Hassat Hunter

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Everything posted by Hassat Hunter

  1. Never really use KOTORTool much except to check out what to change with KGFF and add inventories to NPC's (which works so weird, and manually adding them in KGFF does nothing). Zbyl already tires of me... let's not start forcing him to re-add .tlk entries or translations to my files
  2. No clue... it works fine for everyone else. Does she appear on the ship after leaving the academy?
  3. There are a few minor glitches in 1.8.3, and it would be unprofessional to have them remaining. However, no clue when that'll be, and I doubt that would be worth your time re-installing As for the differences between 1.8.2 and 1.8.3... yeah, there are a LOT of things done inbetween these 2 versions, so you wont regret it!
  4. Considering I hear stuff about Vash being affected, doesn't it modify things in 702KOR aswell? (Never actually played the expansion, so anyone wanting to tell me what happens in the Academy, please do so!)
  5. Sure, NOW someone makes a tool that doesn't make custom camera-points a total pain in the butt that took more time than anything else :/ Probably should add the warning NEVER to place .GIT files in override except for testing purposes. Before modders go all dropping them there in their mod releases. Also, while we all understand UTC, UTW, UTP, UTS and stuff for the laymen editor it's probably nice to add stuff like "NPC's, waypoints, doors, sounds" to it. Aside from that; can't think of anything. Maybe also add support for the other area files (ARE and IFO).
  6. Yeah, about half of your list is incompatible... though the Ravager did had such an issue with TSLRCM 1.7 (or was it 1.6? So long ago). Are you using 1.8.3? Incompatible: Kolto Tank placeable to the Ebon Hawk's Cargo Hold (Version 1.0) by RedHawke Release Date: 02/07/06 Ebon Hawk Lab Station Mod by envida Release Date: 19 February, 2005 Updated: 28 February, 2005 Version: 1.1 also obsolete since TSLRCM adds it's own. Female Underwear Mod v1.0 (Which one?) Pretty sure there's an update for it in the download section here. HANDMAIDEN PARTY MEMBER OPTION FOR FEMALE EXILES Mod version: 1.1b Xcom, Achilles, reiella, Darth333, Keneth, Tupac Amaru, nacho35, vustare, Mrock, DaxJorell & Daiko701 Release Date: Last changed: 2005-04-23 As stated above, use my updated version instead. Ebon Hawk Smugglers Compartment Mod Author: envida Website: http://members.westnet.com.au/envida/ Release Date" 12 February, 2005 Updated: 14 March, 2005 Version: 1.3 The Miranharr Mod for KotOR: TSL (Free choice between Mira/Hanharr) by Tupac Amaru Release Date: May, 10th 2005
  7. Let's hire the guy for TSLRCM... and M4-78EP... and... wait a second...
  8. Same question here; why dont you upload these to "proper" downloads knowing it's working?
  9. Why haven't you uploaded this download as a "proper" download?
  10. @ Nebty; Is there a 610Jorran.dlg in your override? @ Madsanvich; Any .git files in the override. Did you used a cheat to travel to any planets? The symptons are since areas reset but globals don't... so either they're being overwritten on load (.git) or got erased out of your savegame (happens during certain maploads). @ inquisitiveMan; That walkthrough would be wrong. There's only VO for Visas and Disciple so there was nothing missing there. @ drunklol; You used a Goto reskin right. Tried it without that? @ Torian; He was already standing there when you entered? Or he spawns in when you use the door and then there's no conversation?
  11. I think the issue is one of Benok's companions being invisible... a known issue with older versions of the NPC Overhaul mod. Try the latest and see if that works. You need a save from before entering the complex.
  12. Same here... waiting for this to play KOTOR1 again... Oooooh, the irony XD
  13. Hassat Hunter

