ebmar

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Everything posted by ebmar

  1. Try changing the texture name to n_lashowebb01, and see if that works. 🤔 Edit: texture name as in filename, not the one listed in the 2DA. Keep what's in the 2DA as n_lashowebb.
  2. That's why if anything KotOR-related I'm more excited on introduction of new characters as of now. Well, some times ago BioWare basically had done that with SWTOR, even better it comes with making the PC "anonymous" as in you can customize them as you want. Although, I'd be interested to see a new KotOR-themed single-player game with PC customization. But not to gone off-topics, I'm looking to see what Aspyr will do with this remake. It will not be an easy job undertaking this heavy franchise [unless they do lazy-ass this one...] -- will see about that. Edit: Well BW & Obsidian basically had done that with K1 & TSL, by calling the PC by their nickname [Revan/Exile] instead of real name. I think that's a tradition this series need to keep going forwards.
  3. Was excited about the remake the first time it announced -- I mean, a remake that means higher-fidelity and that stuff. Then I remember there's still the original that stand still even after all this time. Much better, we have the engine that is modding-friendly as well is the mods! Granted, that's coming more from modding standpoint.

    From gaming experience PoV -- I believe true awesomeness of a journey only happened once -- and I'm glad I had enjoy it to the most, and not looking to replace/redo it with a copy.

    Probably I'll be truly excited about KotOR III... 😛

    P.S. To be fair I'm not going to like if in the end they change the direction of the original story and/or retcon things that's already there. If they want to do that why they don't go with a sequel in the first place?

    1. ebmar

      ebmar

      Quote

      ...will Aspyr allow us to port things in from their game to use for modding the original like ppl are doing with SWTOR 😉?

      I don't have any idea on that. Let alone if they can do it better than OG. I'm going to be fair that I'm a fan of KotOR/TSL art-pieces as well as SWTOR, and if that made me an old-BioWare bias I'm OK with that. It's just for me those are the game that made with passion, and one can feel it. Can Aspyr did that as well? We'll see about that.

      Quote

      ...I was excited about the prospect of a remake until I got into modding where you can literally adjust the game to your liking on a large scale.

      You had a point, and I'm not gonna lie I enjoyed the OG with mods/bugfixes. Not sure if I can enjoy it without them just to be true.

      Quote

      That alone makes the original game hard to replace, let alone all the work done over the years by the modding community.

      Yeah, and we ain't see nothing yet [much more to come]! Hahah. 😛

    2. TK-664

      TK-664

      The odyssey engine being mod friendly is too funny dude

    3. ebmar

      ebmar

      Well, compared to modding Saints Row and Mass Effect -- modding KotOR/TSL is way ~ easy, hahah.

    4. Show next comments  9 more
  4. Is it really happening🤔

    Edit: Wow, well it does😮

    P.S. In case anyone wandering what's behind the hyperlink -- I didn't know that SWTOR is mod-able, and the link shows that.

    Edit2: Meh, although it's tempting for the possibility on fixing simple things there like facing points, invisible blaster on cutscenes etc. [though didn't know how to, but if someone start a fire guess one can learn from it], apparently modding original files can lead to a ban. I'm aware of that, but was still thinking of that viability. Oh well--

    1. DarthParametric

      DarthParametric

      TOR mods have been around since beta. There were even nude mods at one point, although I doubt anyone still maintains them. What you can change is pretty limited, mostly textures and some text-based stuff like VFX and such. And it's not particularly practical to deal with since you constantly have to be patching and unpatching archives before and after every update. Way too much hassle for no significant gain.

    2. ebmar

      ebmar

      Quote

      TOR mods have been around since beta.

      Can't say that I'm not surprised knowing how quick some modders are working out there but not gonna lie I'm bit as well the fact that it's an MMO game.

      Quote

      ...not particularly practical to deal with since you constantly have to be patching and unpatching archives...

      Yeah, I see. They surely did the packaging like Mass Effect that even if you want to replace a 1MB texture file you'll have to de/compress like gigs of its archive.

