Hassat Hunter

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Everything posted by Hassat Hunter

  1. Hassat Hunter

    ATTON!

    From the album: Preview of 1.8

    Burning down a good old telos shuttle... AGAIN. *sigh* Or as a meatbag would say; "I have a bad feeling about this"
  2. http://deadlystream.com/forum/gallery/image/178-that-looks-better-dont-it/ Module number converting done... time to make the cutscenes... that's going to take time too...
  3. From the album: Preview of 1.8

    Module number converting done... time to make the cutscenes... that's going to take time too...
  4. Let's play... what's missing here? http://deadlystream.com/forum/gallery/image/177-i-am-missing-the-shuttle/ While I could just do it the easy way... I can also do it the hours and hours costing long way! Or: Me finding out changing the name of a module isn't so easy. Requiring stuff that makes expert modders cringe, like modifying modules with Notepad++
  5. From the album: Preview of 1.8

    While I could just do it the easy way... I can also do it the hours and hours costing long way! Or: Me finding out changing the name of a module isn't so easy. Requiring stuff that makes expert modders cringe, like modifying models with Notepad++
  6. Update!!! 1.3-1.4 * TSLRCM 1.8 Update. Lightsaber scripts now use VarsityPuppet's random Lightsaber color drop function used in 1.8.
  7. Got hit by a cardoor while biking... ouch.

    1. Hassat Hunter
    2. Sith Holocron

      Sith Holocron

      I hope you're not seriously injured!

    3. Hassat Hunter

      Hassat Hunter

      My knee still hurts. But the rest is fine...

