-
Content Count
176 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by LoneWanderer
-
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.
-
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
-
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.
-
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.
-
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.
-
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
-
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
-
Version 2.0.0
14,239 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. -
Looks like you are using High Quality Skyboxes II 1.0.1. Kexikus and others mentioned about similiar problems with cutscenes here and in the comment section of the mod page. High Quality Skyboxes II 1.1 and above fix them.
-
Yes, in this case, the fewer files you replace, the better. Still, replacing only head files shouldn’t break anything. I renamed maintenance officer’s head to PMHH01 (Hispanic mullet man) and placed head, portrait files (without new body, clothes, .2da files for compatibility) in the archive. Check your override, if it doesn’t contain files with names from archive, you can safely put them in the override. Of course, nothing can be done if you don’t like what Winzum93 did to the head. Maintenance_officer_tsl.zip
-
Actually, a mod adding maintenance officer as PC already exists (with DS transitions and custom clothes). Sadly, it contains .2da files and does not use TSL Patcher. However, you can try Installing this mod BEFORE any other mod that modifies these .2da files, even before TSLRCM. Or replace existing head by changing the name in filenames to the name of the existing head and do not copy .2da files from the mod to your override folder. For example, try changing symbol ‘t’ in pmht01, pmbbt01, etc. to ‘c’, thus replacing pmhc01 head with pmht01 (maintenance officer in this mod).
-
Success? Can conversion of robe into Bao-Dur’s robe fail? Will the player loose the robe or ‘component’ in this case? if there is luck involved, then players just abuse save/load out of fear of losing rare jedi robes. Was the cut “Craft” feat exclusive to Bao-Dur? Maybe, characters with this feat could craft additional types of weapons, armors at the workbench, since the base selection of creatable items is limited. So, Bao-Dur will get 6 or 7 new selectable feats. Keep in mind that Tech Specialist does not gain many feats on level ups: 8 by level 20. Jedi Guardian class partially compensate for this with 11 feats by level 20 (but Bao-Dur, probably won't be much higher than level 30 overall the last time he is available). Also, Bao-Dur isn’t a powerful character to begin with, thus limiting his access to robes (which are available to other jedi without prerequisites) behind a 3-tier feat still puts him at a disadvantage compared with other party members. Perhaps, Mastercraft Armor 1 should be granted to Bao-Dur automatically after he becomes a Jedi. In addition, Mastercraft Armor tree can be reduced to two levels: one that Bao-Dur gains automatically and one selectable that is for top tier robes. Of course, these are small details that can be thought about later in development. Overall your idea is interesting.
-
K2 STEAM Graphics DOWNGRADED??
LoneWanderer replied to Jorak Uln's topic in General Kotor/TSL Modding
Could there be the same root of the problems with textures and lightsaber models hilts? If I remember correctly, the steam version crashes if the vertex buffer line in the .ini file looks like "Disable Vertex Buffer Objects=1". So, in steam version, there are no spaces between the words: "DisableVertexBufferObjects=1", but this leads to problems with some textures. Or maybe this is related to fog bug introduced in Aspyr patch? Fog and Speed Blur Fix for the 2016 TSL patch -
The archive is fine. However, you need a modern version of WinRar to extract the files. It certainly works with WinRar 5.71, but should also work with versions 5.40 (or 5.50 ?) and higher. Don't let this small obsticle stop you from using these excellent robes. P.s. If you can't open some .rar files, they might need WinRar 5.40 or higher.
- 31 comments
-
- movie
- kainzorus prime
-
(and 2 more)
Tagged with:
-
-
Here are screenshots for the MacLeodCorp's Billboards I and II. Feel free to add them to Download pages, if they are of acceptable quality. No screenshots for "Xcom's Grenades Mod" as it just script that change damage. Thanks for the fast upload of the requested mods. MacLeodCorp's Billboards I-II.7z
- 36 replies
-
- chainz.2da
- redhawke
-
(and 2 more)
Tagged with:
-
In particular, I’m interested in: Xcom: Modified Grenade and Rocket Damage (file “xc_grenades.zip”) TheSource: TelosPrtI.zip, TelosPrtII.zip, TelsBilSetIII10.zip
- 36 replies
-
- chainz.2da
- redhawke
-
(and 2 more)
Tagged with:
-
I’m interested in some of the mods that were available on JumpStationZ, but don't seem to be on DS, at least not yet. Can anyone with ModsArchive.zip send it to me? If necessary, via PM. @Sith Holocron, since you were in charge of uploading the mods here, do you still have that mod archive from JumStationZ?
- 36 replies
-
- chainz.2da
- redhawke
-
(and 2 more)
Tagged with:
-
MOD:Content Pack: Feats and Powers (TSL ver)
LoneWanderer replied to TamerBill's topic in Mod Releases
I thought v1.11 from 2015 was the last version of this mod, but it looks like the release of the mobile version of TSL has awakened nostalgia in many modders. 😉 Only recently I mentioned “Content Pack: Feats And Powers” mod as one of the few cool mods that add useful/interesting feats that allow the player to receive new gameplay experience and make level-ups more meaningful. Very glad that you have returned to this mod, @TamerBill! -
Star Forge/Darth Revan's Robes
LoneWanderer replied to Salk's topic in Knights of the Old Republic General
The Star Forge is a factory, so there is technically nothing wrong with producing multiple items of the same design. Moreover, it would be strange if a factory could not produce several products of a known design from the same parts. What may seem wrong is the name of Darth Revan's Robe. The one unique Star Forge robe that Revan once wore and may have modified for himself, was destroyed by Jedi Council. The new ones are just similar mass-produced darkside Star Forge Robes. But since the description of lightside Star Forge Robe mentions that “these robes were customised using an analysis of the Jedi they were created for”, I suppose that means, all robes created for Revan, would not be the same if they were created for other people. Hence, “the Darth Revan's Robe” will simply mean clothing designed with the physiology of Darth Revan in mind. -
It worked. Thank you.