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About LoneWanderer

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  1. Looks like the mod actually existed. Maybe, this page will be useful in finding it: https://web.archive.org/web/20150406031410/http://knightsoftheoldrepublic.filefront.com/file/G0T0_is_Revan;121157 From the description, the author changed G0-T0's model and class. For now, the closest to required mod is this: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/g0-t0-jedi
  2. I remember that the Red Eclipse slavers on the landing pad and inside the EH, Ubese and other thugs on Nar-Shaddaa have prop weapons in their .utc files. You can use FindRefs to see whether prop weapons are commonly used or not.
  3. What is your version of WinRAR? I already explained to you before (and it seems you chose to ignore it) that files archived with new compression method of WinRAR can be opened only in modern WinRAR. Older versions and 7zip won't work. Can your 7zip open this archive? My version can't.
  4. Your "k_scene_start" script in Override folder loaded instead of "k_scene_start" from STUNT_34 module (cutscene with Carth and the player on the Ebon Hawk). This is why you have to use module injection. Did the game autosaved before this cutscene? If so, then you can exit the game and remove "k_scene_start" script from Override folder. If the scene will work after that, then the problem is simply in "k_scene_start" script overwriting scripts in other modules. In addition, we previously overlooked the fact that, if the torture script temporarily adds Bastila back into the party, then there is another script that removes Bastila from the party again. This script is "k_scene_start" from STUNT_34 module. Remove the line "RemoveAvailableNPC(0);" from the script, you should get this code: void main() { if ((GetIsPC(GetEnteringObject()) == 1)) { if ((IsAvailableCreature(2) == 0)) { AddAvailableNPCByTemplate(2, "p_carth"); } if ((IsNPCPartyMember(2) == 0)) { SpawnAvailableNPC(2, GetLocation(GetObjectByTag("WP01", 0))); } SetPartyLeader(0xFFFFFFFF); AssignCommand(GetObjectByTag("CutStart", 0), ActionStartConversation(GetFirstPC(), "m12aa_c03_carth", 0, 0, 1, "", "", "", "", "", "")); AssignCommand(GetFirstPC(), ClearAllEffects()); AssignCommand(GetObjectByTag("Carth", 0), ClearAllEffects()); } } You won't be able to put 2 "k_scene_start" scripts in the Override at the same time, but you can insert them directly into their .MOD via module injection. I didn't research .rim files enough to answer about loading process. What is this reference number for the script (479)? Where did you find it?
  5. It doesn't work like that. You take screenshot, find it with .tga extension in the directory of the game, open it with Paint.NET (or other editor) and save as .jpg, .png, etc.
  6. Check swkotor.ini and add the line EnableScreenShot=1 under [Game Options]
  7. Yes, but you have to compile it, because the engine can't read .nss scripts. When you place your compiled script in Override folder, the game will load it instead of original script. But here is VERY IMPORTANT thing: various modules can have DIFFERENT versions of the script with the same name. So, if you place such script with common name in the Override folder, it will overwrite all scripts with that name and will break many scenes (for example, this happened to EEP mod). I checked the name "k_scene_start" with FindRefs program, and, unfortunately, it is very common name used for scripts in many modules. This means that in the release version you can't simply put "k_scene_start" script in Override folder, you must use module injection (replacing the original script directly inside STUNT_18 module). Use TSLPatcher for module injection (check changes.ini of EEP or other smaller mods if you want to see, how to set up it). While you work on the mod, you can, of course, put "k_scene_start" script in Override, just don't forget to use module injection in the release version!
