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File Comments posted by darthbdaman
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Can confirm, the function doesn't work in any circumstance, afaict. I will remove from next version
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I think that's incorrect. It does compile most tsl scripts. There is specific syntax it doesn't like unfortunately. Oh well the external compiler works
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No idea. Log said it was when I checked, but I didn't do complex testing
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No, they aren't. I can't really make a patch without redistributing that mod, but I will try to find a solution
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Holopatcher built in, it has a very strict compiler. It chokes on most of your scripts in the K2 version actually, buts I couldn't find a cause
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There is a typo in the source of the k_inc_jump_saber_throw file. There is an extra .nss appended in the include, which will cause compilation errors. This is also true in the K2 version
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It isn't. The scripts would have to be recompiled with the improved AI changes. Because of how that mod works, I would have to include the whole mod with this one to make a patch. I'll see about getting it made compatible
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The Bastila Lightsaber exists because of how the scripts check for items. When you save Bastila, if you haven't picked up the Yellow Double Bladed Lightsaber from Brejiks corpse, she will go and collect it. Because the player can now come into the scenario with a Yellow Double Bladed Lightsaber, it is possible for the player to not loot Bastila's Lightsaber, and have her then not collect it. I restored the Lightsaber to get around this. There are other solutions, but they all have downsides, so I will keep the restored Lightsaber.
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More than 1000 other people have downloaded it, and no one else has reported this problem. It is probably some sort of windows permissions issue on your end, like N-DReW said.
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3 minutes ago, ConansHair said:If I remember correctly, if this Mod works like the old SotOR Mod, the PC gets their own Unique hilt at the end of Jedi training, which JFTS kinda bypasses...
Probably not. Making it compatible would be a pain, and it would probably conflict with Extra Saber Colors which I prefer and recommend
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The TSLPatcher install all option has some problems. It's missing some of the files from the individual modules so they are not installed. Also the module install folders are misslabeled (there are 2 instruction labeled [install_folder6].
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The version of TSLPatcher you have included with the bug fixes option is outdated, and this is causing an issue in the Taris Cantina Dueling scene. Basically some of the scripts have a "+" at the end of them, and the TSLPatcher is removing those from the script names, which will break the dueling quest (the Gerlon fight is unable to start). If you grab the TSLPatcher included with the community patch it will fix this issue.
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On 7/23/2018 at 2:53 PM, JasonRyder said:I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now.
This stuff was edited or removed as appropriate if anyone is wondering. Bastila's dialogue specifically is removed, and the early part of Dantooine is abridged with appropriate dialogue
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Awesome. The only problem is that Kriea is missing her hand, when she should still have it at this point in the story. I'm not sure if it is easy to put the Traya texture on the Kriea with both hands model though
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Oh sorry didn't know. I just saw that the texture was still in the game so I set it up. I'll mention it in the description next update
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It apparently works with NPC overhaul now
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This is now updated to match the Nexusmods version.
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some stuff looks just a bit to dark. The storage room looks like there are no textures
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does this work work this cyan fixe: http://knightsoftheoldrepublic.filefront.com/file/Xis_Cyan_Silver_Lightsaber_Fix;104865
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does this change malachors coordinates, I know you don't access it like that normally but with the malachor ending mod it will work like that. malachors coordinates are in the files if you look for them.
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I assume this means that Atris would have participated in the attack had her recruitment been left out
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You should be able to get the marauder armor in game, only useable by sith marauders of course
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Actually you could add an extra option on the workbench so that if you have 3 parts you can build a lightsaber
Multifire and Autofire and Superior Feats (TSL)
in Mods
Posted
its compatible now. You need to update Improved AI