once you have the nwscript.nss inside the DeNCS folder, you can now use it to open any .ncs script. So once again, go to the BOS:SR mod folder, copy and paste the script into the DeNCS folder, then open that script with the DeNCS. Then right click to view decompiled code. Please try to follow these directions. Your end result should be this decompiled code> void main() { object oBos_bosghost1 = GetObjectByTag("bos_bosghost1", 0); object oBos_bosghost2 = GetObjectByTag("bos_bosghost2", 0); object oBos_bosghost3 = GetObjectByTag("bos_bosghost3", 0); object oNearest = GetNearestObject(32767, GetFirstPC(), 1); location location1 = GetLocation(oNearest); if ((GetIsObjectValid(oBos_bosghost1) == 0)) { string string1 = "cs_sithghost"; PlaySound(string1); CreateObject(1, "bos_bosghost1", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { if ((GetIsObjectValid(oBos_bosghost2) == 0)) { string string2 = "cs_sithghost"; PlaySound(string2); CreateObject(1, "bos_bosghost2", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { if ((GetIsObjectValid(oBos_bosghost3) == 0)) { string string3 = "cs_sithghost"; PlaySound(string3); CreateObject(1, "bos_bosghost3", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { object oNPC = GetPartyMemberByIndex(0); AssignCommand(oNPC, ActionStartConversation(GetPartyMemberByIndex(0), "bos_shadowpower", 0, 0, 0, "", "", "", "", "", "", 0)); } } } } And if you want to edit that, good luck! I can't really help you there. I am a poor coder and wouldn't be able to easily integrate what you wish to do, though I'm sure its fairly simple. Alternatively, if you cannot follow my process you could, hypothetically, just copy and paste the script and then tinker with it.
  16. I'll just lay it out step by step. Unzip folder. Go to DeNCS folder and hit the executable DeNCS.jar, Once launched go to "open" Browse through files until you find wherever you put the bos_usepower.ncs Then after it quickly decompiles, right click to "view decompiled code" You don't need java or anything like that. Also you shouldn't be using the KT to extract the file, the file is .ncs from the mod. You should just go to the mod's original file and use the DeNCS directly to open it. Personally, I like to take the .ncs file and place it in DeNCS folder for easy of access.
  17. Yeah, it's definitely a script. The armband utilizes the spells.2da to fire a script. Basically the item (uti) has a spells.2da row number, which fires a specific script everytime the armband is used. Therefore, you need to alter the script that's linked to the spells.2da. Open up your spells.2da with KT 2da editor, make sure you are opening up the one located in your override, then look around until you find one that looks like his. Idk what it would be called but it's probably something obvious, should be one of the last ones added, unless you have a bunch of mods. Then see script fires when used or something like that, remember the name of the script, use the script decompiler or check if he has a nss version of it. From there you've got to edit the script to spawn more people, should be fairly easy at that point to tinker with the script. Once you've tinkered with the script, compile it under the same name as the original, then place your new script in your override.
  18. Just another tid bit of justification about killing Marlena.. Even the Czerka Protocol Officer notes how she "had a mean streak a parsec wide."