      And nah, if anything for me first thing to fix/mod probably some immersion oversight like facing points and invisible blasters on cutscenes, hahah.

      Well, I guess one can't really mod/fix contents, right? So for that we better leave it to the devs, really. But yeah, no need to sweat thinking of it as it's not practical at all.

  5. I believe DP mentioned it somewhere--but might as well reiterate it--to check for unk41_carth.DLG in your Override, and if it's there -- remove it then see what happens. I mean, I have checked the updated script which should fix the problem and it looks legit, as he apparently merged his function with the original and call it from different brackets [which don't think there should be any problem with that]. Just in case, the aforementioned file's not from LDR's mod. It's widely known to cause problems, though not yet sure that's on this one. Edit: Oh, you should also load a save from before entering the module. Doesn't matter if you have entered it previously, it's just the game needs to load the script as you enter it -- not from a saved game inside. Probably the one which where you're still in the Temple Exterior will do.
  6. Is it working for K1 at its current state? I set it as preferred game via Aurora Preferences but when the game's loaded from Instance Editor nothing happens after period time of loading, and there was an error message on the console mentioned about "missing root" amongst other things. I believe have followed every instructions carefully, though not sure why it didn't worked for me. Granted, didn't check for TSL at time this was written just in case the error's on my end as it's mentioned that K1's not fully supported currently. Also, if anyone can provide a quick-simple step on loading an existing module to the program that'd be awesome and be much appreciated. Many thanks for considering this. Cheers.
  7. Well, removing broken script to fix things isn't similar with removing broken texture. It may cost you more trouble than what it is now -- perhaps not at the moment, but at later part of the game since they often flagging things that'll be required by future event. If you don't mind can you attach the script here for any of us to inspect? So at least we know what it does that caused this trouble.
  8. Quoting @DarthParametric's reply to your status-update that happened to be on-topic with this thread: -- and it's likely be k_punk_41aa_en, but will wait for your confirmation on that as I think I know as well the mod that caused this. For a start, remove the said NCS if you find one -- see how it goes.
  9. Assuming that the playable Bastila mods had worked -- did you rename Fens' texture correctly to be compatible with the said mod?
  10. Can try, but probably some times later. In case you didn't noticed the one posted above was an epik-fail, lol. I thought you wanted Mira to looked like Kira, so that's that. However, I did include an uninstall option in case you had it earlier and want to revert back the appearance. Edit: With "TOR Ports: Kira Carsen Female Player Head for TSL" installed, @Untold Prophecy -- what rows are these three labels installed at? P_FEM_H_TOR_Kira_SML_01 P_FEM_H_TOR_Kira_MED_01 P_FEM_H_TOR_Kira_LRG_01 I need to patch the pre-installed rows to make the changes.
  11. Try this -- [TSL]_Mira2Kira_[TOR_Ports_Kira_Carsen_FPH_for_TSL_Unofficial_AddOns]_BETA.7z Since I was trying to refresh my memory on patching I decided to create a patcher-version of the request. Included are only the installation setup--INI files and the patcher--needed to make Mira appear as Kira. Be warned though -- pre-installed "TOR Ports: Kira Carsen Female Player Head for TSL" mod is required to proceed with the installation. After that, you can safely run the patcher/Install.EXE. In case it didn't meet the requirement the patcher will spit a warning message and the installation will be aborted. I haven't tried it as well--hence the BETA--so for that you have been warned too. 😛 Edit: Bleh, late to notice N-DReW25's clarification post about your request so-- disregard, lol.
