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Everything posted by Hassat Hunter
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*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
Here's your fixed save. As stated it would have to be Jedi_Found 4. Odd it was 5, even more so if you didn't even FIND Vrook (he will appear in Khoonda after the events you described). Jedi Killed shouldn't be 3 since you didn't kill Vrook yet, but that's an M4-78EP issue (Vash shouldn't raise it but does), don't think that causes the other issues though. Also, oddly, Atton is present in your save in the Dantooine area. That, too, should not happen. Some really weird stuff going on. So, do you run other mods aside from those mentioned? Other weird occurances? What order of planets? 000017 - Game16.rar -
*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
In that case, I am at a loss. But you can upload your save (zip or rar up the whole folder), then I can look at it with my KSE. -
*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
http://www.lucasforums.com/showpost.php?p=2820902&postcount=2 -
I can only guess you didn't actually install TSLRCM (so you played vanilla) or other mods undid our changes. * There is no DS Onderon Kreia-Tobin scene, only LS. Actually DS/LS isn't even true, it's Talia or Vaklu. Talia, scene. Vaklu, no scene. * The Holorecord depens on your intelligence score... *OR* if you talked with Atton about the locked navicomputer pre-Telos. * No such scene. Zbyl made that all up, no restored content. If you want Vash alive use M4-78EP. * Third edit seems a generic bug. I'll fix that for 1.8.3 by editing the lootdrop file, rather than making an entire new item (as that's not much of a restoration). Why you wouldn't find said item is because the creator made them by themselves from scratch. * Try ctrl+tab then back into the game. Works for me when bink-vids or ingame remains black.
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*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
Does it give an error message? Could be it doesn't find KOTOR2 since from what I recall Steam doesn't make a registry entry like the CD-versions do. If so we might need to manually add a registry entry, if you feel fine with doing that... -
*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
It could be. If you have KSE, use it to open your save and find the values for; 000_Jedi_Found and 000_Jedi_Killed -
*spoiler* A cutscene on Telos refuses to play
Hassat Hunter replied to KhalimaInverse's topic in TSLRCM
Did you kill Vash on M4-78? -
HK Factory - after 3 encounter ... nothing happen!!!
Hassat Hunter replied to Regcod's topic in TSLRCM
No problem, hope it works fine for you now! -
HK Factory - after 3 encounter ... nothing happen!!!
Hassat Hunter replied to Regcod's topic in TSLRCM
It should launch a cutscene once you enter the hawk. About the only way not to would be if you modified stuff with KSE concerning in, but didn't update the journal, or another mod conflicts and makes the cutscenes not appear. -
I'd probably suggest waiting for 1.8.3 (since, like always, dialog.tlk modifications). What silly ones would you say TSL got?
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HK Factory - after 3 encounter ... nothing happen!!!
Hassat Hunter replied to Regcod's topic in TSLRCM
Well, here we go; what other mods do you have? One that perhaps adds k_003ebo_enter.ncs to the override? -
If you have no skills, influence can also be used to unlock the Kreia's Fall movie. They didn't strip Kreia of her power... they just figured her dead. Kreia uses her powers (as also demonstrated with Disciple) to mask herself for the Jedi Masters.
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Mandalore's Armor looks pretty stupid... maybe it's not made with 'slim' characters in mind... THIS... however, looks badass... wonder how much it'll cost me to change my armor to this though, with hoveling mods and augments over and such...
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I'm sure we got a EC SM run logged somewhere... But I doubt anyone cares to see that...
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M4-78 retrospective review by zbyl, the Lead Himself
Hassat Hunter replied to zbyl2's topic in M4-78 Enhancement Project
Try seeing those Nar Shaddaa scripts. Plenty of swapping around with Mira, Hanharr, T3, Atton... -
With me being there insignificantly small in the background with a jawa XD
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Removed some bans on *@gmail.com, maybe that prevented some gmail users to make an account?
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Well, it's up. Let me know if you have any questions...