    Requests

    I'm going to assume that's for KOTOR1? Since it's completely the wrong syntax for KOTOR2. Best is simply to make a custom on_death event for said NPC(s).
  14. CUTSCENE_CUT_HK47_VS_HK50
  15. Guess I'm the only one with a HK impervious to harm with a dual-pistol setup that eats through everything in 2-3 rounds? And yes, that's on difficult without cheating. And not even including the buffs for HK-47 you can now get on M4-78. Also while in older versions the head slot didn't drop, it does now since 1.8, so there's a big difference already right there. Many droid drops from the random HK spawns also make it you should have plenty of droid items to go around by the time you get to the factory...
  16. And if ever in doubt how to name an object like your PC just check the player's armband and personal crystal items
  17. While this makes sense in vanilla KOTOR2 (since you needed the part dropped in the droid warehouse) that's no longer true with TSLRCM. So HK is pretty much any planet...
  18. Can you upload the save... Did you find Vash' corpse on Korriban? I think your tinkering might have skipped an important step putting your Jedi Masters found too high (to 5 out of 4). But I need to check your savegame with KSE to confirm...
  19. Regarding 13; If you used TSLRCM's 1.8.3 as base that would have already been fixed (by swapping out the numbers to their correct response rather than overwriting icons as that mod does). However piling both together would undo all that; and it would be same as vanilla (since it overrides the correct applied spots now with incorrect icons for those spots) Hope that made sense...
  20. Just a question; Modifying Regeneration.2da in TSL has some serious side-effects (the main PC responds to it, but any other characters just get instantly healed and their force back). Doesn't this happen in KOTOR1 then?
  21. 1.8.2 saves are fine to use in 1.8.3.
  22. The answer to that would be... "The Old Republic" EA-BIOWARE wouldn't want to make anything to compete with that. And as they're calling the shots for atleast the coming 9 years now...
  23. Hello there... I believe I see you on Steam
  24. Well, here's the default spawnscript... should speak for itself, especially with all the developer notes on it... //:: k_def_spawn01 /* v2.0 Default On Spawn In */ //:: Created By: Preston Watamaniuk //:: Modified By: Anthony Davis //:: Added treasure: Kevin Saunders #include "k_inc_generic" #include "k_inc_debug" #include "k_inc_treas_k2" void main() { //BEGIN WALK WAYPOINT BEHAVIORS (Comment In or Out to Activate ) //****** WAYPOINT PATH STYLE ****** // Object will follow waypoints in order, and then start over at beginning. // Example: WP_01, WP_02, WP_03, then return to WP_01 and continue... //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_CIRCULAR); // Object will follow waypoints in order, and then follow the waypoints backwards. // Example: WP_01, WP_02, WP_03, then WP_02, WP_01, //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_PATH); // Object will follow waypoints in a RANDOM order // Example: WP_02, WP_03, WP_01 //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RANDOM); // Object will follow waypoints starting with NEAREST waypoint. // THIS WILL EFFECT THE ORDER THE WAYPOINTS ARE FOLLOWED! //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_START_AT_NEAREST); //****** WAYPOINT FREQUENCY ****** // Object will follow waypoints ONLY ONCE. // Leave commented out to have waypoints repeated forever. //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_ONCE); //****** WAYPOINT SPEED ****** // Object will RUN to waypoints. //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_WALK_RUN); //****** WAYPOINT PAUSING ****** // Object will PAUSE at each waypoints based on each option. // CObjects will ONLY turn to face in the waypoint direction if // the are pausing at the waypoint. // The pause times are: // Causes the Object to pause for 1 - 3 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_SHORT); // Causes the Object to pause for 4 - 6 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_LONG); // Causes the Object to pause for 1 - 10 seconds at a waypoint //GN_SetSpawnInCondition(SW_FLAG_WAYPOINT_PAUSE_RANDOM); //****** WAYPOINT ANIMATIONS ****** // Object will play an animation that has been specified with // SetLocalNumber(OBJECT_SELF, 29, <SOME ANIMATION NUMBER> ) // Local number 29 is reserved for animations. // This may conflict with ambient animations (further down) //GN_SetSpawnInCondition(SW_FLAG_USE_WAYPOINT_ANIMATION); // If using an animation at a waypoint, uncomment and set the following lin: //SetLocalNumber(OBJECT_SELF, 29, <SOME ANIMATION NUMBER> ); //****** WAYPOINT SERIES ****** // If this function is uncommented a number from 1 to 99 must be passed. // This number represents a waypoint series that uses the string "01" through "99" // instead of the creature's tag. // eg. WP_22_01 through WP_22_05. 22 is the series number set with this function. //GN_SetWalkWayPointsSeries( 1 ); //END WALK WAYPOINT BEHAVIORS //****** AMBIENT ANIMATIONS ****** // This will play Ambient Animations until the NPC sees an enemy or is cleared. // NOTE: that these animations will play automatically for Encounter Creatures. //GN_SetSpawnInCondition(SW_FLAG_COMMONER_BEHAVIOR); //GN_SetSpawnInCondition(SW_FLAG_FAST_BUFF); //GN_SetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS); //GN_SetSpawnInCondition(SW_FLAG_AMBIENT_ANIMATIONS_MOBILE); //****** COMPUTER DIALOG ****** //When a creature with this flag is talked to a computer dialogue will come up instead of the usual screens. //GN_SetSpawnInCondition(SW_FLAG_ON_DIALOGUE_COMPUTER); //****** CUSTOM USER DEFINED EVENTS ****** // The following settings will allow the user to fire one of the blank // user defined events in the NW_D2_DefaultD. Like the OnSpawnIn script, // this script is meant to be customized by the end user to allow for unique // behaviors. The user defined events user 1000 - 1010 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_HEARTBEAT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1001 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_PERCEPTION); //OPTIONAL BEHAVIOR - Fire User Defined Event 1002 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_ATTACKED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1005 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DAMAGED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1006 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DISTURBED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_COMBAT_ROUND_END); //OPTIONAL BEHAVIOR - Fire User Defined Event 1003 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DIALOGUE); //OPTIONAL BEHAVIOR - Fire User Defined Event 1004 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DEATH); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DISTURBED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1008 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_BLOCKED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1009 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_FORCE_AFFECTED); //OPTIONAL BEHAVIOR - Fire User Defined Event 1010 //GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DIALOGUE_END); //OPTIONAL BEHAVIOR - Fire User Defined Event 1011 //****** BEGIN DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ****** GN_SetDayNightPresence(AMBIENT_PRESENCE_ALWAYS_PRESENT); // This function although poorly named sets up the listening patterns and other // important data for the creature it should never be removed. GN_SetListeningPatterns(); SetLocalNumber(OBJECT_SELF, 11, 6);// FAK - OEI default turret cooldown //****** END DEFAULT GENERIC BEHAVIOR (DO NOT TOUCH) ****** //****** TREASURE PLACEMENT PlaceCritterTreasure(OBJECT_SELF, Random(4)-2); //****** TURN ON WALKPOINTS ****** // The following line causes the object to follow waypoints GN_WalkWayPoints(); }