    4. Show next comments  336 more
  8. DeNCS partially decompiles it... meaning it's basically useless, since you cannot re-compile it. Or did you find an actual good .nss? As for Kreia, you could, instead of making her a unique crystal, make her an unique saber. Same as Visas'... no way the player can use it, unless severe cheating...
  9. Currently there are 918 files in the 1.8 update map... 0_0 Even taking into account some are source files (.nss), still; Lots of stuff for 1.8!
  10. Problem for that is, it's not an entire module. It's just a cockpick. You have a hard time plumming people in it... let stand do the things like meditating, walking away etc. as displayed in those cutscenes. EDIT: Scene depends on influence with Atton and Disciple (obviously female only)
  11. Well, Atton/Kreia scene is in, you can get it in 1.7/1.8 The EH being stolen just cannot be done. I don't know how you think a shuttle (what shuttle?) can have the Disciple/Visas convo either... But I suppose you could mod it in... just... have to figure out a lot of stuff!
  12. Well, did the same. Bao-Dur is hard. Atton, I did NS last so had no more inf afterwards to get him Jedi. I was DS, so no Mira. Handmaiden was too pissed to talk to me. That about sums it up...
  13. It's going to be even scarier seeing "cloud" becomes more popular. What if the feds just took down an entire thing of that? You'd lose your HD.
  14. Well, using MegaUpload to get TSLRCM files to other members, this obviously sucks. Good thing they're all saved though...
  15. Just wondering... what is bad about saber crystals dropping before the quest is done? Sabers I can see, but why crystals too?
  16. This mod will not be compatible with TSLRCM 1.8. For good reason though, do not fear .
  17. There was never such a bug in TSLRCM. Now if you talk about USM, then yes, it was there. I am pretty sure we're not going to modify the compatibility patch for 1.8, so it will just be incompatible...
  18. Merged the 3 HOTOR issue threads. If you have any other issues please post here... it's easier for the author to fix stuff if centralised instead of all over the place .
  19. Yeah, Sion's arrival is incompatible for 1.8, not 1.7. It seems like the most likely suspect of the list... Although if it's not a full re-install of everything is probably better than re-copy files after a virus, maybe that will help? (will also clear lingering mods you might totally forgot about) EDIT: Although I now read someone else has the same, also using the Ultimate Appearance Pack (I suppose that's your appearance upgrade?) so it could be that one as well...
  20. Small modifications made to T1 scene (took effort though). No longer does T1 appear to have said the guards stuff in the log, and guards now use lipsynch. Had to write new script (and change timing slightly) cause otherwise T1 wouldn't turn properly back to B4 before fleeing. Couldn't modify existing script due to partial re-decompression... Reduced them to 2 seconds instead... -1 with VO was definitely a bug though... I wanted to fix this, to find it already fixed! Who did that???
  21. AURORA (well, Oddyssey), I HATE YOU... By Hassat Hunter So today I lost an hour of my life fixing an issue that was only brought about due to crappy engine issues. Remember those droids in the underground Czerka base on Telos? The one you probably blew up with the console. Or otherwise become active when activating the reactor? No, this is not how they are supposed to be inactive but trying to get you through the glass and blow up 4000 feet (slight exaggeration) from their charging station, I already solved that in the past (I spend too much time on that damn module). So, a lot of potential fixes I tried. Rewriting where they were supposed to go, picking another waypoint, extending/limiting their time... nothing at all. Until one time I was wondering if because I was using a savegame, not loading the module fresh my modifications were not 'taken'. One easy way to find out, take out their hostility line. Guess what? Without the line they all stormed right out of the pen. What the hell??? So using this knowledge I thought, if I reverse the order, that will work right? So first hostile, small time later the move. Since hostile ends move? Not really, they still standed still. A few tries later I did finally fix it, by first having them move all the way as "friendly", then making them hostile afterwards once they were done (or somewhat, as all of them through one door does mesh 1 or 2 back there being semi-stuck), assuming the player never reaches them before then (which is impossible, I checked). And now I am never going to touch that damn module again. Though I am out of stuff to fix (what remains for TSLRCM is out of my league) so any suggestions for easy remaining, feel free to add!
  22. Not sure if you still browse about, but thanks a lot for this report. As it appears a miss-flag switchered around 2 dialgoues, the without Samhan and with Samhan version. Also the without samhan version (which most would trigger) lacked it's script to generate shop contents, which explains why his store was so crap before and you got all kinds of nifty items with the "With Samhan" version, which did have that script applied. Of course, all fixed for 1.8! Thanks again!
  23. I don't know... all I can see adding an entrance to the tunnels on the docks is adding MORE problems. As in, break Nar Shaddaa.
  24. http://deadlystream.com/forum/index.php?app=gallery&module=images&section=img_ctrl&img=175 Making 1.8??? Time will tell... EDIT... Update; Results of my modding weekend. Sometimes you're really on a roll . (as writen to my fellow modders, so if you don't get it... don't worry too much about it...) Saturday * Dialog.tlk; Many fixes. * "Random Loot Lightsaber (VP Randomniser)" map... re-compiled a few scripts with our new random loot script, seeing how we overlooked these. Also modified several "lightsaber give" files to use the random loot function instead of having faulty old in their script, so they now will use VP's random function. (needs testing) ** Overide; * Fixed the armor creation issue ttlan mentioned. Both in Mira and non-Mira function. * Disciple; Changed gt to bet 1/4 for Disiciple to mention "my turning away from the force" lines (since with 5 he's Jedi again). Added a few small XP rewards (250XP) for flags set named "XP"... ** 301NAR; * Fixed Visquis call gamebreaking bug by disallowing you to enter the Ebon Hawk when all it's conditions are met... * Vossk now uses .tlk entries again, restoring his 'Jeedai' * c9t9; Removed exchange hate when blowing up the droid, since it only happened in one of six distinct paths (you still get it if you check the droid for oddities). Increased repair skillcheck from 0 to 5. * Borna fixes; No more "lower then" checks, which was making between 10 and 14 fail while 7 till 9 works. Fixed not getting keycode with computer's second choice (7 skill+). ** 307NAR; * Zhug cutscene now again uses .tlk (besides 'her' alternative that wasn't existant), "Jeedai" > "Jedi" is now done in the .tlk itself. * 306onenter; Removes dancers during Zhug cutscenes if you talked to the domo. Removes the domo too if you completed his quest. ** 304NAR; * Restored a few questions about the Lunar Shadow captain (fixes Red Eclipse > Lunar Shadow). ** 502OND; * Tame.dlg from 501OND, which should give the beasts something when clicking on them in this module. Sunday ** 307NAR; * Slightly modified Zhug cutscene to use different camera position first line (to make the dancers be removed in the background unnoticable, as was with the old camera) and made one line unskippable to fix camera issues with the running brother. ** 304NAR; * Modified .git to move Lunar Shadow captain, added 8-ball weequay. * Fixed small issue with wrong locals being checked for question 3 and 4 (used the value of #2). Also fixed line without alien VO. ** 351NAR; * Added 351NAR_Zhug_Enc set to 1 at start of convo (unused in vanilla TSL). ** 401DXN; * Modified "killed family" requirements from depending on Zez's fate (which has nothing to do with the Zhugs) to aforementioned 351NAR_Zhug_Enc flag.