  19. jc2

    Flawed K1 Atton Rand Mod Idea

    ^^ Your guess is as good as mine. In my head, I went with N-ii-din and Trixy but with a Q. That's cool, still it wouldn't fit with the timeline for Atton to be apart of it, since he was on Nar Shadda and wasn't even sure who won the Civil War! Interesting to know you thought of the same thing. I still like the idea of the Sith Death Squads, but I have other mod ideas that hold more intrigue.
  20. What if Atton Rand appeared in K1 as a Sith Special Forces operative? What if Revan, ran into one of the deathsquads he was apart of. Were the Jedi responding to their disappearances or was it believed to be merely casualties of war without anyone noticing a pattern? The idea has already begun to form, can I add a sidequest that allows Revan to investigate missing Jedi who were sent on diplomatic missions to Manaan, or doing research on Tatooine for the Jedi Archives, or captured Jedi sent to Korriban for "re-institution?" Before I get your hopes up, let me clear the air. Kotor 1 takes place at the end of the Jedi Civil War; therefore, it cannot include Atton Rand at all, simply because he deserted nearly a year prior to end of the war. This came as a sad realization, because having an Atton Rand cameo in k1 would be so interesting to write. Without Atton Rand being inside the mod, I simply lost all motivation to actually make it. Still the idea of Sith Special Forces abducting Jedi, and Revan being sent to investigate their disappearances would be a decent mod idea. Structure of the mod, would include the other door of the Jedi Enclave opening to a reskined module of the Matele Estate with several Jedi Characters. There the PC would be informed that Padawan Zeeru and his master N'iedin were investigating a distress call by a missing Jedi. This was a trap laid by the Sith to capture more Jedi. This is my rough draft of the plot development: Characters: Jedi Knight = Jawa = N’iedin > home planet Tatooine Two apprentices, only one stands beside him on Dantooine Apprentice 1 = Qrixy = female Twi’lek jedi Zeeru = Jedi Padawan 2, Zeeru stands beside Master, while Qrixy is on Manaan for Jedi diplomacy training with Ambassador Roland. N’iedin informs the PC that Jedi are being hunted down, and he intends to investigate the missing Jedi on Tatooine. There was a jedi distress single emitting from that planet. The council commissioned him to investigate it. An hour ago. A team of Jedi lead by female Master Leyana has gone missing after crash landing on Tatooine. Close the gap and have the Female Jedi Knight get captured by Atton, the rest of his squad dies while staying behind to stop the PC who is known as “a jedi padawan.” Qrixy ends up captured on Manaan, shows up as a Sith on Korriban PC finds Zeeru who’s lost in the dessert, his master was killed by Sith Special Forces, and he is being hunted. He’s trying to make it to back to Anchorage when you meet him. Battle ensues, PC wins, but dialogue about Qrixy being in danger and needing to know their master is dead.. then Jaq snipes him. Jaq is Atton Rand's alias; according to wookiepedia, this was his first name during the Civil War. Scene works like this very far off in the distance you can see Jaq and a speeder, that speeder responds and disappears several times using DelayCommand script so that it appears to be moving! Reprogram Sith Droids on Manaan (optional) before entering the hangar (they walk with you), so that they attack Jaq providing some backstory on why Atton hates droids. Qrixy is being escorted onto the shuttle with Master Leyana, Master Leyana does a force push before being gassed by Jaq (mine goes off) All of them escape, but PC fights a bunch of Sith How do they escape the PC, board a shuttle? Then what? Qrixy on Korriban can either be killed or swear fealty to Revan, there is no redeeming her. She enjoys the Darkside. Her master’s death means nothing to her, her dead friend meant nothing to her. Only a short time has passed, but she is already excelling in her training > has a Sith Master = Darth Lavernius Takes pride in having a master, doesn’t have to abide by the Academy rules, is already a Sith. Well, that was my rough draft of a large side quest that involved Dantooine, Tatooine, Manaan, and Korriban (4 planets). As you can see it was ambitious and it was very much in its development stage. An interesting thing I stumbled upon while making the Jedi Quarters (reskinned Matele Estate module), was the ability to change the head of children and the garments of them with other civilians in the appearance.2da. I could make a dwarf, or a child, depending upon if the head used had facial hair! So I tried to do just that, and actually succeeded. It was rather hilarious. I believe I got all of the children to bow as well. ====================================================================================== ::::::::::::::: ::::::::::::::::: I hope this was not a waste of your time! Thanks for reading my ramblings. -JC2
  21. Welcome to Deadlystream Trevuar25!
  22. jc2

    Jedi Master Robes Improved

    Glad to see this updated again!
  23. This time list the mods that you re-installed with, that will help us figure out which mods or mod is causing this. P.S. Readme's are worth reading.
  24. No tslpatcher on that mod, which means you will have .2da issues with appearance.2da, globalcat.2da and other 2das that it includes. Not to mention the global.jrl issue, though you can patch that with a global.jrl merger found in the Modding Tools section on deadlystream. The mod stil exists on their personal website > http://warpedproductions.echonetwork.net as well as it's archived on jumpzsation chainz.2da website > http://www.jumpstationz.com/ModsArchive/ However, it should be compatible with K1R if you can patch those 2da files and merge the jrl files with the k1r 2da files and jrl files. globalcat you can do yourself easily, the issues are really the appearance.2da and the heads.2da, which are linked to utc's (characters) and uti's (equipment/armor). I checked the files, and from what I can see there are no dlg, ncs, or utc that would cause incompatibility. Can't be sure from actual experience, since I've not used K1R in a play through yet.