Hassat Hunter

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Everything posted by Hassat Hunter

    1. diegodb

      diegodb

      Congrats! Happy New Year for all community of DeadlyStream!

    2. zbyl2

      zbyl2

      Best thing about being 10th? TSLRCM is the first thing you see when you open the page.

  1. Eh... probably should include the savegame I mentioned. No idea either, sorry... 000112 - Game111.rar
  2. Works just fine for me... You can use this save if you don't mind I auto-leveled Handmaiden. So, not sure what to tell you about the cause :/
  3. Made some tweaks to the Kreia-Atris cutscene, let me know what you guys think; Also, able to identify the new lines and other changes anyone?
  4. TSLRCM has risen from spot 70 to 7 on Moddb. Why? Did I miss anything?

    1. Sith Holocron

      Sith Holocron

      Christmas miracle?

    2. diegodb

      diegodb

      I think people are beginning to note the mod and the work that was put into it.

       

      With it, TSLRCM receives more and more attention and praise from SW and RPGs fans alike.

    3. HK-47

      HK-47

      Agreement: That is the conclusion I come to as well.

       

      Informative: I mention it whenever possible.

  5. * USM doesn't work with TSLRCM. * Using the comp patch for Coruscant and Jedi Temple? * 90sk's Super Content Mod doesn't work with TSLRCM. * *Looking at content of Suvam Tan* Definitely not compatible with TSLRCM! * Same for Enhanced Romance with Visas * Looks like same for Dantooine Merchant, unless you simply use the weapon files only and cheat them in... * Enhanced merchant isn't incompatible per se, but it would undo several of our fixes. So overall, that seems like a package asking for trouble... you can use the whereami armband mod to open the door if you want (put spells.2da back after use), but you're bound to run into more trouble down the line...
  6. Should have the forfeit bug fixed next release of TSLRCM (see also other thread).
  7. So, today I've made many alterations to the Telos Swoop race, hopefully fixing all known issues with it. While there been plenty of things shuffled around and modified (especially in the onenter script) hopefully from the players perspective it works pretty much the same, but less buggy. Just wanting to know if other people are interested to play around with it a bit and see if it's really everything-proof before going on to the other Swooptracks of Nar Shaddaa and Onderon... and before including it in a future TSRLCM patch. Bug fixes; * Fixed the "forfeit" bug. * Traininglap persuasioncheck no longer automatically succeeds. * Fixed testrun-dialogue not being properly triggered. * Fixed several issues with 'improved' or 'deproved' time recognition. Install instructions; * Just drop the content of the folder into your override, make sure to remove it once done. Override.rar
  8. Only around 1 day before I take my humongous signature away!

  9. Yeah, I should probably update the thread, but it's impossible to list *all* mods, and as said; it doesn't guarantee compatibility with each other. TSLPatcher generally are fine if they modify the files like .2da's. They can also be set to overwrite them though, and that definitely can lead to issues, so TSLPatcher by itself doesn't say as much as how it's configured. The basic rule however is; * Base game * Install any patches+music/movie patch (if using 4-CD version rather than Steam/DVD) * TSLRCM 1.8.3 * M4-78EP 1.1 * Other mods only after those Order is very important! Since we made a gazillion changes, patching is rather hard to do with TSLPatcher (not to mention people would need to run it 10 times or so due to similar named files in different modules) that we simply use an installer that overwrites *everything*. Several mods (like my own) also require the .MOD files TSLRCM adds. Overall, it's getting rather problematic if you don't. As for the list; I didn't create those, just uploaded it to Moddb. Looks like it simply updates the location of planets, so it should be compatible if you use it after my M4-78EP/Coruscant compability patch (which is basically drop into override and overwrite, so order is important there...) Useless if you use TSLRCM (already fixed by dialog.tlk editing) Rest looks fine from here, mostly textures, which wont conflict unless different mods both adjust the texture. As said, make sure to use the Comp Patch for Jedi Temple (Handmaiden4Females map) if you want to use this combined with it. As they both change the workbench .dlg I think this would be correct. Shouldn't be too difficult to merge them using a DLG-editor though if you really want them both. Like with the others, it all depends on if it patches or replaces... if replaces, it probably undoes the TSLRCM fixes to both files as well...
  10. Tried the other suggestions posted there for savegame issues?
  11. Seems TSLRCM made it to the Top100 of Moddb's Mod of the Year competion yet again. Going for 3rd honerary mention? :P

    1. diegodb

      diegodb

      I can't thank you enough for this. Congratulations TSLRCM modders! It means much to all TRUE Star Wars fans.

