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Everything posted by LoneWanderer
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Version 1.0.0
197 downloads
"Poison weapons and upgrades" mod for Star Wars Knights of the Old Republic II: The Sith Lords VERSION: 1.0 RELEASE DATE: October 11, 2021 AUTHOR: LoneWanderer --------------------- 1.Description --------------------- Adds 3 poison weapons (2 with new models) and 6 melee upgrades with custom icons. KOTOR I had several poisoned weapons, which were quite fun to use, but in TSL poison damage type was limited to mostly useless or rarely used grenades, mines and droid special weapons. The goal of this mod is to make gameplay more varied and interesting by adding new obtainable poison weapons and upgrades. Weapons: Naga Sadow's Poison Blade - inside Korriban's Academy Poison Short Sword - can be bought from Samhan Dobo on Telos Sith Poison Double-Bladed Spear - from Dark Jedi Apprentice inside Freedon Nadd's tomb Upgrades (can be created using a workbench): Mild Poisonious Edge - Poison, Mild Damage DC 15 (requres skill: Stealth 6) Average Poisonious Edge - Poison, Average Damage DC 25 (requres skill: Stealth 14) Severe Poisonious Edge - Poison, Virulent Damage DC 30 (requres skill: Stealth 22) Deadly Poisonious Edge - Poison, Deadly Damage DC 50 (requres skill: Stealth 32) Average Weakening Edge - Poison, Average Weakness DC 20 (requres skill: Awareness 10) Deadly Weakening Edge - Poison, Deadly Weakness DC 40 (requres skill: Awareness 28) Since level cap was raised from 20 to 50 in TSL and autobalance system increases the level of enemies to match the level of Main Character, this means that in the latter half of the game most enemies will have very high resistance to poison, which makes it ineffective. To counter this imbalance, 2 additional levels of poison damage were added: Deadly Damage and Deadly Weakness. Also, to increase the chance of poisoning enemies, you can try lowering their Fortitude using, for example, Force Scream. As a bonus Poison Short Sword and Sith Poison Double-Bladed Spear have new models (see License information in section 6.Credits). The correct shadow models were kindly created by DarthParametric. CHEATS. 'giveitem poisn_short_01' - Poison Short Sword 'giveitem poisn_spear_01' - Sith Poison Double-Bladed Spear 'giveitem sadow_blade_01' - Naga Sadow's Poison Blade 'giveitem u_m_psn_edge_01' - Mild Poisonious Edge 'giveitem u_m_psn_edge_02' - Average Poisonious Edge 'giveitem u_m_psn_edge_03' - Severe Poisonious Edge 'giveitem u_m_psn_edge_04' - Deadly Poisonious Edge 'giveitem u_m_wkn_edge_01' - Average Weakening Edge 'giveitem u_m_wkn_edge_02' - Deadly Weakening Edge --------------------- 2.Installation --------------------- Run "TSLPatcher.exe" installer and select your TSL folder. ------------------------- 3.Uninstallation ------------------------ Delete installed files of the mod from Override folder. Copy the files (except dialog.tlk) within the generated "backup" folder and place them in the Override folder, place dialog.tlk in your TSL folder. If you installed other mods after this one that modify dialog.tlk, iprp_onhitdc.2da, itemcreate.2da, itemcreatemira.2da, poison.2da, upgrade.2da, then you should uninstall those mods first. ----------------------- 4.Compatibilty ----------------------- This mod is compatible with TSLRCM. New weapons use model variation 20 of short sword and double-bladed sword. New upgrades use item icon slots ip_pltuseitm_113 - ip_pltuseitm_118. If items from other mods use these model variations or slots, then they will overwrite each other appearance. ----------------------- 5.Permissions ---------------------- 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. -------------- 6.Credits -------------- Poison Short Sword uses model "Modern Sword" (https://skfb.ly/669CC) by Vladimir that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Sith Poison Double-Bladed Spear uses model "Spear" (https://skfb.ly/6sWQT) by DafVader that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool Special Thanks to DarthParametric for creating models used as weapons' shadows ---------------- 7.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. -
While I can't speak for N-DReW25, he, probably, was thinking more about fixing this scene for male Exile. If you play as male, then Handmaidens won't appear in the Enclave. Instead, Brianna, the party member, takes Kreia to Telos. How did she get the ship on Dantooine if she was traveling with the Exile on the Ebon Hawk all this time? - this is a plot hole. At first I was also surprised by the Exile being taken to the Ebon Hawk. But it is assumed that the Exile was in Hibernation Trance from the shock/pain/effect of the force from the Council. In fact, in DS variant of the scene Kreia stabs herself (and hurt the Exile through their force bond) and says something like "Stay here and die, apprentice, among the wreckage of all that left of the Jedi" as she leaves, which suggests that the Exile is at the very least (mentally-)wounded. The description of Hibernation Trance says: "Hibernation trance was a control-based ability that slowed the user's metabolism and breathing to a standstill, causing