Thor110

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Posts posted by Thor110


  1. There is a lot more information you should share to make diagnosing this problem anywhere close to being even partially diagnosable.

    Operating system and computer specifications.

    Version of the game. ( Steam, GoG, 4CD, KotOR DVD Collection )

    Beyond that you have to take into account that you installed a massive mod list and decided to make changes to it yourself, which could be the cause of the problem.

    I also do not understand why you chose to do the following.

    11 hours ago, HiIAmMeAndIExist said:

    First I try moving my folder from a secondary SSD to my main one, but this doesn't make a difference.

    The best solution here is unfortunately and most likely, to start again from scratch, reinstall the game and the full mod-build with no alterations and see if the problem persists.

    Given that it is a runtime error it could be caused by any number of things being wrong with the game or the system it is running on.

    Hopefully that gives you some idea of how unlikely it is to find the solution to your problem.

    But I am also hopeful that perhaps someone out there might have experienced it enough times or diagnosed the problem in another form that could provide you with a solution.

    Thor110


  2. 2 minutes ago, Poggervania said:

    Guess the next step would be finding where that script gets invoked if it's not hard-coded so I can see if I can piggyback powers onto that script in the first place.

    It is not a game script, just a script I quickly wrote to demonstrate the GrantSpell function and show the documentation for it in the scripting tool, that can be found manually in the nwscript.nss file if you need to find it.

    But in general you can just type out a function and hit enter and it will be displayed at the bottom, or you can navigate the functions down the right side of the program and click them to have the relevant notes displayed at the bottom of the application.


  3. 1 hour ago, Poggervania said:

    Hi, I'm trying to create two new passive Force powers specifically for when get your first level as either a Jedi Master or Sith Lord.  I've tried looking at the spells.2da to see how Battle Precognition works to get an idea of what I would need to edit and what I could do, but there's no impact script for that power like there is for the rest of the powers.  Does anybody know where I could at least start looking at so I could maybe figure out how the game handles Battle Precognition, or just how I would go about creating a passive Force power like this?

    It's possible that battle precognition is hard-coded into the game's executable as some elements of the game are.

    1 hour ago, Poggervania said:

    Additionally, how would I grant Force powers automatically at 1st level?  I'm seeing Inspire Followers/Crush Opposition are available at level 1 for their respective classes, but the rest of the line isn't granted by spells.2da if I am understanding it correctly?

    precog.jpg.6e313b319430748c7c93130f4757ad88.jpg

    The above shows roughly what you would need to grant a force power at level 1, basically set up a script to grant your character that spell.

    Though I haven't tested it, this should hopefully point you in the right direction.

    Thor110

    • Like 1
    • Thanks 1

  4. 23 minutes ago, Stormtrooper_LP said:

    Did another complete reinstall and installed TSLRCM first and then the swoop Mod. It still doesnt show up inside the EH. But i found out that it does show up in the Swoopraces on Telos and Nar Shaddaa. Did them to try and see if the races would trigger the appearance of the Bike inside the ship but to no avail. 

    No clue what to do anymore.

    I figured it out. Its finally done. The Swoop Bike appeared. It was my first Time using an TSLRCM Mod and that is why i completely forgot that you have to put Mods of this kind into TSLRCM´s own override folder and not into the default one. I did put the Swoop Mod in there and finally it started working Perfectly. 

    Thanks for your help Thor. I really appreciate it. 

    Oh, I guess you are using the Steam workshop version of TSLRCM then, I usually suggest flat-out avoiding the workshop altogether when installing mods.


  5. 5 minutes ago, Stormtrooper_LP said:

    Nice. At least its not my Fault XD Thanks for checking that out. 

    R u using the Steam version? Maybe one of the steam patches killed the functionality of bead-v´s Mod. I am using the Steam-version. The German Steam-version to be exact. But it didn't do a difference with the functionality of the Doors. Also whatever killed the Functionality of the Doors didn't kill the entire mod bcs I can give myself the Upgrade Items via KSE.