    2. MrPhil

      MrPhil

      @Hassat Hunter

      We can't see the actual scores yet?

    3. zbyl2

      zbyl2

      No, as every year, you can only vote and the scores will be revealed sometime during Christmas.

    4. Show next comments  123 more
  12. It's already a download; http://deadlystream.com/forum/files/file/325-tslrcm-loot-fix-base-scripts/ So other people don't have to do the same digging or fixing I needed to do 0_o
  13. Try this... http://deadlystream.com/forum/topic/2571-bugs-and-minor-inconveniences-with-tslrcm-183/?p=29829
  14. Nope, you have to re-compile all scripts using that include script as base, with your new script as base.
  15. It really really REALLY sucks... and I certainly aren't going to do it. In my own mods I place the files directly in the .MOD (I suppose .ERF for KOTOR1, unless K1R also uses .mod and you want to use it as base) files, of course that's not compatible if others change the same file. And if there's a file in the override... well, it would override this inserted file too. A comp-dlg should be quite easy to do then, and to install to, players just drop it in the override folder. And if they have enough of the other mod, and remove the file from override, there's still the one doing your mods work. IMO.
  16. Eh, forgot to mention the spawned in enemies would also need to increment the global the script referes in their ONDEATH, otherwise it wouldn't work. But yeah, it wont be a small task going around it like this 'properly' Not to mention compatibility with other mods...
  17. Still would allow a single global if it's wiped clean upon traveling to another planet, as I don't recall a method to leave a planet otherwise.
  18. If they did it anyway like KOTOR2 it's because each enemy killed increments a global (or local) counting towards the proper number killed. So after it received "2" it notes all enemies are dead (since 2 are what it's in vanilla) and the conversation triggered. A sollution would be to change it to living enemies on the map (although as Dxun learns us that can also be glitchy), or if you always summon a fixed number of extra foes simply increase the killcount before the conversation triggers. If not, the best I could think of would be to have a new global increment per additional enemy spawned, and alter the original dialogue from being "2" to "2+NEWGLOBAL", and having it reset the global as it triggers the conversation so it could be re-used during the next encounter. Might still be quite some scripts to alter...
  19. I've cross-referenced all mines with their effects... Obsidian just slipped adding a few new mine-types that are inbetween BioWare's, but instead they used the same description as their counterparts, even if they were changed. The one's incorrect are added to english installations (with the new .tlk lines being their proper effects). This does not include 12,23 and 24; assume the english versions are correct here. "Special" basically means 'none'... it only does other things (in this case; poisoning). It does NOT do 1 damage to all attributes (which the BioWare mine where it was modelled after and shares it's description with in vanilla does) Sounds like the Mandalore and Tienn thing is definitely an oversight on our part...
  20. It really depends on the mods. As modules are saved in the savegame after entering first, if you take stuff out that it placed there that can have unforeseen consequences. KOTOR2 works fine for me on Windows 7, both my 4-CD's aswell as the Steam version. I recall (but it's been a while) KOTOR1 4-CD I did need to remove the intro's and it was pretty crashprone during the tutorial and whenever Terentateks got killed. Haven't tried my Steam-version of that though, and I don't own the GOG version but it's said to be more stable than both...
  21. Sounds like a good way to do it... what would be the problem with it then that it doesn't work? Not quite sure why you need a global for all different planets though, wouldn't just the one work, and be reset on the Hawk when leaving the planet (to prevent going in and out to heal resetting the timing)?
  22. @ Twocows: ??? @ Rygar; Yeah, only the english version has that. It includes new quest-entries (other languages use -1 tags in the global.jrl, but that breaks KSE), some updated damage information for mines (was incorrect in english, probably other languages as well) which require the updated mine .uti's that the english installation places... and; I think that's it. The Italian version should include all .dlg updates... as mentioned that one uses a new quest-entry, linked to the .tlk line... can't say why it isn't added to the global.jrl, but with -1 like the other non-english versions though, probably I added it in one of the latest patches, after many of the translations where done. I don't know if some of the translators mentioned in the readme still frequent this forum... That would be a question for zbyl. I'm not sure what the language conversion does, but I do know without it you will experience breaks in convo's, much like people experience on Korriban if they try to use M4-78EP on a non-english version without modifying the language of the .dlg files...