the individual to only use one tenth of the air of a normal individual. To all outward appearances, the individual appears to be dead; only thorough testing would determine that they were alive... A hibernating Force-user would appear dead to all but another Force-user". The only non-novice force user in the party at this point is Visas, but she was trained as Sith, so I guess it's possible for her to not recognise Hibernation Trance. A valid point. "Atton in the cockpit on the ground in pain" should definitely be fixed in next update. About the Ebon Hawk I can suggest to not return the ship to Dantooine and leave it in space when the Exile returns to life. Like in the scene after Peragus, when Atton asks about the color of the Exile's lightsaber, you can see hyperspace through the cockpit. This will require changing the picture in the cockpit to hyperspace (or new picture with stars) and, perhaps, but not required, setting the position for Ebon Hawk on Galaxy Map. Hmm, but then it won't be possible to examine the Jedi Masters' bodies and completely explore the Enclave...
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So, I managed to port this sword model into TSL with GMax. The texture of blade seems to be more flat and looks worse than on the site. Guess, this is because I applied only diffuse texture to the model in GMax, when archive had diffuse, metallic, Normal_DirectX, roughness map textures. Sadly, no specular map. @Stormie97 said that game's engine supports normal maps, how to apply this Normal_DirectX map to the model? Also, is there any way to get anything useful from metallic and roughness maps? Enhancing diffuse texture with them or, perhaps, using metallic map instead of specular to produce an envmap mask? Do I even need environment map texture file? I'll write the process as I understood it. Correct me if I wrong. 1.Obtain specular map texture. Invert it. 2.In graphics editor convert specular map texture to alpha mask by adding alpha channels to pixels based on their color/brightness. 3.Add alpha mask from previous step as new layer to diffuse texture. Merge them. In result I'll get 1 new diffuse texture, which I'll apply to the model. One more thing about textures, when I applied the diffuse texture to the model, in the Odyssey Trimesh Params the value "#5" appeared in the field Ambient (in Material Editor only Diffuse is set), but standard game's models had "None" in the field. Regarding 'ignore_basepointer' object (triangle in the upper-left window and the line in the lower-left window): how far from the geometry of the sword (parallelepiped) should it come out?
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When existing mod is updated, no message about this appears on the “Activity” page or in the release topic. Usually the mod’s author has to write in Status Updates or manually create the post in the mod release topic to let people know about the fact. Currently, to view recently updated files, user has to open Downloads page, select the game and one of the subcategories, then open “sort by” menu and choose “Recently Updated” menu item. There is a “Follow” button on the mod page, but it’s not the same: if you “follow” the mod, then you will receive notifications about not only updates, but also about every new comment (<- I'm not sure that I remember correctly this one); also sometimes you may become interested in mod after update and sometimes you just want to quickly see which mods were updated recently. I have 2 suggestions about updated mods: It would be very useful if “Recently Updated” tab was added to the “File” section on the site’s main page (in the right part of the page). This way people will be able to switch between them with one click (like “First post/Latest post” in the preview window of topics). Make it so that the message appears on the page "Activity" when the mod is updated.
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I’ve noticed that some free models from the Internet have licenses that allow to use them in mods, in few cases even to modify the models and re-release them. No experience with 3d tools, but I want to try porting something relatively simple into TSL, probably, weapons (swords, blasters), since they don’t have animations. I have a few questions: 1. Choosing the suitable model. There are many models of similar items from various authors. The archives have a different number of files with different extensions. One archive with blaster has 2 .odf, 2 .msh, 1 .tga files, other one has 1 .stl, 3 .obj files. Which file types are more suitable for porting? What files should be present in archive with, for example, sword model? Perhaps fan-models from certain games (JKA, Battlefront 2 (2005), etc.) are more preferable than random models from the Internet? How many polygons should have a weapon model? Are there any other limitations that I should know about? 2. What tools do I need to open the 3d model and port it into TSL? 3. The process of porting weapon model. Do you know any instructions or tutorials? What needs to be adjusted after converting a weapon model?
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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.