    Is there a possibility to no clip in the Game? So we could check if the Twilek is behind the Doors?

    I will check out your Galaxy Expanded Mod in the meantime

    I just updated the links in my Signature.


    As well as reinstalled and installed TSLRCM to test if it requires TSLRCM and it does.

    test.jpg.9e0b6c313a85766a5ce8013d849e95cb.jpg

    Though that isn't noted anywhere, I guess it has just become one of those things people know or don't know.

    • Light Side Points 1

  6. 16 minutes ago, Stormtrooper_LP said:

    So id did a complete fresh reinstall of the Game now. I tried with using the TSLPatcher.exe to install the mod first. Didnt work. Then i tried to manually drag the contents from the tslpatchdata folder into the override folder. Also didnt work. And of course this mod is the only one I installed so far. The Doors just stay non - interactable. I dont know what or if i did anything wrong or if that mod for some reason just doesnt work for me. Do you have any advice left?

    That's strange, unfortunately the only other suggestion I can offer is to use my own mod the Expanded Galaxy Project which includes this mod. Many thanks to bead-v

     

    Though my mod is a large and currently unfinished project so it might have just as many or more problems present in it.

     

    I actually just reinstalled a fresh copy of the game and installed this mod myself to test it and you are correct that the doors do not seem to be interactable, I warped there straight from Peragus and couldn't access the area via those doors.

     

    Which is very strange as from what I remember it worked fine when I first tried it.

    • Light Side Points 1

  7. 3 hours ago, MrStavro said:

     I've modified nwscript.nss to register the ID of my new shield 

    
    int SHIELD_FORGE_PROTOTYPE = 21;

     

    You cannot alter nwscript.nss.

    It is just a list of the defined constants and functions the game utilises.

    Spoiler

    ////////////////////////////////////////////////////////
    //
    //  NWScript
    //
    //  The list of actions and pre-defined constants.
    //
    //  (c) BioWare Corp, 1999
    //
    ////////////////////////////////////////////////////////

    As defined in the nwscript.nss

    3 hours ago, MrStavro said:

    += This is a bit stranger, but after modifying nwscript.nss and opening and closing the game multiple times (trial and error in creating the shield), it seems to revert and erase the line I created to register my shield.

    The game must be re-extracting and overwriting / updating it to it's original form.

    3 hours ago, MrStavro said:

    += Despite most changes like name, icon working, the shield still functions and projects the effects of the Verpine Prototype, even with its own spell and forceshield. (I've tried modifying my spell's look and damage resistance but doesn't do anything, but modifying the Verpine Prototype damage resistance does, as if it is connected to my shield somehow)

    It's interesting that it still uses the effects of the Verpine prototype, perhaps it is defaulting to the only effect it can use for whatever reason.

    So you will have to make use of whatever effects and options are available within the constraints of the game.

    Thor110


  8. 1 hour ago, Stormtrooper_LP said:

    I attached two pics. Is he supposed to be behind one of those two doors? Bcs both Doors are not interactable in any way. And besides those doors there is nothing. 

    Yes, that is the location he is supposed to spawn at, I can verify it works for me so perhaps you did something wrong.

    • Light Side Points 1

  9. 31 minutes ago, Stormtrooper_LP said:

    So I started a fresh Save and played to the Point where i could go to NS. And guess what. Still no Twilek. :( I searched the entire Area around the Workshop with the blind Mechanic and inside the workshop. Nothing. Do I have to do anything before he appears or should he just be there as soon as i set foot into NS? Is there any way to make him appear?

    It's an area of the map that doesn't even appear on the minimap and isn't usually in the game, exit the workshop at the back and turn right.

    • Light Side Points 1

  10. 5 hours ago, JacoJam321 said:

    The bug glitch has been identified solely within the broken hilt models only.

    Given that the bug or glitch has been clearly identified, perhaps you could go about fixing it yourself?

