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Everything posted by pepoluan
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It had been a privilege. Given gladly to his adoptive daughter. #MaceWindu #DepaBillaba https://t.co/PfbwUYx06t
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I just learnt about #DuckPunching ... which apparently a term in #Python Programming where you inject a method into an object instance...
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Documentation for File Formats used by KotOR/TSL?
pepoluan replied to pepoluan's topic in General Kotor/TSL Modding
Thanks for all your help, mate! At the very least, I've now successfully parsed a V2.b 2DA file. I'm going to chronicle the development in my blog, so as to not clutter up the Forums. Again, thanks! -
So, as a challenge to my programming skill -- and in great desire of a better way to integrate mods -- I've started a project called "SWiKe ToolSuite". Haven't had enough time to actually develop the ToolSuite this week, but starting this weekend I'm going to pour forth some real effort. At the very least, thanks to the information kindly shared in this thread , I have managed to create a decoder of .2da files, yay! When I'm no longer embarrassed of the code's quality, I promise I'll share the code as an Open Source project, with a suitable license.
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The #HeraSyndulla that we all deserve ... yet cruelly denied when #DisneyInfinity got cancelled... #StarWarsRebels https://t.co/SMFZeDNhFY
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Documentation for File Formats used by KotOR/TSL?
pepoluan replied to pepoluan's topic in General Kotor/TSL Modding
Hey, thanks everyone! Sorry for not replying sooner, much job to do Anyways, I'll start reading the docs. Hopefully I can produce something workable soon! If you do have documentations and/or notes, I'd be happy to read them! And don't worry, I'm not foreign to tricky game datafiles. I used to create tools to help Sims 3 modders and, well, let's just say that I don't know what Maxis developers were smoking when they created their datafile formats -
Network Engineers learn how to administer the network by ensuring their downloads run perfectly. #Truth https://t.co/mzNwwTkcnK
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Is there a documentation for the file formats used by KotOR/TSL mods? Like, for instance, internal structures, binary headers, etc. I have the idea of writing a patching system similar to TSLPatcher, but with a "centralized" database that tracks 'conflicting' changes. Hopefully I can develop this idea further to enable clean addition/removal of mods when they edited the same file. Or, at the very least assist troubleshooting by (more easily) indicating which mod does what where. (Currently, the only way to undo a mod would be to restore the "backup" directory, but that will wipe out changes done by later mods. My approach -- if it works -- would be a "surgical" remove of that mod without affecting later mods.) In addition, I plan on making the project cross-platform. But to be able to do that, I need a documentation of the file formats.
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- 6 comments
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- kotor drain life
- kotor lightning
- (and 8 more)
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Hello all, I had been enjoying the great mods shared here and figured I'd like to try my hand and some modding. I mean, "how hard can it be, right?" (famous last words) So, I tried my hand and doing some scripting mods. I started easy by trying to implement this: http://www.lucasforums.com/showpost.php?p=2564703&postcount=12 (Generally, make Korriban a slight bit harder by increasing Uthar Wynn's "prestige" requirement.) So I make the .nss files, and used KotOR Tool v1.0.2210.16738 to create a project and perform a Build. I got the .ncs files and stick them into the Override folder. Now my game glitched hard! Everytime I run into the Sith Academy from the Tomb Valley, I got thrown to the Main Menu Screen -- but I can't choose any menu options! (Have to kill the game using Alt+F4). Taking out the two .ncs files restored proper gameplay (as in, I'm now able to enter the Sith Academy). How can I debug what's happening?
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Any bad side effects you have observed? Up to now, I have not yet see any bad side effects, though. Thanks for the clarification! It was a nice surprise... although now I feel like I'm cheating :-/
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Okay, I just killed a Sith, uh, initiate. And upon ransacking his remains, I found two Mantles and two Hearts: Is this the effect of K1R, or the unfortunate interaction between K1R and "NPC Overhaul"? Or maybe some other mods? Just to disclose, here is the list of the mods I use, in order of installation: Hmmm... upon reading the desc for the mods... is it possible those 2 pairs of Mantle+Heart were due to a glitch in "Robes for Korriban Sith Students"?
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I haven't seen this mentioned -- or likely missed it -- but does K1R fixes the Juhani sidequest bugs? In the meantime, I have been happily playing widescreen using "Flawless Widescreen" The 'secret' seems to be to use the 32-bit version of FWS even though I'm on Windows 10 64-bit. There have been glitches every now and then, usually after I've Saved & Loaded waaay too many times (Pazaak victory cheat strategy, y'kno). Fixed by exiting the game, entering again, switch to 1024x768, exit again, enter yet again, switch back to 1366x768, and Load the saved game. MSFT's Xbox Game DVR even works splendidly! Check a sample here.
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Some people have problems finishing the Taris Swoop Race, which means their story progression is blocked. Existing game saves are pre-K1R v1.2, though. So hereby I attach my Quicksave at the exact point after winning the Taris Swoop Race and just before the brawl against Brejik started. NOTE: I'm playing a Male Scout here, and I have a bunch of mods installed (listed in the spoiler). Most shouldn't affect the gameplay directly at this point, I think. Except "Feat Progression" which had fired several times. Right after winning Taris Swoop.7z
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Ah, thanks! Your explanation is really helpful! Now I understand why TSLPatcher called them "warnings" instead of "errors", because it found an already existing .mod and decided to edit it, instead of copying provided .mod and edit that one. Potentially -- although very likely won't, because provided .mod files are usually copies of the .rim files -- causing failure with a mod. I can now continue playing my game with peace of mind. Again, thank you!
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TSLPatcher one. I think. Hmmm... the installation log that I quoted above seems to say that K1R skipped overwriting those levels. I think I'll just copy & overwrite those files manually over the NPC Overhaul's ones.
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I did get the following "warnings" upon installation of K1R, though: • Warning: A file named korr_m33aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m33ab.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m34aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m35aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m36aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m38aa.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m38ab.mod already exists in the modules folder. Skipping file... • Warning: A file named korr_m39aa.mod already exists in the modules folder. Skipping file... • Warning: A file named manm27aa.mod already exists in the modules folder. Skipping file... So... it seems to affect Korriban and Manaan? Since I'm still yet to leave Taris, I might not have experienced the problems.
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What issues will this mod cause, in your experience? I tried installing it before installing K1R (as hinted in K1R v1.2 readme), and up to now I see no issues. Yet.
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- 102 comments
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Nice, and seems to be K1R Compatible. At least, no problems whatsoever installing this after K1R. My PC regains health nicely inbetween combats. Just a question: The health regen is a bit too fast for my liking. If I edit the OutOfCombat healthregen value to 0.5 (for example), will it actually slow down health regen to half speed? Or does the game just take the floor() of that value? Also, if I edit the .2da file, will it affect my already in-play savegames? Or do I need to start a new game to make the change apply? Thanks in advance for any guidance!
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