Hassat Hunter

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Everything posted by Hassat Hunter

  1. This is a conflict with either; Globals.jrl or Dialog.tlk Do you have any other mods?
  2. Not exactly the game faults you're not using it's designated system. It's somewhat the beauty of TSLRCM though, that since we change the .mod files ANYWAY, I can jam everything in there that I want changed with no regard to the override or other mods. Definitely makes things easy. .utc change? Stuff it in. .Git changes? Yup. .dlg? There you go. Also in my custom mods I prefer to stuff stuff in the .mod files rather than override. Less chance for conflict. No extra work required to make them work in override (like the original Handmaiden mod had to had about 7 files just to rename so it was override friendly, all dropped). And yes, I do need to update them sometimes if TSLRCM gets patched, but I suppose a benefit of working on both is that I already know exactly what's changed and thus needs adapting. As for keeping track, I just got all my modfiles nicely sorted in a seperate map. Most are pretty much the files you find in the patcher folder, few actually use the patcher to add to globalcat or dialog.tlk. Of course, most are small anyway, just a few files, makes it easier too XD EDIT: Yes. That fix sounds good. Want to share how? Or top secret stuff? XD
  3. Dunno... most people do seem to like overpowered force powers/sabers/other items/insane xp over other mods. Personally still thinking about making a mod that reduces the XP you get on Peragus... simply since you level way too fast early game, and it ruins TSL a bit being 15 earlier than the game intended. Not sure, like you, how big the crowd is that wouldn't mind giving in some of their power for the greater good
  4. And still people have performance issues on M4-78. So no, modern hardware doesn't cancel it all out. It is, very intentional, 6 seconds. 6 seconds is one "round" of combat. As thus, it's done after every round of combat. Every second would be a major memory hog, especially since most of the time, you really don't need that heartbeat. There's a reason the random loot scripts delete the heartbeat after being seeded. The game has memory leaks as it is, no point adding more to them for no good reason. For intermediary actions heartbeats aren't used anyway. It's in-game. It's the HEARTBEAT in a .are file... Though you really ought not to use it, since there are generally far better ways to handle whatever someone wants that doesn't put any additional strain on the game. They're usually used for quest updates if you get a specific item. Solution; change .utc's. Done. ?
  5. Nice, would save me the work of doing that, as I was planning to after TSLRCM was done XD. I assume you are aware of VP's Peragus Mod that does exactly that with scripts though? Not to give yourself work for nothing. The heartbeat is indeed per 6 seconds. And should be placed in the .are (IIRC) of a module, not attached to a placeable. And no, it's not possible to make that faster, it's done that way not to make the heartbeat a memory hog of unwise properties. And scripting ain't all THAT bad. It can be bad... but it could be worse...
  6. Manually integrating the .utc's into the .mod files would be about the only alternative, excluding those needing appearance.2da changes (they would still need to applied too).
  7. No. This would be a VERY bad idea... don't do it.
  8. The fix is only for 104 (an error in a script there). As far as I can tell it works fine in 101...
  9. And the movie issue is the exact same one, so it will work for that too.
  10. Is this outside (104per)? If so, already fixed for 1.8.3. Or do you mean inside (101per)? If so, I haven't noticed anything happening, but I could check it out... EDIT: All looks fine to me in 101...
  11. All there is are those entries, and a few voice-lines, referencing to an area that doesn't even exist as a map. EDIT: Correction, a .dlg file, not voiceovers. You can check it for yourself, 201yima. Also 2 scripts, and the global is still in the files. But you'd have to make up a new map, several new NPC's, a new questline and of course voice Yima (including overwriting the old lines). Too much for a restoration mod.
  12. Talking to Atton about the GenoHaradan do answer these questions pretty much. And someone did make a Geno-mod, but it doesn't work with TSLRCM and apparently is internally buggy too... isn't it here for download?
  13. Even with the GenoHaradan, that's not changed. His line is simply swapped from Exchange to GenoHaradan, and that's it... there's simply nothing more there. So, not sure what's it with him ending up in a force cage, he's dead. Samhan ends in the cage though. It's only leadup to the quest about how people on Nar Shaddaa want you that.
  14. It is indeed the vanilla 1.0b dialog.tlk, not having our added entries. Which explains why they turned up blank instead.
  15. Not a TSLRCM bug. You seem to have a LOT of mod-conflict issues... maybe it's time to use less mods?
  16. It has no scheduled release date...
  17. Okay, that's odd. TSLRCM's dialog.tlk is dated 16-12-2012. So I'm going to assume something modified it and removed the HK-entries. Could you upload it somewhere?
  18. The joys of spending an hour time trying to fix an issue only to realise in the end it was staring you in your face ALL THAT TIME...

    1. Sith Holocron

      Sith Holocron

      A) It was only an hour and B) You fixed it! [whatever "it" was]

    2. Mandalore

      Mandalore

      I know what you mean - I've done the same many times before...

    3. Hassat Hunter

      Hassat Hunter

      a) That's a long time.

      B) Well, true, there is that...

  19. No. You get it back in the endgame with TSLRCM
  20. Well, override looks in order. The changedate on the globals.jrl matches TLSRCM 1.8.2, so nothing wrong there. So probably dialog.tlk then. It's not in override, but the root folder, along with the .exe.
  21. It's already there in 1.8.2? EDIT: Actually, should already be in 1.8 itself too...
  22. Fixed. Also fixed Can't reproduce the lightsaber sound, as for Visquis falling, it's masked by the first shot being of the door leading up to arena. It can be skipped though, and if you do that fast enough you can see Visquis fall yeah. Not enough reason to make it unskippable in my book though. Can't reproduce. And I tried, oh, I tried. Did fix some other issues that came up testing that; * If you turn over shield from secondary to primary AFTER shutting down primary the Zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. But yeah, can't get any double basic diagnosis here... Also, looking at your NPC mod, I noticed the Nar Shaddaa Kinrath droid, and agree, so fixed him too. Since you're pretty thorough (yay!), anything else that you noticed I can do something about? EDIT: Tried looking at the Droid Foreman too, but his user-script couldn't be de-compiled, so not much I could do there...
  23. The change date. It could be only globals.jrl or the dialog.tlk.