    5 hours ago, JacoJam321 said:

    I will ride off into the sunset when this issue is officially resolved :)

    Unfortunately many of us are busy with our own projects and are unable to dedicate time towards something such as this, though I certainly hope someone takes care of it!


  11. For reference to anyone that sees this post in the future, the following mod : https://steamcommunity.com/sharedfiles/filedetails/?id=621568192

    Does not have a dialog.tlk file included for whatever reason, this means the entire mod is in English.

    Which means the fault is caused by using this mod : https://steamcommunity.com/sharedfiles/filedetails/?id=594785916

    This overrides TSLRCM's dialog.tlk file with the vanilla dialog.tlk file but in Polish.

     

    @Lauinhas sent a message to the authors of the mod detailing this issue following my investigation of the problem.


  12. 1 hour ago, Stormtrooper_LP said:

    Okey as I thought. Thank you for helping me out. Time for a new run trough the Game I guess ^^ Ill come back here if he doesnt show up again ;)

    I actually dont really care about the Upgrade Item bcs i never really had any problem to beat any Swoop Time on any Track in the second Game. (looking at you final time on Manaan in kotor 1) I solely care about the fact that it would actually add a swoop Bike into the same place where it was in K1. I am an absolute sucker for details and the fact that there is no swoop and you are not normally able to buy or add one always bothered the crap out of me. Since way back when the game came out for xbox. 

    You do actually have to go to Nar Shaddaa and buy the upgradeable swoop bike for it to appear.👍


  13. 4 hours ago, Stormtrooper_LP said:

    Thank you for answering so quick. 

    Unfortunately the Twilek is nowhere to be found still. I reinstalled the mod but he still wont show up. Does it have to be a Save where you only haven't visited NS, like it is stated in the Mod description, or does it have to be a fresh Game for him to show up? And yes I used the TSLpatcher.exe, I didn't do it manually. 

    It has to be a fresh save where you haven't visited Nar Shaddaa, though generally with mods it's best to start a fresh game altogether unless you are familiar with the way the game works and the mods in question.

    You also have to cheat the items into the game currently as per the mod description.

    • Light Side Points 1

  14. 7 hours ago, Stormtrooper_LP said:

    Sry for that necro but can anyone tell me where the Twilek is supposed to be on Nar Shadaa? For the life of me I cant find him.

    Nar Shaddaa, in the corner area, by the back entrance to the workshop that you land by. ( bottom left corner of the map )

    • Light Side Points 1

  15. 1 hour ago, Lauin said:

    I have a problem. I recently wanted to play TSL again but I decided to install the Polish version of TSLRCM and I installed the Polish translation and the items from TSLRCM don't have a name or anything other than that they are there + on the planets that are in the mod, when I talk to someone they don't have any dialogue options and I have to force quit the game because I can't tell them anything. I've tried uninstalling every mod except these 2, or having just one, and uninstalling the game and reinstalling it, and I've also tried installing TSLRCM from another source (I didn`t found the Polish translation anywhere other than Steam) and nothing works. Can anyone help?bU0AhJ.Star-Wars-Knights-of-the-Old-Repu

    Could you attach the dialog.tlk file and your save file?

    I have a theory as to why it might be.


  16. TSL Style Loading Screens


    TSL Style Loading Screens for KotOR

    I made these loading screens for my port of KotOR to TSL but decided to release them as a standalone because why not.

    KotOR in TSL Trailer

    Though personally I prefer Sithspecter's coloured versions of the original KotOR Loading Screens found here : Loadscreens in Color

    But people have their preferences, so who knows maybe someone will like this.

    Reference These are all made at 1280x1024 so they won't look right for anyone using 1920x1080 or any other widescreen resolutions, I do plan to make a pack of them at 1920x1080 at some point.

    Thanks & Enjoy

    Installation

    Copy files to the override folder.

    Uninstallation

    Delete files from the override folder.

