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Everything posted by Hassat Hunter
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Mod Compatibility with TSLRCM 1.7 (Discussion)
Hassat Hunter replied to Markus Ramikin's topic in TSLRCM
From the compatibility thread; Mods that are definitely incompatible with TSLRCM Force Fashion II by jonathan7, Marius Fett and Ender Wiggin - There are conflicting dialog files. -
Well, you could try it with TSLRCM (I suggest waiting for 1.8) right away, then come here and try to guess what was vanilla, what was added. What parts feeled "tacked on"... It's always fun to see the results of that. And it would be a much better indicator for us wheter something doesn't fit in compared to someone who did play vanilla TSL and just likes the added stuff...
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FYI; The HK Factory in it's current form didn't get HH's approval for release. So... it's bug fixing time :/
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Someone cheats with a killblaster!
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Not to mention editing all over the place what convo to use when for Atton... Also, multiplying any potential future fixes.
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Nope. Apparently the only way to solve this would be to multiply EVERYTHING in Atton.dlg, and then add the sitting animation if in the Ebon Hawk. Also would require making about 30 (if not more) new scripts, since there are just 2 slots for checks in the DLG-editor, so you can's just simply add "is in Ebon Hawk" So...
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Just fixed; Sitting patrons being stuck standing up on Onderon after exiting and entering module, dancers no longer dancing after talking to them and exiting the module on Onderon (although admitting, I stole pretty much most of the stuff for the dancers from 207TEL, where the dancing Twi'lek do work properly). Up now; Doing the same for Telos (bar the dancer part, since that worked fine) If you know of any other locations with sitting NPC's stuck standing... lemme know. Been a while since I played KOTOR2 whole instead of warping to the module of my need EDIT: Well, it looked so easy, just applying the same fix to 207TEL. Aurora said FU and now my game crashes when I load 207TEL. *sigh* Could be made easy for once for a change...
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Looks like Zbyl fixed it after that screenshot, since it doesn't seem to happen for me...
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
All Sith Assassins are destroyed. Though, yes, there is a trigger that would cause new Sith to spawn at Mandalore's HQ. I've added to the post-Onderon deltion the destruction of these 2 triggers, that should prevent it in the future... The Mandalore conversation starts as soon as there is no more a single assassin on the whole map tagged as "sith_ass_403". The entire script in case you're interested (and/or understand it ) The respawning ones are 405 and 406... 403's in limited supply. void main() { object oAreaObject = GetFirstObjectInArea(GetArea(GetFirstPC()), 1); if (((GetGlobalNumber("403DXN_Sith_Attack") >= 1) && (GetGlobalNumber("403DXN_Sith_Attack") <= 4))) { if (GetLocalBoolean(GetObjectByTag("To_402", 0), 52)) { object oWp_sith_mand; object object7 = GetFirstObjectInArea(GetArea(GetFirstPC()), 1); int int4 = 0; while (GetIsObjectValid(object7)) { if ((GetTag(object7) == "sith_ass_403")) { (int4++); } object7 = GetNextObjectInArea(GetArea(GetFirstPC()), 1); } if ((int4 == 0)) { object oG_mandalore = GetObjectByTag("g_mandalore", 0); SetGlobalNumber("403DXN_Sith_Attack", 5); DelayCommand(2.0, CancelCombat(GetFirstPC())); DelayCommand(2.0, SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0)); DelayCommand(2.0, SetGlobalFadeIn(1.5, 0.0, 0.0, 0.0, 0.0)); object oSecurity_door = GetObjectByTag("security_door", 0); DelayCommand(2.0, AssignCommand(oSecurity_door, ActionUnlockObject(oSecurity_door))); DelayCommand(2.0, AssignCommand(oSecurity_door, ActionOpenDoor(oSecurity_door))); oWp_sith_mand = GetObjectByTag("wp_sith_pc2", 0); DelayCommand(2.1, AssignCommand(GetFirstPC(), ActionJumpToObject(oWp_sith_mand, 1))); oWp_sith_mand = GetObjectByTag("wp_sith_mand", 0); DelayCommand(2.1, AssignCommand(oG_mandalore, ActionJumpToObject(oWp_sith_mand, 1))); DelayCommand(2.2, AssignCommand(oG_mandalore, ActionStartConversation(GetFirstPC(), "sith_att", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0))); } } } } -
Well, I hope it works out for you! It would be a shame to have to miss out such a great game...
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
From the 1.8 readme, known issues section... Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your teammembers. You will have to load a save from before this fight. -
Went to the local Media Markt and found about 15 copies of KOTOR2. I assume someone's trying to make money with our work?
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Must be a random flying spark that doesn't look as good. I've run it the cut scene a few more times now, and didn't see it...
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Haha... he'll have whatever the player gave him
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http://deadlystream.com/forum/gallery/image/184-zbyl-to-the-rescue/ Used the extra space to add more sparks (since we all LOVE sparks... And Atton driving as reckless as possible). Also changed the position of the smoke and flames when you crash AGAIN, in a deceitful attempt to mask my lazyness, but not so much that you can say "he reuses the same stuff!" (I do, but just... elsewhere xD)
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From the album: Preview of 1.8
Looks better, does it not? -
Very odd. Yeah, if you delete the .MOD file it will no longer use TSLRCM for that module, instead the original TSL files. Not a whole lot changed there anyway, mainly the dialogue with 3C-FD. Not using 001EBO.mod will have no effect on the rest of the mod. Although if .MOD files crash your game, you seem unable to use 1.7 at all :/
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Yup. You'll also miss out the HK-47 vs. Goto, the Partymembers vs. Kreia and Atton vs. Sion, but alas, that seems the only way to progress.
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Well, it can't be the UK version (I'm using that one as well after all). ... Well, I'm stumped. Sorry. EDIT: You could try removing 001EBO.mod from the modules folder. Then it should get from TSLRCM 001EBO back to the original. Could work?
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Have you tried using control+tab to get out of the game, then open it again from the taskbar on the bottom?
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Added version for 1.8 (before I forgot). Use the regular version for vanilla or 1.7, this version when 1.8's released.
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Not as remote? Then you've got to skip some stuff and go straight to 903MAL.
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Well, you got your issue right there... USM and Malachor don't really go well together... even when using the compatibility patch... :/ So all you can do is cheat past (warp 901MAL should work to give the remote scene, not?)
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Well, I can't really give you a timestamp for either... though I can guarantee you you will see 1.8 before M4-78EP... Also; A look in one of the thousand of possible ways things can go wrong... http://deadlystream.com/forum/gallery/image/183-it-cant-always-go-right/ Having spend hours trying to make Bao-Dur sit, accidentially a clone is created, and Bao-sits. Half-through the chair. Gotta fix that... and of course that he's only sitting with a clone. That's just bad. Fortunately Zbyl looks into that... since after the previous time and now I am ready to struggle 235TEL to death... And if you excuse me, I'll go to sleep now...
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From the album: Preview of 1.8
...actually, usually it goes wrong more often than right. Which both sucks and not very screenshot-generic. This one just sucks... hours of my life