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Everything posted by LoneWanderer
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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
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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.
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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.
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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?
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How to take screenshots of GOG TSL?
LoneWanderer replied to ZeldaTheSwordsman's topic in Knights of the Old Republic General
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. -
How to take screenshots of GOG TSL?
LoneWanderer replied to ZeldaTheSwordsman's topic in Knights of the Old Republic General
Check swkotor.ini and add the line EnableScreenShot=1 under [Game Options] -
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!
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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?
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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.
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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?
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Looking for modding tutorials/guides
LoneWanderer replied to lastcampy's topic in General Kotor/TSL Modding
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 -
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
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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.
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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
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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.
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So, you managed to open .dlg file, and text is correctly displayed? Then, to edit a line of dialog, you need to change the value of its StrRef field to -1. There are 2 ways to create/modify dialogs: adding lines to dialog.tlk and then using StrRef entries or adding lines directly to .dlg files. If you don't plan to translate your mod into other languages, then It is easier to work directly with .dlg files without ever touching dialog.tlk . Also, if you need basic tutorial about dialog creation, watch this tutorial by Rece https://www.youtube.com/watch?v=u8tixbfgJ8g
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Inquiries on Mod Compatibility List for TSLRCM 1.8.6
LoneWanderer replied to Sith Holocron's topic in TSLRCM
It would be better if you could check that the vanilla version works on your system. You installed many mods and I don't see obvious incompatibilities at first sight (though I have doubts about so many Force Powers mods). There are many topics on the Internet about crashes after character creation. It is important to figure out, whether your crash related to installed mods or not. But, if we assume that your crash is unrelated to mods, you can try the following solutions: 1. Check in Options and in .ini file that Frame Buffer Effects are disabled. 2. Try Windowed mode: Edit swkotor2.ini. Add AllowWindowedMode=1 under [Graphics Options]. Change FullScreen=1 to FullScreen=0. -
Inquiries on Mod Compatibility List for TSLRCM 1.8.6
LoneWanderer replied to Sith Holocron's topic in TSLRCM
Was it working without mods? -
Never used it before. Tried it now, and it couldn't open existing .dlg files because of some error. Funny thing is, this just happened to me too. I never noticed this problem before, because I always use DLGEditor to work with dialogs (I needed to open TSL dialogs and internal dlg editor of Kotor Tool doesn''t work correctly with TSL dialogs). So, once again, I suggest you download DLGEditor, set up TLK path in File/Set TLK File Path; set up Mod: KOTOR. Then: 1. Extract some .dlg file with KotOR Tool, but don't open it with KotOR Tool after extracting. 2. Launch DLGEditor and open extracted .dlg file, edit and save it.
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What tools did you use to extract and edit dialogs? I'm not sure what your problem is, but did you try to use other tools? For example, if you used only Kotor Tool, then try to open existing .dlg file or to create new dialogue in DLGEditor (https://deadlystream.com/files/file/750-dlg-editor/) to see whether it'll also bugged for you or not.
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I confirm bugs that Alex Star mentioned. My theory, this happened because you, @N-DReW25, placed scripts with common names in Override instead of module injection. FindRefs found DIFFERENT versions of several files in various RIMs. For Telos Academy bug: you overwrote a_load262.ncs script from 261TEL module by placing the version of this script intended for 650DAN in Override, I guess? As for "Harbinger arrives" scene, I guess it is either a_sion_cs.ncs or sion_cut.dlg.
