Hassat Hunter

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Everything posted by Hassat Hunter

  1. I recall this being an old bug with the Extended Enclave mod too, might be you ran an outdated version of it.
  2. That's... a lot of mods. :/ Can't say for certain which did this (or a combo of several). Did you try searching for posts with similar issues and see some mods you all used?
  3. Nope, companions cannot get mastery bonusses.
  4. It does that sometimes... it always syncs up alignment when loading a new area though.
  5. Showed LS/DS has nothing to do with a check btw, it's (as stated) always influence being checked.
  6. Also you really REALLY don't want to set the store in the same script you call up the store. Like OE does, just set the store as you first talk to them, then later on call it. It's either way always on the map, so actually having it there by .git rather than spawning it in should be a second step if the first still isn't working.
  7. Right, 232 is inside... which doesn't make a lot of sense since it comes after 233. Well, then it's (very) likely something in the override. First try would be taken appearance.2da out.
  8. My bet would be NPC Overhaul (might be combined with another mod)... first link is this thread BTW. You can try (using a save before entering the module) taking the .mod (IIRC 232TEL) out and see if she spawns then.
  9. I mean that if you complete them all, you can only turn in a few before you're "worthy" and the rest stick around like a sore thumb until the Unknown Planet.
  10. In TSLRCM his HP and Tobin's HP are switched around... probably the "DARTH NIHILUS Improved" mod takes it back down to the very old very low HP. But no, doesn't sound like a bug.
  11. The council-cutscene after the Telos Academy is on Coruscant. Of course that's just 1 cutscene, not a playable planet. And my least favorite planet would be Onderon; the investigation is fun first time, not so much later on. Rather prefer some flexibility (like M4 has), but Onderon is just always the same.
  12. Extract them with ERFEdit and then modify them with KGFF. Looking them up with KOTORTool is fine, and also modifying inventories needs to be done by it, though saving it as alternative file, then copying over the contents of the inventory (and only that) over to the original file, modifying the droppable accordingly afterwards. I've only checked a few 208TEL files, but with most all their wearable items were indeed set as droppable.
  13. Really forgot about that thread... anyways, what's used in 904Kreia.dlg (when set is another matter): Mira - depends on her alignment Mandalore - no variations Visas - Love depends on 000_Visas_Love, also has DS/LS variations if no love-sequence Disciple - depends on his alignment Handmaiden - Love depends on 000_Hand_Love, also has DS/LS variations if no love-sequence Atton - depends on his alignment, females get a 'did he love me?' line which also has an alignment different response Telos - Depends on Czerka/Ithorians... there's also an unused untriggerable response for if the planet was destroyed Dantooine - Depends on Settlers or Mercenaries Nar Shaddaa - Depends on the flag 300NAR_Exchange_Favor, modified by various actions on the planet Onderon - Depends on Vaklu or Talia Korriban - No variations
  14. Ah, yeah, forgot about that one... I figured he meant Kaah was lying dead somewhere...
  15. Just sounds like how the engine renders holo's to me (both that and issue 1). Screenshot will help, yeah. As for lag on Dantooine add "Disable Vertex Buffer Objects=1" under [Graphic Options] in swkotor2.ini. None of them are TSLRCM issues.
  16. Now we just need a mod for those #@#@%#Q!@#!@# Korriban quests.
  17. I *think* his Tomb should work fine with M4-78EP, provided it doesn't touch the actual academy (702KOR).
  18. It doesn't have anything, this is not a bug. The "selectable" thing is a bug, but all NPC's who are made dead by script have this, it's just an engine issue (which thus we can't fix).
  19. Huh, I didn't think updating it without filechange needed that (done it a few times and don't recall needing to re-set them as approved).
  20. Well, it appears not to be then, do you still have TSLRCM's .tlk backed up?
  21. As always, install TSLRCM first, then other mods... make sure they don't override stuff unless you really trust them. In this case the dialog.tlk.
  22. TSLPatcher should be able to do that properly, AFAIK. I personally love editing .git's, but true, I haven't really had to account for other mods at this point I think, rather than my own XD. Of course most mods do drop most stuff in the override, and .git cannot possibly EVER be there, so you need to insert them in the .rim (will be overwritten if TSLRCM) and/or .mod. I'm pretty sure a repository of TSLRCM scripts' is impossible at this point, also slightly due to lack of organisation (our fault). But most files can be de-compiled with DeNCS, there are very few exclusions. And we had to work around stuff we couldn't decompile either (Handmaidens fight on Telos for example). A TSLRCM respitory at this point would pretty much involve all scripts at this point, not much is excluded, so you might aswell take make it a respitory of all TSL files (using TSLRCM). @ sELFiNDUCEDcOMA: I'm not sure a tool exists to merge scripts automatically, so you still need to make enter scripts for all mods you want to be compatible with. And no, there's no way a file executing another file can "outcomment" something happening. That's simply not possible. As I stated before; I really think it's just adding another layer for incompatibility with the added effect of being less lenient on your options what to do. Nothing positive at all. Also, why, if you can modify the onenter, would you want to execute another script rather than just doing it right there (unless of course engine crap demands it, as seen in the Telos Cantina for example IIRC). Adding more and more 'runs' just adds to being it more likely to have issues, not less. Also the "I have to upload all my files with the next TSLRCM version" doesn't really hold much water after we're pretty much done, it's very unlikely that more is done and if so it's also unlikely to modify the onenter. They're really barely updated per version, big updates like 1.7,1.8 or 1.8.2 excluded. 1.8.3b it was just 207TEL (fixing issues with the Swoopstuff OE had set up) and 351NAR (fixing stuff we had set up inproperly). Some of my own mods editing enter scripts (like My Dantooine Statue) has been as is since 29 janury 2012. Only the .dlg's got updated. I personally see little harm in modmakers double checking if their mods work with the next TSLRCM rather than just "drop and forget" leading to potential issues later down the road. You can always ask me what's changed, and I happily cross-reference the changes to your modified files. And yes, I also do this every single of my own mods. Rather safe than sorry after all. And it's very likely for alternative onenters to cause issues, just try making one doing a cutscene on the EH, and then running the original onenter. It's going to work poorly.