  12. One of the cause is if your PC/laptop running the game with integrated card [by default] instead of the available dedicated GPU. In case your machine use NVIDIA you can switch it from its control panel. With 3D Settings expanded go for Manage 3D Settings and in Program Settings tab look for the game/executable [swkotor.EXE/swkotor2.EXE]. In Preferred graphics processor choose High-performance NVIDIA processor if it did not in the first place -- and you're done. You can do some quality-of-life customization on some features if you know what's up in there.
  13. I'm quite surprised that I don't see K1R on your mod-list because that issue was what happened to me as well on a PT with the mod installed. What happened when you install K1R [or potentially anything that causes this] is it hard-overwrites the relevant MODs with theirs which -as DP had pointed before- have removed any -mostly conditional- scripts that has special characters [such as -/+/!] on their name from their pre-packed MODs -- as on this case, the tar_m04aa.MOD one. This is how they setup their installation -- [install_folder4] ... Replace31=tar_m04aa.mod ... -- and when you open the MOD you will not find k_ptar_rukil10+ which check for that event -- int StartingConditional() { int iResult = (GetGlobalNumber("Tar_Rukil") >= 10); return iResult; } Or, only to make sure now -- you can open tar_m04aa.MOD that is installed on your end and see if the said script is in there or not. If it's there, then we might know where the problem comes from. But if it's always been there all this time, then that's another case...
  14. Basically you will want to look at the vanilla setup -- that's the best place to learn where to place them. But in short anywhere after/below the declared parent node where it hooked, that as I recall. As well the orientation and position must be spot on. I haven't fiddle with model-related stuff for months so I have forgotten lots of things likely. Anyway, this will be the last time I reply to the question regarding the hooks as it'll be way off-topics from what this thread was meant to. It's to inform anyone about this useful tool I found and if anything merely any discussion about it. Granted, it leave holes where it could potentially expand further but I wish it didn't have to. I suggest you to open a new thread -preferably on General Kotor/TSL Modding- about something like placing hooks to custom heads for example. I think that'd be great for you to find the appropriate answer and anyone in need of that specific presumably. Cheers! Hi, and welcome! As well for you I suggest to open a new thread in particular for the topic -- something like editing NPC attributes or anything alike. Reason's pretty much the same -- this thread isn't the best place to discuss on that matter. But short answer to your question - you'll want to use KotOR SaveGame Editor or look for any available threads or discussions specific to finding/editing save files. Best of luck to your attempt! 🍻
  15. I'm just going to be brutally honest but since your retirement from the staff the site/community gradually start fell out of place, and it gets worsen about a year or so ago. No moderation going like it used to, which I believe is important at some level of consideration. I tried several times as a community-member to take initiative to be involved in some mild-engagement-moderation though not so often recently as I should have to, probably -- but the amount of non-sense lately just overwhelming and bad at my part -- I start to ignore them.
  16. Thor110 might have best answers to resource in question [as the author], but in general perhaps this particular post can helps -- I believe that's somewhat relevant with what you're trying to do. Best of luck! 🍻
  17. ebmar

