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Everything posted by A Future Pilot
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[KotOR] Sand People Enclave bug
A Future Pilot replied to Salk's topic in Knights of the Old Republic General
Thanks! It's good to be back! Things have started to become more routine now, and I'm hoping to have more time for KOTOR now -
[KotOR] Sand People Enclave bug
A Future Pilot replied to Salk's topic in Knights of the Old Republic General
Salk, would you be willing to have your fixes integrated into the K1CP? If so, you can send them to JC, and he can get them added. Thanks! -
Hello everyone! I just wanted to stop by and give everyone an update on the Community Patches. Although I've started to have a little bit more of a normal schedule these days, I'm still really busy and as much as I'd like to work on modding KOTOR, it always seems to slip further and further down my TODO list. However, there's still lots to do on the patches, and I don't want them to stagnate, so towards that end I'm giving @JCarter426 and @DarthParametric permission to update both of the community patches. They are both veteran modders who understand the spirit of the patches, and will take good care of it I'm sure! This doesn't mean I'm done working on them, just that I'm bringing in other people to the project for its own good I'll still work on it whenever I get the chance for sure! Thanks again for all your well wishes and support!!
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MOD:Taris Dueling Arena Adjustment
A Future Pilot replied to DarthParametric's topic in Mod Releases
Just to leave here for future Googlers: the TSLPatcher included in the K1CP has the fix for + in filenames -
[KotOR] Sand People Enclave bug
A Future Pilot replied to Salk's topic in Knights of the Old Republic General
This is something that I'd love to fix in the K1CP. I've also noticed that saving the game while disguised causes the bug when you reload: your disguise doesn't work till you take it off and put it back on. In general I think taking it off and putting it back on will workaround the issue, but I'd love to get to the bottom of it :) -
Thank you for the concern! I'm doing alright, things have just been really crazy. My baby girl has some serious brain damage and we've been in and out of the hospital a lot recently (Although it looks like we're home for a good stretch now). I also just got a full-time job and I'm still finishing up a web project that I started a long time ago. So all things considered, I have pretty much no time for anything right now. Hopefully it'll only be another couple weeks before things will settle down and I can take up modding again though...I miss it! For those of you who are the praying type, our little girl's name is Fiona, and we're standing in faith for healing, if you'd be so kind as to pray with us for that Also my wife is at home taking care of her all day, so that can get pretty tough sometimes, and she'd definitely appreciate your prayers as well. Thank you all!
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That...is terrifying.
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Before you go through all that trouble, I can try my hand at it
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You should be able to just edit the .utcs of each one and replace their appearance with the Sith Assassins (you'd have to add a line for the Sith Assassins to appearance.2da). Depending on the naming convention of the utc files, you may need to add them to their respective module files instead of straight into the Override.
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Looks like JC and N-DreW have already got you covered I included all of the adjustements and fixes in JC's mod, except for making the students and Uthar/Yuthura wear jedi robes. (Since as much as I like that, it doesn't fit in a patch). Deleting the files N-DreW mentioned will remove those adjustements, however just make sure no other mods have edited those files. If they have, you can remove them from the K1CP by editing the changes.ini file in the Part 1 folder in tslpatchdata. Remove the lines File22=dan13_zhar.utc and File21=dan13_vrook.utc from the [GFFList] section. Then remove any sections that begin with [gff_dan13_vrook...] or [gff_dan13_zhar...] from the rest of the file (remove the header and everything beneath it until you reach the next header). I hope that helps, and I'm glad you like the patch!
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Yeah, I talked to some people on Discord and they also agreed it's too much of a change for the K2CP.
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I was under the impression that K1R and BoS:SR weren't compatible with each other, but I may be wrong lol. Those warnings should be safe to ignore, although it's possible using the BoS:SR save could cause problems (just cause using saves that didn't have mods installed when you DO have mods installed will generally cause issues). Definitely let us know how it goes though, and thanks for testing!
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That waist scares me...
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The best way I've found is the way I show in the tutorial I wrote recently:
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[Question] NPCs vs Placeables
A Future Pilot replied to A Future Pilot's topic in General Kotor/TSL Modding
That's a sweet idea too! -
[Question] NPCs vs Placeables
A Future Pilot replied to A Future Pilot's topic in General Kotor/TSL Modding
Ah, good point. I hadn't thought of that 😕 -
Given the fact that there are a limited number of placeables possible in the games, is there any problem with creating new placeables as NPCs and just setting them to not move in appearance.2da? Obviously this won't work for containers, but for anything else it should work, right? Has anyone tried it, or know of any limitations doing it this way?
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Require assistance on something
A Future Pilot replied to N-DReW25's topic in General Kotor/TSL Modding
Triggers aren't fired by scripts, it's the other way around. A trigger is given specific geometry in the .git file for the module, then you edit the .utt file (which is the trigger file itself) and set its OnEnter script to whatever script you want to fire. Then anytime anyone walks into the area defined for that trigger, the script will fire. (Make sure you check that the person entering is the PC, or otherwise it will fire for anybody that walks in). What you probably want to do is edit the script for the trigger that's already there