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If you have added “EnableCheats=1” correctly, then maybe the locale of your keyboard is not set to ‘En’ in-game. Try pressing “Alt+Shift” (or whatever combination changes keyboard’s language in your system) in the game before opening console. Because there are no mentions about console not working on the Steam topic: https://steamcommunity.com/sharedfiles/filedetails/?id=149122961
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View File Droid special weapons fix for TSL Description This mod fixes damage and effects, descriptions, restores droid special weapons, icons and switches icons for some existing droid weapons. New in v2.0: The mod now uses TSLPatcher. Reworked poison weapons rebalance fix to make it more compatible with other mods (such as improved AI mod). Thus, it became part of main install. Restored two droid weapons: Droid Gravity Generator Type 2 (can be purchased from Opo Chano on Telos and Kodin on Nar-Shaddaa) and Advanced Fire Suppression System (droids on Goto's Yacht will use it instead of obsolete by that point Fire Suppression System). Restored two unused icons and made some changes to reduce the number of shared ones. In addition, droid weapons with different effect types will no longer have the same icon. Icons were switched for Droid Neural Pacifier, Droid Neural Scrambler, Droid Plasma Thrower, Droid Toxin Emitter. The descriptions were fixed for the following special weapons: Fire Suppression System now correctly shows “Damage: Cold, 5pts. Save: DC10 for half damage and ignore paralyze effect” instead of “Damage: Cold, 10pts. Save: DC15 for half damage and ignore paralyze effect”. Droid Flame Thrower incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Molten Cannon incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Plasma Thrower now correctly shows “Damage: Ion 60pts” instead of “Damage: Fire, Ion 60pts”. Droid Multi-spectral Emitter now correctly shows “DC= 24 + Level for half damage.” instead of “DC= 24+Level of target for half-damage”. Fixed damage, effects and descriptions for Droid Toxin Emitter. Fixed damage, effects and descriptions for Droid Bio-Assault. Installation Run "TSLPatcher.exe" installer and select your TSL folder. Note: starting a new game is not required. Just get rid of the affected special weapons from your droids’ inventories, then find/buy new ones, and they will have correct descriptions. Also, the descriptions of special weapons in the inventories of already visited merchants won’t change. Uninstallation Delete installed files of the mod from Override folder. Copy the files (except 351nar.mod) within the generated "backup" folder of the mod and place them in the Override folder. 351nar.mod should be placed in modules, but only if you have not installed other mods that change 351nar.mod after this one. Otherwise, you should uninstall those mods first. Compatibility This mod is compatible with TSLRCM. This mod is incompatible with mods that change droid special weapons or install files d_device_16.uti and g_d_firesupres02.uti (but I haven’t seen such mods). Distribution Notes This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. Credits Tools used: KotOR Tool by Fred Tetra KotOR Scripting Tool by Blue K-GFF by tk102 Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter LoneWanderer Submitted 03/30/2021 Category Mods TSLRCM Compatible Yes
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Version 2.0.0
11,218 downloads
Description This mod fixes damage and effects, descriptions, restores droid special weapons, icons and switches icons for some existing droid weapons. New in v2.0: The mod now uses TSLPatcher. Reworked poison weapons rebalance fix to make it more compatible with other mods (such as improved AI mod). Thus, it became part of main install. Restored two droid weapons: Droid Gravity Generator Type 2 (can be purchased from Opo Chano on Telos and Kodin on Nar-Shaddaa) and Advanced Fire Suppression System (droids on Goto's Yacht will use it instead of obsolete by that point Fire Suppression System). Restored two unused icons and made some changes to reduce the number of shared ones. In addition, droid weapons with different effect types will no longer have the same icon. Icons were switched for Droid Neural Pacifier, Droid Neural Scrambler, Droid Plasma Thrower, Droid Toxin Emitter. The descriptions were fixed for the following special weapons: Fire Suppression System now correctly shows “Damage: Cold, 5pts. Save: DC10 for half damage and ignore paralyze effect” instead of “Damage: Cold, 10pts. Save: DC15 for half damage and ignore paralyze effect”. Droid Flame Thrower incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Molten Cannon incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Plasma Thrower now correctly shows “Damage: Ion 60pts” instead of “Damage: Fire, Ion 60pts”. Droid Multi-spectral Emitter now correctly shows “DC= 24 + Level for half damage.” instead of “DC= 24+Level of target for half-damage”. Fixed damage, effects and descriptions for Droid Toxin Emitter. Fixed damage, effects and descriptions for Droid Bio-Assault. Installation Run "TSLPatcher.exe" installer and select your TSL folder. Note: starting a new game is not required. Just get rid of the affected special weapons from your droids’ inventories, then find/buy new ones, and they will have correct descriptions. Also, the descriptions of special weapons in the inventories of already visited merchants won’t change. Uninstallation Delete installed files of the mod from Override folder. Copy the files (except 351nar.mod) within the generated "backup" folder of the mod and place them in the Override folder. 351nar.mod should be placed in modules, but only if you have not installed other mods that change 351nar.mod after this one. Otherwise, you should uninstall those mods first. Compatibility This mod is compatible with TSLRCM. This mod is incompatible with mods that change droid special weapons or install files d_device_16.uti and g_d_firesupres02.uti (but I haven’t seen such mods). Distribution Notes This mod may not be modified or distributed without the explicit permission of the author. This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. Credits Tools used: KotOR Tool by Fred Tetra KotOR Scripting Tool by Blue K-GFF by tk102 Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.