-
Content Count
730 -
Joined
-
Last visited
-
Days Won
52
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Thor110
-
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Perfect response, thank you and good to know that it can be used on placeables also. -
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Does that include the talked to flag? To be quite honest, I haven't found a list of the local variables as reference yet, or are you just talking about a variable? As I know there is that large list of numbers that refer to local variables, however I do not know where they are right this second, I think in a 2DA iirc but I am not sure, perhaps you could point me and this newer user towards it? -
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
You can also just check if they have the datapad in their inventory Ah I doubt it / am not sure, I forgot you are working with a placeable, by the sounds of it you might be better off with a new global variable and making sure to continue using that variable more than once. ( depending on the extent of your use or need for the variable anyway ) -
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
You could just use k_con_talkedto.nss for the conditional, it is a global script to check whether or not you have talked to that NPC before, meaning that tree of dialog can only be accessed once. ( if applicable in this situation ) it uses the talked to flag on the NPC. -
Fixing the Dialog Skipping Issue in TSL
Thor110 replied to lachjames's topic in General Kotor/TSL Modding
Currently I have changed entries to match the specified delay for the kodin.dlg that is widely known for doing this, I will continue to test it over and over again to see if it occurs however I could not get it to occur beforehand anyway. As this other issue is dialog related that I have been trying to solve for sometime I thought I would post about it here as well to hopefully get some discussion going on both dialog related issues. The above image shows the issue which sometimes happens in levels, recently I came across a custom level that was reproducing the bug 100% of the time when entering the level and I compared it against another .dlg file ( kodin's actually ) and discovered that it was missing the NextNodeID, adding this in for the custom level fixed the issue of the top part of the border not coming down. Removing this entry, would also cause it to happen in the custom level, adding it back in would also fix it and I verified this multiple times. I have come across a few levels in the main game that do this almost every time, for me at least this is the Harbinger Sion Cutscene and the dialog with atton when you reach the Hanger on Peragus and he complains about it being locked and possibly a few others. Considering that it is now a reproducable bug as well as a fixable bug, at the least for a custom level, I am almost certain that this can be fixed anywhere else it can be found throughout the game. ( however so far I have not had any luck with this level ) I will also be documenting any dialogs I come across that have the skipping issue and testing the proposed changes for those. Thor110 Update : Though I have not been able to fix it with the above level yet, I have fixed it in another main game level. It seems having the wrong NextNodeID set ( which I believe is meant to be 0 or 1 or whatever the starting NodeID is to the .dlg file ) causes this issue. In this dialog it was set to 25, setting it to 1 which is the NodeID of the first line of dialog Kreia speaks fixed it. Hopefully this can lead to all of these dialog issues being fixed for the game. Is it not possible this value is already recognised as something in the game? -
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Ah I didn't really think about that part as I thought it was either similar or not too dissimilar to figure out, my bad! But thankfully someone has got you the answer. Good to know they have been helpful, I hope to write more in the future so let me know if there are any topics I can cover. -
Help adding dialogs and scripting
Thor110 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Check out the tutorials section there are some fairly detailed ones in there as well as some simpler ones. Yes you create a .dlg file, link it in the conversation field of the .utc file, dialogs basically are cutscenes, so .dlg files are used to structure cutscenes. below is an example of a script I use to start a conversation with the lead rodian of the next example who just left that level. below is an example of a script I use to have four rodians leave the area and dissapear when they get to the door. It has all four of them walk through a set of locations before they get to the door, then has the lead rodian open the door as well as destroys them making them dissapear. Hopefully that helps or gives you some examples to work with, but there are some decent tutorials available worth checking out. Note : everything here is scripted for K2, so there may be slight differences to apply before it will compile. Thor110 -
Is it just me or could you not just set the refresh rate of your monitor in windows before playing the game?
-
Help Port KOTOR1 Armor mod to KOTOR2
Thor110 replied to Dodo00d's topic in General Kotor/TSL Modding
Ah, I also noticed I can find it in a HexEditor near the top and realised why it wasn't converting because one uses Supermodel03 and the other uses the model that uses Supermodel03. Thanks for your help -
Help Port KOTOR1 Armor mod to KOTOR2
Thor110 replied to Dodo00d's topic in General Kotor/TSL Modding
I was wondering, do you perhaps know the way to determine what supermodel a model should use? I myself just tried to follow your instructions, but no matter the supermodel I put into the folder it doesn't accept it. Though I am not trying to port this mod, I am looking at porting another. ( however I thought to avoid details and try to follow your instructions as I have been needing to convert a lot of models myself ) -
Help Port KOTOR1 Armor mod to KOTOR2
Thor110 replied to Dodo00d's topic in General Kotor/TSL Modding
You won't be able to just rename the files, the models will need either converting or recompiling using the K2 supermodel. Thor110 -
"No CD" patch for Best of PC version, poss. Windows 7 fixes
Thor110 replied to ZeldaTheSwordsman's topic in Mod Requests
I went with what I thought was best as a reply, sorry. As somebody mentioned above you might be ok with the editable executable from this site, I am not sure as I have not used it. I would rather not break any rules on this website, however I understand that you stated that you own the original game and fully intend to use it as legit as the site's rules themselves state should be the only way to do so, but I am not sure to what extent that first part truly applies to just discussion on the matter. As one one hand it says they might host them, but on the other hand it say's you can't even discuss them. I believe that means we can't or at least shouldn't discuss them but the site themselves can make a decision on whether or not to upload such content. ( that is how I interpreted that rule anyway ) -
"No CD" patch for Best of PC version, poss. Windows 7 fixes
Thor110 replied to ZeldaTheSwordsman's topic in Mod Requests
https://deadlystream.com/topic/7454-deadlystream-forum-rules/ 8. Illegal Material "Do not discuss or post links to illegal material or discuss where to obtain illegal material (i.e. where to get illegal cracks, etc.). Do not post magazine scans and other copyrighted material. This is prohibited. Discussions about how to perform activities that are illegal in the US are also prohibited (i.e. torrents to acquire the games illegally, etc.). Deadlystream may at times host files that circumvent DRM; in these instances, these files are only to enable the normal and legal use of the games they are made for. In all instances you must own the content you are using, and Deadlystream does not condone, promote, or enable piracy. Discussion about piracy is strictly prohibited." Unfortunately the best I can do is point you to the rules. -
Version 1.1.2
548 downloads
I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game. Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files. They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own. Thor110 This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered ) -
From the album: KotOR Port
In-game. -
From the album: KotOR Port
Loading screen. -
From the album: KotOR Port
Music menu. -
From the album: KotOR Port
Movie menu. -
From the album: KotOR Port
Load screen. -
From the album: KotOR Port
Character creation. -
From the album: KotOR Port
Looks surprisingly good actually. I didn't expect the blue to feel right. -
From the album: KotOR Port
Updated the majority of the GUI besides a few textures and whatever cannot be changed. -
Good thing you said, I checked again it seems that the second instance just stalls a fair bit more than the first so I am just impatient it seems
-
This is a great tool! Really handy to be able to see the menus and their contents using a folder of the gui textures and .gui files, one thing I have noticed is that the program cannot be opened twice. Which could prove useful for my project and other people for transferring values from one file to another though actually I could just use K-GFF editor + this in order to easily transfer values for my project but I am not sure which way I will do it yet. Thanks for the awesome tool!