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Everything posted by Effix
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1. Not sure, I think it needs some script changes. I think she uses a sword even when you have the only one you have equipped. 3. RIMs -> Modules -> 711KOR_s.rim -> npc_v_malak.utc Open that utc, press the inventory button. If you hover over the hand slot with the green outline then you see he has a g_w_lghtsbr02 there, that's a red saber. Now you can drag another saber from the list of items on the left to that hand slot to change things. Most lightsabers are only called "Lightsaber" there, so it's a matter of trying if you get the one you want. A blue saber is g_w_lghtsbr01, the one below the "Dark Jedi Lightsaber". An easy way to check those "codes" is to check in a list of cheatcodes like https://www.gamefaqs.com/pc/920601-star-wars-knights-of-the-old-republic-ii-the-sith-lords/cheats After changing the inventory you can save the utc to your override folder to test your changes. You might need a save from before you went to that area for the 1st time, not sure in this case. 2. You can change the row for her evil look in appearance.2da with data from the row that's her normal look. You can do something similar as above with her p_kreia_evil001.utc in module 907MAL_s.rim, but I doubt it will affect the floating sabers. Good luck
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The 5 mod limit is a myth. Conflicting mods is not.
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I think I found the problem and I updated the mod, please let me know if you still run into issues.
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Needing Help With Kotor Soundtrack
Effix replied to AmazingIce's topic in Knights of the Old Republic General
I'm still using Winamp, renaming from wav to mp3 works fine when I play it with that, playing it with VLC gives me static too. Did you test how your android device deals with those "renamed to mp3 files"? -
With KotOR Tool you can find this dialogue under ERFs > 104PER_dlg.erf > 104kreia.dlg. You can extract it to your override and edit it with DLGEditor. Not sure what the consequences would be if you remove the dialogue branches or if maybe you need to edit things at a level higher; that which triggers this dialogue (likely the script a_104kreiadlg.ncs). I've experimented with dialogues and scripts mostly years ago so that's about all the info I can give. I'd say experiment with it.
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With KSE you pick an appearance, in appearances.2da that appearance refers to a head (from heads.2da), portraits.2da links to an appearance. Keep in mind how those 3 files connect. Your appearance and head are already there, you only need to edit portraits.2da and make sure your tga files match the row that you add to that file. Good luck.
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No, like DP explained there's much restrictions when it comes to adding new models. Unfortunately there's no recognizing, the game expects/calls something and you can intercept that with a change/replacement. I label my mods as mods and not reskins when they add a new item with its own texture, even when they make use of a vanilla 3D model. When a mod only includes texture replacements I label them as (re)skins. Adjusting stats is easy when you do include a new item file, adding an item to a merchant is an extra thing to blend in with the game (only cheatcodes for using a mod is not that cool to me).
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True, my Electromesh Robes mod adds 2 new item files with new textures but they use the vanilla knight and master models. Replace those and things won't line up. I have used the slot for the Revan/Star Forge model (modelj in appearance.2da -> PMBJM/PFBJM) to introduce models that are not yet used by player outfits and still leave existing gear intact, but it's not without issues. For one, in vanilla all the female entries (texj) point to the male texture, you would have to change that to make that slot more useable. After adjusting that you could overwrite the Revan/Star Forge model with either the knight or master model (there's no "fix" for more than 1), edit one of the Electromesh item files so that they use the Revan armor base item, adjust texture and icon filenames. A lot of work for one mod and there will still be some issues that I don't understand myself yet. If you're looking for a modding challenge then give it a try. I think you're doing good on understanding how things work for someone that calls himself someone with little experience. Edit: wrote this before your post above.
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http://darthnihilus.ucoz.ua/load/igry/sw_kotor_i/general_modding_2da_converter_merger_tool/64-1-0-253
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I have a few mods that replace the Revan/Star Forge model, to be able to add a model that is not yet used by any player outfits. Two people on Steam reported something similar, this was the 1st: Kommandant Viy: "For some reason, if you get mandalore to recruit more mandalorians while wearing one of bastila's robes, after the duel is finished it will be transformed into plain jedi robes, and bastila's robe will be gone forever." I'm curious if anyone has a clue about what might be causing that. I myself never knew that that recruiting mission was in the game, maybe I never got enough influence with Mandalore.
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Ah ok. I hope someone else has a suggestion, it's been too long ago for me since I played or browsed the files.
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Hm.. In my personal collection I have player heads of Vash and Terena Adare. They're clones of NPCs, but is that something of interest? There's also the common old ladies, but I don't think they look very heroic. p.s. I've played with my own version of Kreia, got a bit bored with her looks. The head is like Terena Adare, with Kreia's eyes and with a reskinned Atris robes to resamble Jocastu Nu's. Not sure when I can turn that into a mod.
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TSL Missing walking animation in dialogues
Effix replied to Effix's topic in General Kotor/TSL Modding
I found the problem, somehow the period/decimal got removed from columns "walkdist" and "driveanimwalk" in my appearance.2da. Only for entries with 3 decimals though, fixed it but it's still a mystery how that happened. My best guess is from using Convert2da and/or OpenOffice Calc. -
See the attachment. Studying this may also help: http://deadlystream.com/forum/files/file/1030-jolees-hut-mod-modders-resource/ Module Tutorial.pdf
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Voice Actor - Avail. to join in KOTOR Mod Projects
Effix replied to UnusualCharacters's topic in General Kotor/TSL Modding
Welcome! Wow, epic work. -
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I thought so too, just droids and the rest. Do you think it's something that can't be changed by modding things? Hard coded? Today someone on Steam asked about Bao-Dur being able to wear anything and I remembered you making this, sparked my interest, also because I know there's a long history of people wanting just that. It's a great resource but I'm not sure how to tackle that restriction, without it we could just convert Bao-Dur's full body model appearance into a body+head one. I'm pretty sure we have to forget about his electro arm unless someone manages to separate that from the head (not something I'm skilled at).
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End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue
Effix replied to Sith Holocron's topic in TSLRCM
Just a suggestion. He has a lot more songs and I think they're all ok to use if you credit him. Good luck -
Ok, cool, I thought GetIsObjectValid was to test if it was an existing object. That's even shorter than I thought was needed. I'll try that, many thanks! Edit: Worked, thanks again. Here's a cool puppet (like Bao-Dur's remote) script by Hangout Hermit: http://z6.invisionfree.com/Mandalorian16965/ar/t61.htm It never led to a mod but I played around with similar scripts that were included in Cati by Princess Artemis, I gave T3 a protocol droid that followed him
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I have an item a_robe_47 and I'm trying to trigger my script to add it to the inventory. I tried with OnOpen and OnClosed on a corpse and a container, no luck. I can add the item with the cheats so that part should be fine. void main() { object oItem = GetItemPossessedBy (GetPartyLeader(),"a_robe_47"); if (GetIsObjectValid(oItem)) { int nStackSize = GetItemStackSize(oItem); if (nStackSize < 1) CreateItemOnObject("a_robe_47", GetFirstPC()); } } It includes a check if the object is already owned, but it also doesn't work without that, what am I doing wrong?
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Revan's Hoodless/Maskless Flowing Robes For TSL
Effix replied to DarthParametric's topic in Mod Releases
Wow, so cool, awesome job. -