    Notes

    The following three loading screens I did not make TSL version of yet.

    load_chargen.tga ( Before Character Creation Screen )
    load_swoop.tga ( Swoop Race Mini Game )
    load_turret.tga ( Turret Mini Game )

    Thor110


    • Submitter
    • Submitted
      01/28/2024
    • Category
    • K1R Compatible
      Yes

     


  17. 8 minutes ago, CthulhuTheGreat said:

    Got it now! 

    I've only done the first approach with colorize options and for the purpose of making a grey armor it worked just fine, as it only slightly darkened the blacks which I planned to keep black anyway. I'll also play with the map and rotate color section to see what I can get that way.  

    I don't think I'm colorblind, although it may be questionable after thinking that the comics' red was of a different shade, lol. 

    Once again, thanks a lot for your help. It is much appreciated! 

     

    Edit: Yup, I get it now. I made the orange one for fun. (I am yet to figure out how to make a grey this way, but I'm getting the grasp of this). Thank you very much! 

    Screenshot (12).png

    Just thought I would check incase the redboxes were grey though given that you are interpreting the initial reds, I should have taken note of that myself lol

     

    Awesome! Yeah, it's quick and simple, kind of dirty to do it either way, which is why I showed a follow up method where you could highlight or cut out the exact areas you wanted to alter using the selection tools

    • Like 1

  18. 3 hours ago, CthulhuTheGreat said:

    Thanks! I'll give it a try! 

    Just one question, if I were to make a grey one similar to the picture below, would I need to change the color or would just dropping down the saturation do the job?: 

    325397_orig.jpg 

     

    I see that you've actually made it dark grey and black, but for the life of me I can't figure out how exactly you've achieved that. 

    Or if you were willing to publish it as a file, I'd certainly be immensely grateful to you. : ) 

     

    Edit: 

     

    I've actually managed to do something here (a bit darker grey, color name #363636). 

    I'll convert it back from XCF to TGA and see if it works. Thanks a lot for your help! 

    Screenshot (8).png

    The red boxes in the images I posted outline the exact instructions to follow to achieve the same result.

    I also don't have permission to post a modified version of their texture.

    It's also easier to simply help everyone learn to follow basic instructions.

     

    Colors -> Colorize -> Colorizer -> Color

    or

    Colors -> Map -> Rotate Colors

     

    Simply open the .tga file, follow the instructions, then click File - > Overwrite original file.

    p.s. if you are colour blind, perhaps you could take a test and find out which version so that I can colour the boxes green, blue or yellow accordingly.

    Otherwise text instructions are there now too. In the format of

    Button to press -> Button to press -> Button to press.

    • Like 1

  19. This sort of thing can pretty much be done at the click of a single button in GIMP.

    Perhaps try it for yourself to get the result you are looking for.

    Personally I think the red matches the latter two images you have shown as reference and that the first image only looks to be orange due to being poor quality.

    Thor110

    simple.png

    Edit :

    You can also use "Rotate Colors" after selecting an area of the image you are modifying.

    There is also a way to quickly select a range of colours but currently I can't remember how.

    rotate.png


  20. Sentry Droid Animation Fix


    So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears.

    Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another.

    It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end.

    Hardly noticeable really but it bothered me so I got around to fixing it eventually.

    Installation : Unzip and drop the two files into the override folder.

    Uninstallation : Delete the following files from the override folder.

    c_drdsentry.mdl
    c_drdsentry.mdx

    Thor110


    • Submitter
    • Submitted
      10/09/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  21. Gammorean Shadow Fix


    So I noticed this once before somewhere but never came across it again until testing some things recently.

    The shadow stretches across the screen for this model.

    It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly )

    Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa.

    Installation : Unzip and drop the four files into the override folder.

    Uninstallation : Delete the following files from the override folder.

    c_gammorean.mdl
    c_gammorean.mdx
    c_gammoreanp.mdl
    c_gammoreanp.mdx

    Thor110


    • Submitter
    • Submitted
      10/09/2023
    • Category
    • TSLRCM Compatible
      Yes