jc2

Members
  • Content Count

    939
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by jc2

  1. Anybody have any advice for getting the 2DAMEMORY to work? I keep messing it up, I've read and reread the instructions, but it hasn't clicked yet. Everything else works though.

    1. jc2

      jc2

      @Bead-v yes! I will pm you via discord!

      @Kexikus yeah, that's what I've been trying to do, though nothing seems to use 2damemory for global.cat.2da files, which concerns me...

    2. Kexikus

      Kexikus

      There's no need to use 2damemory for globalcat.2da since you can just call the globals by their name instead of their index in scripts. That way you don't have to adapt the scripts to their index.

    3. jc2

      jc2

      @Kexikus thanks for the information, I figured it out by then though ^^

    4. Show next comments  96 more
  2. The only thing left to do, is the TSL patcher, everything else should be 100%. Fixed a few bugs, fixed some typos, fixed some VOs. Hopefully, I can get the tslpatcher to work tonight and release Shanilia sometime tomorrow!
  3. Hey Kexikus, Any news with this WIP? Do you plan to change the head of Juhani to make her look more darkside?
  4. That would be Ambassador Roland... yes I have this memorized.. it's for Shanilia ;P
  5. Selkath Judge Duula VS Zax (Taris Hutt)
  6. Yes, I actually remember reading about it, or chatting with someone about k1r people deciding to not include that, because it didn't quite fit with how that scene went down... Though I can't remember with who or when..... Nevertheless, can you update it to include those lines? Though just looking at them, they seem to have it already inside them. Check out Yuthera39kor.dlg, they include the "juhanipm" and "Joleepm" which is the source code to determine if you have that NPC in your party or not. You might not even have to do anything... ^^
  7. Ah, Beta testing... the Joys of failure ;P

    1. HK-47

      HK-47

      Beta testing?

       

      OH! You mean early access.

    2. jc2

      jc2

      ahaha, yes. I have early access to the mod I've been making ^^

  8. Some basic advice that may be helpful. If you edit the UTC, then you must load a save prior to entering that module. The game remembers based on saved games, so if you were to edit the UTC, then load a save where you had previously gone to that module, it would not show your changes. Therefore, be sure to load a save game prior to going to that module, to be on the safe side load a save from before you went to that planet. Also, you will not want to include .nss or .ncs in your dialogue editing. Be sure you have the .ncs in your override too. Not to mention, if you are starting a conversation, I believe you want to use > int StartingConditional() < not > void main () > That's all I know, I'm learning scripting and dialogue editing as well (for k1, not tsl). Hopefully, someone wiser will come by and help you out, if not try posting this on FairStrides Script Shack. He's a great guy and will most likely help you out.
  9. I think I just might end up using this in the next day or so... thanks for posting this FS! (and thanks Stoffe ^^)
  10. ahahhaha! ahah! Hey you asked for the drink! You could have stayed sober ^^
  11. Yeah, I recently played through Korriban, incidentally to test Shanilia it was just a load I had to use. Nevertheless, I wish I could be more specific but, he does or Yuthera does. Hope you find it! Also, very neat that you found other lines for the Star Map. Though that makes me wonder did you add the 2 lines of dialogue that JOlee and Juhani say if you redeem Yuthera?
  12. Oh I saw this actually! Even thought about doing it ;P The lines are specifically for Jolee and Juhani,otherwise nothing is added when you speak to them, right? Also, how were you able to tackle the "come alone" that Uthar says before you leave the academy? Did you edit that dlg file? Edit: How about that cutscene where it says "you exit the Academy alone with Uthar?"
  13. So I tried to write a tutorial today. . . Hopefully, I didn't overlook something!

