Mellowtron11

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Everything posted by Mellowtron11

  1. Sorry, I thought it was either a program with Kotor tool or some software that you could purchase.
  2. So what would the primary tool for level modeling then?
  3. I really like this idea about trying to emulate TSL's overgrown ponds! If you don't mind me asking, how are you able to edit landscapes inside the game's modules? Do you still use KOTOR tool? Although I will admit, if you're trying to match TSL's ponds, the water should be very light in color.
  4. What would -1 mean? Are there any more numbers in the feats.2da that I need to know?
  5. Does that apply to the starting/prestige classes available to the player?
  6. Yeah, I looked on his youtube page and the video wasn't there. That's a shame.
  7. So where would I edit the individual files? In the classes.2da subsection of the 2DA section?
  8. Did he do that on Youtube or something? Are you talking about Fair Strides' scripting thread?
  9. N-DReW25 actually sent that video to me when I first started out on this website a while back. It's a good tutorial, but I do need to watch it again...a lot. And number the texture with the robe's new ID number too?
  10. I'm not sure about the animations themselves, but I do know that Darth Nilhlus has the 'very fast' movement speed option selected in the Statistics menu of his NPC creature editor. I would assume that is why he and Malak move so fast in game.
  11. So where would I go from here? Just adjust the stats and set the texture variance to a different number then?
  12. I did not. What I wanted to do was swap around the Bonus class skill feats for a couple of the Jedi classes. I just don't know how to set what starting feats a class gets at level 1 and leave other feats available for purchase. Do you know how to do this?
  13. I think there is some wiggle room with force powers, believe it or not. Regarding the passive force power as an alternate feat, that's a great idea actually.
  14. I asked this same question a while back and got these answers. I think all the feats are already hardcoded in the game system. http://deadlystream.com/forum/topic/5744-how-to-edit-and-create-feats/ http://deadlystream.com/forum/topic/5764-requestk1-change-feats-at-level-up/
  15. Replace the original item. Sorry I wasn't clear in the last post.
  16. If I 'create' a new item by changing a couple stats (for instance, add another point or two of defense and add a +1 to wisdom) and adding an upgrade slot, would that be considered a new item? Regarding the upgrade slot would I just change the -1 in the upgrade slot column in the item editor window, would I just change the number? Is there a different number needed for the upgrade slot to take effect?
  17. Thanks for telling me where that is. I just found those textures in the swpc_tex_tpa.erf files. Regarding the copy of the robe, for instance, name it as PFBN30 in the tag and template Resref name. What about the texture variation number? Would it still remain as 5 or would I renumber it as 30? And what about the texture when I open it up in GIMP? Do I save the new texture file as PFBN05 still? Thanks for your help!
  18. What does the Texture variation number mean? The robe/armor model type? So would the texture I would reskin be PMBI05 ?
  19. Hello all. I wanted to make a mod where I upgraded the Gray Jedi Robe. The changes would be simple- just another +1 or 2 points to defense and an upgrade slot to increase the robe's longevity like other endgame robes. However, I also wanted to reskin the robe and make a light to medium colored gray, as opposed to the game's current charcoal color that almost looks like a dark Jedi robe. The game's UTI is a_robe_12, which I found in the game's UTI in bif- templates-items in KOTOR TOOL. I just downloaded the KGFF editor, as I know I'll need it later. However, when I go to the texture packs in kotor tool and go to ERFs>TexturePacks> swpc_tex_tpa.erf, I only find the first 10 ten types of robes (PMIB01.tpc to PMIB10.tpc). The gray jedi robe's uti is a_robe_12 and I don't see that number there in the texture packs. The same goes to the Jedi Master Robe a_robe_17, which is the robe type that the Gray robe is based on. So where would I pull up this robe's texture model? Am I looking in the wrong place? And if I want to add an upgrade slot, do I change the upgrade slot value from -1 to 1?
  20. Just tested it out from my current save and completing the false Batu Rem side quest did the trick. He appeared with his new dialogue lines and pistol. Thanks for the help!
  21. Thanks for the info above. I did remove the g_201thug001.utc from the override folder and the assassin still doesn't appear. Should I reinstall the mod and reload a save before Citadel Station to make sure that everything was reinstalled properly? Or should I just ignore the lack of this NPC for now?
  22. Thanks! However, I did reload an early save before I put the blaster uti back in the override and the assassin had disappeared entirely. I had not messed with the mod's files nor had I pulled anything out. I tested the save again and the same thing happened. So after your response yesterday, I added the blaster uti and copied the g_201thug001.utc into the override and then reinstalled the mod. Reloading an earlier save before Citadel Station, everything went fine until the docking bay confrontation over the Ithorian droid. The assassin appeared as a friendly NPC that attacked the thugs, but couldn't be spoken to. This in turn blocked out dialogue with the Ithorian Droid, TSF Officer and Ithorian and I couldn't continue with the droid retrieval quest. So I went back and deleted the g_201thug001.utc out of the override folder... everything worked fine, but the Assassin still isn't showing up near the shuttle bay. Any advice?
  23. Sith Holocron spliced a piece of Handmaiden audio in the earlier forum thread so if you'd want to use that. It goes, "I thank you". Admin: Here's the exact post which has the other spliced audio clip as well Handmaiden - I thank you.mp3
  24. You cannot train her with the same form for the second time. I've posted a couple screenshots below. The first shows all the available forms/techniques available to her, and the second shows that there's nothing left to teach her. Each time I teach her a form you get the corresponding sound effects and the fade out/Fade in effects. Really happy that this mod is actually happening, so thank you for putting the scripts together. As for the dialogue line, I think all the Jedi NPCs have a repeated and redundant line of dialogue that they keep saying after they learn a new form. Plus you are also forced to work with the limitations of the game files, namely the amount of VO lines available to you. I wouldn't mind the training sequence with only the sound effects, but if you still include the "Let me try" line, I can live with that too.