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Everything posted by jc2
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I thought I did, but I was very tired. So double checked and realized I had not, once I did following @ebmar conclusion and your advice, the Selkath no longer T-pose. Thanks guys.
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@Alvar007 I ran into this issue after installing this mod (among others). Every Selkath T-pose when I first encounter them, after selecting them or attempting to speak with them they regain normality and act like normal idle NPCs. It may be another mod that causes this issue, but I don't know of any other mod that affects the appearance.2da row for the Selkath. Edit: I did not install K1CP so that could not be the cause of the issue.
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I don't know much of anything about Jade Empire modding, but you could try checking out https://www.nexusmods.com/jadeempire/mods/ It might help to reverse engineer some of what they did, not to mention there are a few things that say they are modding tools such as: https://www.nexusmods.com/jadeempire/mods/21 https://www.nexusmods.com/jadeempire/mods/20 https://www.nexusmods.com/jadeempire/mods/22 Good luck!
- 3 replies
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- jade empire
- creating mods
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Did you unzip the folder first? I just unzipped and installed without running into that issue and it works. The "forcezeal.nss" is the script that causes the animation to trigger and the damage to be done. Try unzipping the folder and then installing it, you may have to redownload the folder. If that still doesn't work, then you could use the Kotor Tool to compile the source script, but that's much more tedious and you'd have to be very certain that the rest of the installer worked, especially the spells.2da being patched correctly; otherwise you could have issues.
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I hope you continue these blog roundups! Useful and interesting, I'd say.
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Can you elaborate a bit more? They do not appear initially, disappear after selecting, disappear after upgrading "assemblying" or ? Which Sith saber? Which lightside revan crystals?
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Here are my suggestions: JC's Blaster Visual Effects mod https://deadlystream.com/files/file/1271-jcs-blaster-visual-effects-for-k1/ Trandoshans rescaled by DP https://deadlystream.com/files/file/947-trandoshans-rescaled-for-k1/ Lightside Genoharadan https://deadlystream.com/files/file/1031-genoharadan-light-side/ Lehon Mandalorian Expansion https://deadlystream.com/files/file/1415-lehon-mandalorian-expansion/ Ebmar's Rakghoul Fiend https://deadlystream.com/files/file/1445-k1-rakghoul-fiend/ Tach Volume Adjustment https://deadlystream.com/files/file/1467-k1-tachs-grunt-readjustments/ N-DreW25's Masters restoration https://deadlystream.com/files/file/1376-light-side-ending-masters/
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Now this, I can get behind!
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View File JRL Merger by Stoffe Author: Stoffe (Original lucasforums post) I've put together a small utility that saves some time while combining the global.jrl files of different mods that use this file but don't come with a mod installer. It will currently take two global.jrl (Quest Journal) files and merge together any changes to existing Category fields in them, along with any new Category fields that have been added in either file. It will not handle any fields having been deleted from the standard global.jrl file, but I can't see any reason why anyone would want to do that. It will also check the resulting merged file and warn you if multiple Categories have the same tag (which could happen if both mods use similar tags for new journal entries). You can get it here if you want it. Be warned that this is a test/beta version for now, it worked fine with a number of different modded global.jrl files I tested it with, but there may still be problems I haven't been able to spot yet. If you run into any problems using it please let me know so I can attempt to fix them. It will need an unaltered copy of global.jrl in addition to the two modded files that should be merged, to be used to compare against. This file can be extracted from the dialogs.bif file with KotorTool. Submitter jc2 Submitted 02/24/2020 Category Modding Tools
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The custom .tga (or photo file) isn't included within the folder linked. Therefore, despite the UTC correctly linked to the correct portraits.2da row, there is no photo for the game to input, thus it resorts to the default portrait of T3-M4. Edit: nvm there is... Mmm i'm going to see what's going on here. Edit2: You need an appearancenumber. Inside portraits.2da there is a column labeled appearancenumber that needs to correspond with the appearance.2da row number of that UTC. Which should be 185. Let me test that real quick. Edit3: Now she's a white square instead of t3m4 portrait, so progress, but not quite there yet. Edit4: May be that 9 characters is too short, jolee has an additional "p" testing additional letter. Edit5: Good news, those were the 2 issues holding you back, bad news is that you need another file and the current portrait photo is too dark. Notice that in the below screenshots there is no party DS/LS appearance. Instead of re-editing that post, I'll just make another. Okay so I fixed the issue of that White Box. I'll start again from the top, because my edits are a little hard to follow. First, edit portraits.2d to include appearance number of Selven (your files have her listed as appearance.2da number 185). Second, your custom photo must have a total of 10 characters/letters. Yours only had 9, which doesn't work (idk why). Therefore, I have used po_pselven, see po_pjolee row #38 for example of proof and what lead me to try this. Third, you need to add another portrait photo, one for lightside, one for darkside. Look at photo below, see how that larger image of the character has shifted from a WHITE Blank space to the same custom photo portrait you had. Kotor 1 has it as a static image (you can change this to animated, but this is beyond my scope of modding, see realrece's tutorial). You'll have to add 2 files and label them exactly as they were but add 3 and 3e, one of them is darkside the other is lightside if i recall correctly. So I added po_pselven3.tga and po_pselven3e.tga (by copying the original file and renaming it) and got the result shown below. As a general rule of thumb try to find a mod that has installed a custom portrait and recruitable NPC then reverse engineer it, you'll want to setup a tslpatcher for this mod, which is fairly easy, otherwise having a portraits.2da can cause incompatibilities.