  14. How to use Alien Voice Overs in kotor 1 If you are familiar with the DLG EDITOR skip to STEP 4, otherwise continue reading. Step 1: download kotor tool > http://deadlystream.com/forum/files/file/280-kotor-tool/ Step 2: Download dlg editor > http://deadlystream.com/forum/files/file/750-dlg-editor/ Step 3: Watch and read other tutorials about dlg (short for dialogue editing) > http://deadlystream.com/forum/topic/3419-kotor-1-dialog-editing/ And https://web.archive.org/web/20150925104635/http://www.lucasforums.com/showthread.php?t=180845 Don’t worry about trying to understand everything written on the Lucasforums. You only want to know the basics, until you need to learn more. Let me briefly explain the three things you need to know before implementing Alien Vos. First: extract the dialogue file using the kotor tool. You will find this file (presumably you have already chosen it) in the RIMS > Modules > then the specific modules, for example manm26ab_s.rim. Do not attempt to edit the dlg file with the kotor tool, it is bugged. Do not attempt to edit anything or even open it in the kotor tool for dlg files only. If you extract the file after opening it with the kotor tool dlg editor it will be bugged. Second: Understanding basic add reply and entry: Reply is the PC dialogue option, entry is the NPC dialogue option. When left untouched after being created it will read (continue), if left this way, the dialogue will be skipped allowing you to put together two or more NPC or PC replies. Third: How to access the 2da files. Open kotor tool > BIFs > 2da.bif > 2d Array > AlienSounds. Double click aliensounds and it will show you a master list of Alien Vos. STEP 4: Discern what alien VOs you want to use, i.e. don’t make a Wookiee speak Ithorian. Take your hands off the keyboard and think. Where did you hear the Alien VO used in the game? Which modules (maps or locations in the game) did you hear it? I’ll use my example, I wanted to get every female Twilek VO (28 total) but I had to find each module that had these lines in them. Because, not every module has every VO listed in it. I ended up going to four different modules > Tar_m02aa/ Tar_m03ae/ Tar_10ac /tar_m11aa. Determining which modules have you VOs is painful, ask around, or go look into the dlg files of each module you think might have that VO. This is what I did. Yeah, I mean the painful choice, thanks for asking… STEP 5: These modules I listed previously all have a .lips folder that accompanies them. This is what you want to toy with. Once you have the modules names, do not extract these modules! Just write down the list. Instead go to where your kotor is installed, click on a folder called “lips” and take out each of the files named after the modules on your list. Mine were > Tar_m02aa/ Tar_m03ae/ Tar_10ac /tar_m11aa. Step 6: Now copy and paste these files into your MODULES folder found next to the LIPS folder somewhere. Exit out of kotor tool, and restart it. It has to reload itself, it does not refresh automatically. Step 7: ERFS > Modules> there should be your module (example Tar_m02aa.lips) with a .lips attached to it. Double click on that> click on “N” then extract whatever VO you want. Some modules may not have any of that alien’s VOs. Step 8: Rinse and repeat step 7 until you have all of your VOs you want or all of them in general. Double check how many total VOs for that alien exist by going back to your 2da AlienSound file. Step 9: Create a folder to extract and keep track of the alien VO’s. Step 10: Understand basic shortcuts listed by the AlienSounds such as angs, seds, hpys. The first three letters dictate the emotion, the fourth dictates the length. Ang=angry, Sed=Seductive, Hpy=happy, they are easy, ask around if you don’t understand one. A hard one might be comm1 =common medium 1, there are two of them. Some have numbers, just means some variation. Back to the length S=Short, M=Medium, L=large. Step 11: Open the dlg file you wish to edit, put alien VO into the SOUND, not the VO_ResRef. It will only work if you check “Sound EXISTS” Now you will hear the VO when you talk to the NPC, but wait. The lips don’t move? Step 12: You’ve collected all of the VOs that you want from the lips in step 9, copy and paste those into the override folder. Now when you speak to the NPC their lips will move. Capitalization is not important you can write N_GFTWILEK_ANGS or n_gftwilek_angs. HACKS FOR NOOBS: simply do step 11 and ignore the lips never moving, be content with your poor work, and be hated by everyone. Hope this tutorial helps you understand everything you will need to know for adding alien VOs. Credits: Bead-v, RealRece, and SithSpectre basically taught me all of the above. I merely transcribed their teaching onto a tutorial.
  15. English is his second language. He was not trying to be malicious; he simply didn't fully* understand what you were saying. I don't know why you felt the need to be so sarcastic. I wonder if it would be more simple to follow BOS:SR's example and just add a few flashbacks with battles, important converstations between Revan and others such as Kreia, Master Zhar, Malek (as a jedi), Meetra Sulik, and Saul Karath, that seems a bit more doable.
  16. Hey again! (Edited from last post) I've gotten 3 GetGlobalNumber scripts to work, but I've messed up on one of the two following scripts. Either Shaniliav4 or Shaniliav5, most likely Shaniliav5. Instead of trying to lock the dialogue behind the PC, I decided I wanted to allow the PC to have the conversations again. Therefore, I used the >= to do this. It worked for one of the int StartingConditional scripts (Shaniliav3); however, when I tried the same trick again for Shaniliav5 it didn't work. I tested the dialogue file repeatedly, placing the Int StartingCondtional into the "determining Script availbility" and the void main SetGlobalNumber into the "script that fires." I'm almost sure it wasn't a simple mistake of placing the script into the wrong place. To clarify exactly what I did. PC speaks firing the first int StartingConditional (Shaniliav1), Shanilia responds firing the first main void SetGlobalNumber script (Shaniliav2), then an additional dialogue option appears with Shaniliav3 as the "Script determine Availability." Shanilia responds firing Shaniliav4. The problem was that the next dialogue option was not shown, I placed Shaniliav5 into it as the "Script determine Availability." Capitalization was kept while placing the scripts into the dlg file, I just didn't want to constantly capitalize them here. P.S. I don't know how to disable the XML to make it white only. None of my script shows up in colors from what I can tell.
  17. Neat idea! Perhaps credit the authors of the tools you used?
  18. jc2

    MOD:Enslave Zaalbar

    I believe I fixed several typos after taking that screenshot. However, if you see any please let me know!
  19. I'd appreciate if you would explain how to get scripts to fire in the game. I've read a little about OnEnterarea scripts at Lucasforums, but I'd like to know more about that. I know you can get scripts to fire from dialogue, but how else can I get scripts to fire?
  20. I completely agree! I was thinking that last summer... before I knew how to mod ^^
  21. jc2

    Blasters Reloaded

    Woah, I'm impressed!
  22. I don't know much about this, but I know two other modders have done similar projects DeadMan with his > http://deadlystream.com/forum/files/file/139-sabermelee-weapon-sound-mod/ And Shem with his http://deadlystream.com/forum/files/file/685-ultimate-sound-mod/ I installed them for a friend, but never tested them out for myself. But I think, from reading the descriptions that they may have done what you are asking about.