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Everything posted by Ragnarök
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I'm experiencing a huge problem with this questline, where on previous runs I didn't. Basically, I once I depart Dantooine and arrive on the second planet, Zaalbar comes up to me and informs me that there's food missing from the emergency supply and that I should go investigate it. The game tells me a journal entry has been added after this brief conversation, yet upon inspecting my journal, no new entry has been added. I think nothing of it, because I usually wait to start the quest until leaving the second planet. I go about my business and finish all of the second planet. Upon returning, and attempting to inspect the supply, nothing happens. I click on the supply of food but it doesn't give me the option to inspect it closer, thus triggering the sounds of footsteps etc. It should be noted that I'm running a heavily modded setup, but nothing relating to this quest as far as I know. I've already tried to fix this myself by adding the relevant journal entry manually with KSE, but that alone won't make Sasha appear apparently. I can only guess that certain globals and booleans need to be toggled with KSE that allow the relevant events to trigger. The problem is I have no idea which need to be changed to get the quest going. Can anyone with modding experience or experience with KSE help me fix this?
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So, big problem with the TSL Patcher in this mod. It says "File Not Found! Please locate the "heads.2da" ("heads.2da") file." • Installation started 16/08/2018 3:41:48 PM... • Installing unmodified files... • Copying file P_Helena.tga to the override folder... • Copying file p_helenah.mdl to the override folder... • Copying file p_helenah.mdx to the override folder... • Error: Critical error: Unable to locate file to patch, "heads.2da" file not found! (GEN-9) There is no heads.2da file included in the mod or already in my main/override folder so the patcher cannot find it to add the changes to it. Any fix for this? Update: 18/08/2018 - This mod also requires an appearance.2da file in the override folder, which also isn't included in the mod, so the patcher isn't able to locate it either. Basically, the mod doesn't currently work from a clean install.
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So, it didn't work but I think I know what the problem is. I followed your advice and copied everything but the new .utis and .2da. into a clean override folder. I also left out all the placable related files along with anything that pertained to the Sith Lightsaber, since I had also made a custom placeable previously and didn't want the Sith Saber changed. Went into the game, spawned the blue variant, it was broken. The texture wasn't applying over the hilt model so it looked like bare steel. I also think it was still using the outdated larger model but can't confirm. Did some process of elimination. Added different parts back in and took some of my changes out. Nothing worked. Eventually I said "screw it", emptied out the override, and just went with the default files as provided in the .zip. Dumped override to override. Chose the default blade textures option, since I prefer that, overwrote the necessary files, went back in to try it out, still broken. Same problem. (Image included below.) So, then I tried just the animated variant contained in the "Override" folder. That worked fine. In conclusion, I suspect something is wrong in the "Default Blades" folder. Are the files in there supposed to be .mdls and .mdxs when they're described as "textures" in the description and readme? It's also like that in the "Animated Blades" folder.
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Thanks for the response. I was looking at the old version I have and I forgot that I had also modified the stats of the .uti files on the sabers for my own use. This may be wishful thinking, would the old .uti files still be compatible with the new .txi, .mdl, .mdx, .tga etc. files, or was something else changed under the hood that would make them incompatible? It would save me a bit of editing time if I could just patch in the extended blade area transition fix.
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Quick question - Was the included upcrystals.2da file changed at all between version 1.0 and 2.0? The reason I ask is I had previously fixed 1.0's file to work with a few other saber mods I have installed and I was wondering if I could just use the old one rather than having to make the edits again. Thanks.
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Ah, that's great then. I read your changelog for Back in Black and I was hoping the Bandon's Dark Jedi part was one of the changes that carried over, that's a great idea since it was weird not seeing any proper Dark Jedi on Korriban. The rest was all stuff I agreed with, so I'll just have to fiddle with Shardan's inventory since I made a mod that added an Eralam crystal to it, making it available to LS characters.
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- 260 comments
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Thanks for the rapid response Drew, I had seen your reasoning when I looked at your mod when I was updating my mod folder last October. I'm just used to their old look. Love the rest of your additions here though and already had them individually downloaded. With that part answered, hopefully someone else will know if I can somehow fix JCarter's portion to my liking, because there's a lot of good changes in there and I'd hate to lose the whole thing.
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Really useful mod! It's great to see someone managed to merge blennus' and danil's patches together finally in addition to all the other fixes added. I had a question though... A few of the changes made to character appearances are not to my liking and I would prefer them to go back to being default. Specifically, I'm not a fan of the changes that N-DReW25 made to Vrook and Zhar's robes, and I don't like the change from Sith Uniforms to Dark Jedi Robes for the Sith Academy Students and Faculty (Uthar, Yuthura, Jorak, Shardan, Lashowe, Mekel, etc.) in JCarter426's portion. Is there any easy way to revert these NPC's back to their default appearances? Is it a matter of just deleting the corresponding .UTC files or would that cause complications? I'm familiar with editing .UTC files myself, so any help or a nudge in the right direction would be greatly appreciated.
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