  8. It should be possible. You will need to remove Sarna from party members and add Bastila in the k_scene_start script and then attach new script (removing Bastila, adding Sarna back) to the end of the m44aa_c02.dlg dialog. But I think it is easier (and I would even say, correct way) to spawn Bastila as npc for the scene. Try this code for k_scene_start script (may require some adjusting) void main() { if ((GetIsPC(GetEnteringObject()) == 1)) { CreateObject(1, "Bastila", GetLocation(GetObjectByTag("WP01", 0))); // or p_bastilla001 instead of Bastila ? SetPartyLeader(0xFFFFFFFF); AssignCommand(GetObjectByTag("Bastila", 0), ClearAllEffects()); AssignCommand(GetObjectByTag("CutStart", 0), ActionStartConversation(GetFirstPC(), "m44aa_c02", 0, 0, 1, "", "", "", "", "", "")); DelayCommand(0.3, PlayRoomAnimation("StuntRoom44aa", 2)); DelayCommand(2.6, PlayRoomAnimation("StuntRoom44aa", 1)); } } I wonder why Bioware decided to add Bastila back to party members for the scene?
  9. In the 'Bastila's torture' script? Probably, tag that refers to Bastila. I don't have access to KOTOR 1 scripts, therefore I'm not sure. But now, I think, it is possible that something is messed up in Sarna UTC. You don't have any Bastila mods in your Override, right? Try removing Sarna UTC before the scene.
  10. I'm not an expert, but, supposedly, the scene breaks when the script or the dialogue refers to Bastila. Find starting script and dialogue inside module STUNT_18 (Bastila's torture, if I remember right). Try to change Speaker's name for first Bastila's line to Sarna in the dialogue for testing purpose. But I think, it won't help, and the problem lies in script. Update: Does it work when you remove Sarna UTC before the scene?
  11. First of all, you need Kotor Tool to open and extract various files from the game. Basic information about NPCs is stored inside .utc files, "gameplay balance" values are stored in .2DA tables. To work with these tables you can use Kotor Tool or 2DAEditor. Old tutorials can be viewed via web archive: https://web.archive.org/web/20121204061322/http://www.lucasforums.com/showthread.php?t=143427
  12. If the transition to the Polar Academy does not start, or you suddenly appear near the Ebon Hawk inside the Academy, then it may be related to Extendend Enclave Patch 1.0.2. If it is your situation, then temporarily remove a_load262.ncs from Override (if present) and replace it with attached version. After bypassing the bug, return your a_load262.ncs to Override. a_load262.ncs
  13. Yes, KOTOR allows to attach only one action script to dialog line (unlike TSL). But this shouldn't cause any troubles: attach "add_sarna" to one dialog line and "bye_sarna" script (that destroys npc_sarna) script to the next dialog line.
  14. Ok. Then let's move to replacing Bastila. I quickly researched several recruitment mods and it seems all you have to do is to write 2 scripts: one to delete npc from module when she is recruited and another to replace party member with your npc. Something like this: void main() { ActionPauseConversation(); object oNpc_sarna = GetObjectByTag("npc_sarna", 0); SetGlobalFadeOut(1.0, 0.5, 0.0, 0.0, 0.0); DelayCommand(1.0, DestroyObject(oNpc_sarna, 0.0, 0, 0.0)); DelayCommand(1.0, SetGlobalFadeIn(0.7, 0.0, 0.0, 0.0, 0.0)); ActionResumeConversation(); } void main() { RemoveAvailableNPC(0); AddAvailableNPCByTemplate(0, "p_sarna"); DelayCommand(1.5, ShowPartySelectionGUI("", 0xFFFFFFFF, 0xFFFFFFFF, 0)); } You need to compile the scripts (via Kotor Scripting Tool + nwnnsscomp.exe) and to attach them to the “Script that fires when spoken” fields of dialog lines. But the big question is: At what point in the game do you intend to replace Bastila? She appears in many scenes that can potentially break without her, so you'll need to check them
  15. This is easy. You need to create 2 dialog trees inside your .dlg file: upprer one for the first interaction, lower one for second and later conversations. After that you need to attach 2 basic scripts (they already exists in the game files, you just need to call them) to the first NPC line of upper dialog tree: "k_con_talkedto" in the “Script that determines availability” field, “k_act_talktrue” in the “Script that fires when spoken” field. Like this: You should study existing K1 Recruitment mods like "Recruit Kay". I can't work with K1 resources at the moment, so my help with this will be limited, but I'll post here if I find something useful for you.