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Redhawke's mods, as listed on jumpstationz, have been completely backed up on deadlystream with several of them undergoing tslpatcher renovations.
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"Intended Audience: Adults" "Recommended Viewer Age over 18" "PG-13 Advisory" "Parental Guidance recommended for minors"
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Very much a mistake on my part, there are files that can be read as .nss I was under the false impression that this was such a file. I may have gotten this game confused with TSL, though now I'm questioning if I misunderstood something instead of miss-attributed. Nevertheless, thanks for posting this comment otherwise, it could have been broken for a great deal longer. To clarify for future readers, k_sup_grenade.ncs is the correct file to put in the override, the .nss version of it will have no effect. This has now been fixed in the readme and on the mod's description page above.
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Well done, looks very true to the fan concept art & still looks very much like Juhani!
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Did some housekeeping on Improved Grenades mod, no substantial changes, just removed unusable files and updated readme so that's its slightly easier to read, more accurate, and hopefully better overall.
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The bastila romance mod doesn't touch the Carth dialogue file, meaning it does not affect what Carth says or does within that file. That mod simply allows you to romance Bastila as well. So unless you did not unzip/copy & paste into the override (installing it correctly) then you should have nothing to worry about. However, I would check BOS:SR for the following file "k_hbas_dialog.dlg" since romancing bastila mod requires that file to its modified version of that file. Just to clarify that's Bastila's party member dialogue file, which holds most of your conversations that are only between you and Bastila. If BOS:SR has that file, then these mods are conflicting and you cannot have both. Also, if you have any other "companion mods" that affect Bastila you should check for that file within them too, reskins won't have them, but if you have something else that modifies Bastila double check that.
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Alright, all of Redhawke's Kotor 1 mods have been backed up. I think about 4 of them I had to re-tweak or from scratch put a tslpatcher into the mod. If anyone knows of any long standing issue with any of redhawke's mods, please let me know so I can update that. (Besides the longstanding misspelling of Ord Mantell as "Ord Mandell").
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My next day off is on Tuesday and I can try to look at the DLG files then. I've been trying to get at least one mod from the archive uploaded a day so there is always something new up there - and also so I won't get swamped when I have more time to upload.
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The DLG files didn't take nearly as long as I thought they would. I've sent them to you via PM.
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So what's the point of backing up all these old mods? Did someone here get an archive of mods recently?
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Does anyone know how to edit the TSLPATCHER so that it dynamically affects global.jrl? I can make other GFF files using the 2DAMEMORY## alongside the RowIndex for them to work for appearance.2da etc, but I can't seem to make global.jrl's correctly install upon previously edited global.jrl's. Anybody know how to do this?
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- global.jrl
- editing
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Version 1.0.0
449 downloads
Author: Stoffe (Original lucasforums post) I've put together a small utility that saves some time while combining the global.jrl files of different mods that use this file but don't come with a mod installer. It will currently take two global.jrl (Quest Journal) files and merge together any changes to existing Category fields in them, along with any new Category fields that have been added in either file. It will not handle any fields having been deleted from the standard global.jrl file, but I can't see any reason why anyone would want to do that. It will also check the resulting merged file and warn you if multiple Categories have the same tag (which could happen if both mods use similar tags for new journal entries). You can get it here if you want it. Be warned that this is a test/beta version for now, it worked fine with a number of different modded global.jrl files I tested it with, but there may still be problems I haven't been able to spot yet. If you run into any problems using it please let me know so I can attempt to fix them. It will need an unaltered copy of global.jrl in addition to the two modded files that should be merged, to be used to compare against. This file can be extracted from the dialogs.bif file with KotorTool. -
Yeah, I'll tackle Redhawke's mods. If that logo checks out, I think it's a great idea and will use it.
- 36 replies
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- chainz.2da
- redhawke
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I just double checked the files, all three 2da files are the UNMODIFIED original files within this tslpatchdata. Therefore, the cause of your issue is not stemming from the tslpatchdata folder, nor the installer's handling of the 2da files. It is possible that other mods are conflicting with this, or you may have not installed another mod correctly that did a similar thing (modified the same files). I'd suggest trying to get some help with a forum post, /r kotor post, or /r kotor discord channel, to find out what went wrong.
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Congratulations on the mod release! Those selkath look quite funny in that animation, but I had never thought of the Selkath as lacking the "Angry talk" animation, good catch.
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Thanks for giving us the heads up!
- 36 replies
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- chainz.2da
- redhawke
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