    Carth Onasi

    The jacket looks awesome!👍
  18. You mean the modules folder, right? The warning only trying to say that the patcher skip copying the module if you already have tat_m18aa.MOD in that folder, whereas if you didn't have the said file [such as a clean install] the patcher then will copy a vanilla-then-to-be-edited one taken from the mod's archive. The patching's still happening despite the warning though, so you should have nothing to worry about. But fair enough with that question, just something for you to remember. So in regard to that -- they're compatible.
  19. As for me -- you can always ask for permission from both the author for using the files/setup taken directly from them. I mean, since you already said that you have it from. Granted, it's not impossible for someone happened to create similarity to what others did, and for that I believe it's fine to release one [without direct permission] -- at least on modding practice, far as my concern. And that's from etiquette perspective. What makes them legit or not from what I see is whether they can provide support to their work. If they can, then it's good -- if not then they better don't. As from practical perspective I guess it'd be better if you create something that at least at the same level -- both in compatibility as well as quality -- as what it means here at least you don't make new problems that didn't occur previously. Lastly, consider releasing this or any of your mods using TSLPatcher as possible -- regardless of how difficult for you to pull that one off, you'll find it more rewarding than the other way around. Cheers, and good luck! 🍻
  20. * TL;DR -- [Update: 02/04/2023/AM] The Sith Empire Name: Santilium [Darth Santilium] Level: 75 Class: Sith Warrior Advanced Class: Sith Marauder Discipline: Annihilation Status: Active Guild: Dark Knights of the Force Server: Satele Shan Name: Paramitha [Darth Paramitha] Level: 75 Class: Sith Inquisitor Advanced Class: Sith Assassin Discipline: Hatred Status: Active Guild: Dark Knights of the Force Server: Satele Shan Name: Jarrotth [Jarrotth, Republic's Most Wanted] Level: 75 Class: Bounty Hunter Advanced Class: Mercenary Discipline: Arsenal Status: Active Guild: Dark Knights of the Force Server: Satele Shan Name: Alyssdar'vathi'nayya [Alyssdar'vathi'nayya, Master Conspirator] Level: 75 Class: Imperial Agent Advanced Class: Sniper Discipline: Marksmanship Status: Active Guild: Dark Knights of the Force Server: Satele Shan The Galactic Republic Name: Rin Jaani [Rin Jaani Knight of the Republic] Level: 54 Class: Jedi Knight Advanced Class: Jedi Sentinel Discipline: Watchman Status: Active Guild: Light Servants of the Force Server: Satele Shan Name: Deadstream [Major Deadstream] Level: 75 Class: Trooper Advanced Class: Commando Discipline: Gunnery Status: Active Guild: Light Servants of the Force Server: Satele Shan Name: Joleemia [Joleemia, Republic Privateer] Level: 75 Class: Smuggler Advanced Class: Gunslinger Discipline: Sharpshooter Status: Active Guild: Light Servants of the Force Server: Satele Shan Name: Mintaram [Jedi Mintaram] Level: 55 Class: Jedi Consular Advanced Class: Jedi Shadow Discipline: Serenity Status: Active Guild: Light Servants of the Force Server: Satele Shan Stay tune to be updated and/or make sure to follow the thread for notifications -- will be updating this post [frequently]! Acknowledgement: @DarthParametric -- for guiding me since level 7 with my main Santilium, which all and all make it easier for me to likes the game even more @Sith Holocron -- for hosting this thread! 🍻
  21. [Update: 03/31/2021/AM] Just to let you know that the project's not dead -- well, it actually is a couple weeks back since I haven't touched it from when. 😂 Will want to keep it short here. So there's a change of concept to most -if not all- of the room. The central area that was planned to have fountains will be replaced by a field-sized lounge that has an island bar at the center -- The idea comes from @DarthParametric originally, and with thorough discussions as well of careful considering -- can say that this one's final [conceptually]. 🤞 Also with his generous help we can finally get a beautiful TOR-ported-own-modification island bar at the center there. There are changes follows with the then drinking-lounge/bar, so it is now will be a *cough* stripper-stage -- You can see there as well a new-sleek-table-lip again made by DP, to help Pazaakers or drinkers or whoever they will be to comfortably keep their hands on the table. There are also lightbeams from the lamp that we get the idea from Kashyyyk's to make this sleazy-dirty place prettier [and make some senses]. There are couple of changes made but I forgot which, but for sure they're an improvement from the former. Will get back to you soon with another update -- one with significant progress, hopefully. Cheers. That's all for today -- catch you later, and may the Force be with you!
  22. I mean if it's more like -- let's say someone edits a creature object/UTC or any template objects inside one module; so for the change to take place immediately that specific module should need to be loaded the first time before entering, and won't work if the change made from a load of an already saved game [inside that module]. But if you say it does its best to recreate behavior of the vanilla engine then it's pretty much similar I'd gather. 🤔
  23. Looks promising, and congratulations for reaching the milestone! 🍻 Just a question though the answer might provide anyone here with insights as well -- did you utilize modular setup for objects like they did in Odyssey or something more real-time?
  24. Try checking G_FinalChoice -- from what I recall they use it to determine which one is LS path [set to 2] or DS' [1]. As DP mentioned above they're triggered on the Temple roof, and from my documentation the LS one fired with k_punk_bastesc, while DS' with k_punk_bastjoin.
  25. And they seem to be only happening in TSL, as they are not there in K1's -- far as I can recall. Interesting -- have that noted to when similar problem arises on my end. Will see if it actually does something, cheers! 🍻