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View File TSLRCM Loot fix base scripts -TSLRCM Loot fix base scripts- ------------------------------ Note; These files are for TSLRCM 1.8 and higher ONLY. - Modders resource, if you're not interested in modding KOTOR2, this download is not for you. Included in this map you will find the following folders; * Generic Spawnscripts. These are the scripts used for many (but not all) foes you encounter. * Modules. These are enemy-specific spawnscripts spread over the various modules. It's important if you recompile these you put them back in the respective module, and NOT override, as other modules may use the same name and it can lead to issues. You can also skip them (if you really want all files in override) but then a large portion of enemies will not use your modified script. All of these are modified from the vanilla TSL version, as those had the faulty version of the lootscript inside the .nss. These TSLRCM versions instead refer to the lootscript instead of containing it, which allowed just to batch compile if changes were made to the lootscript rather than manually adding them to 50+ files. * Placables (just compiled) are the base vanilla TSL scripts. TSLRCM hasn't modified them, just re-compiled them with the new lootscript. * Placeables (unused) are base vanilla TSL scripts. But as mentioned are unused. TSLRCM has recompiled them, if for example modusers did use said placeable scripts, but if you only worry about vanilla you could opt to leave these out without effect. * Placeables (used, script modified) are scripts TSLRCM has modified before recompiling due to errors in the scripts. They are used in vanilla TSL, so make sure to use these instead of the vanilla ones when re-compiling. * Base lootscript. The base of it all. DON'T USE THE ONE IN THE OVERRIDE FOLDER! There are also 3 seperate .nss in the folder, these go in the override. They're also base TSL versions, TSLRCM has just re-compiled them with our new lootscript. ------------------------------------------------------------------------- A version of the lootscript itself (k_inc_treas_k2.nss) can be found in your override map after installing TSLRCM 1.8 or higher. DO NOT USE IT! I just checked it, and it seems it's an older version rather than the final one. *sigh* So use the version included in this download instead. Hopefully will be fixed in 1.8.3, but just incase keep using this version! Using the TSLRCM lootscript rather than vanilla as base of your modifications, or when compiling custom spawn or placable scripts will help you fix the following issues; * Some rounding issues in vanilla TSL could make some items not appear. * Due to a faulty name droid "headslot" items couldn't drop in vanilla. * Due to erroneous checks (only meant for other armors) high-level robes could not drop in vanilla. * Lightsabers and lightsaber crystal's color is now random (with some colors more likely than others) rather than level-based. * Security Spike tunnelers can drop. * All Mira's rockets can drop, instead of just number 1. * Fixed issue where a "rare drop" at higher levels could exceed the maximum item number, and produce no item at all as a result. Submitter Hassat Hunter Submitted 09/07/2013 Category Media
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Version 1.3
542 downloads
-TSLRCM Loot fix base scripts- ------------------------------ Note; These files are for TSLRCM 1.8 and higher ONLY. - Modders resource, if you're not interested in modding KOTOR2, this download is not for you. Included in this map you will find the following folders; * Generic Spawnscripts. These are the scripts used for many (but not all) foes you encounter. * Modules. These are enemy-specific spawnscripts spread over the various modules. It's important if you recompile these you put them back in the respective module, and NOT override, as other modules may use the same name and it can lead to issues. You can also skip them (if you really want all files in override) but then a large portion of enemies will not use your modified script. All of these are modified from the vanilla TSL version, as those had the faulty version of the lootscript inside the .nss. These TSLRCM versions instead refer to the lootscript instead of containing it, which allowed just to batch compile if changes were made to the lootscript rather than manually adding them to 50+ files. * Placables (just compiled) are the base vanilla TSL scripts. TSLRCM hasn't modified them, just re-compiled them with the new lootscript. * Placeables (unused) are base vanilla TSL scripts. But as mentioned are unused. TSLRCM has recompiled them, if for example modusers did use said placeable scripts, but if you only worry about vanilla you could opt to leave these out without effect. * Placeables (used, script modified) are scripts TSLRCM has modified before recompiling due to errors in the scripts. They are used in vanilla TSL, so make sure to use these instead of the vanilla ones when re-compiling. * Base lootscript. The base of it all. DON'T USE THE ONE IN THE OVERRIDE FOLDER! There are also 3 seperate .nss in the folder, these go in the override. They're also base TSL versions, TSLRCM has just re-compiled them with our new lootscript. ------------------------------------------------------------------------- A version of the lootscript itself (k_inc_treas_k2.nss) can be found in your override map after installing TSLRCM 1.8 or higher. DO NOT USE IT! I just checked it, and it seems it's an older version rather than the final one. *sigh* So use the version included in this download instead. Hopefully will be fixed in 1.8.3, but just incase keep using this version! Using the TSLRCM lootscript rather than vanilla as base of your modifications, or when compiling custom spawn or placable scripts will help you fix the following issues; * Some rounding issues in vanilla TSL could make some items not appear. * Due to a faulty name droid "headslot" items couldn't drop in vanilla. * Due to erroneous checks (only meant for other armors) high-level robes could not drop in vanilla. * Lightsabers and lightsaber crystal's color is now random (with some colors more likely than others) rather than level-based. * Security Spike tunnelers can drop. * All Mira's rockets can drop, instead of just number 1. * Fixed issue where a "rare drop" at higher levels could exceed the maximum item number, and produce no item at all as a result. -
Yeah, it can be done. Handplaced loot requires you to modify the .utc of the chest/opponent to manually place items on them. But the random loot can be modified too. I'm uploading something to aid with that later today, if I'm not forgetting it again
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I'm not able to break hanharr
Hassat Hunter replied to Sergio19922's topic in Knights of the Old Republic General
Talk to Kreia about Hanharr, that would unlock further dialogue options. -
Yeah, but I also read about it before being the same for Hanharr's power (which is basically the same) and IIRC it does work. Also, that's a Rakshasha .
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I wouldn't really buy the sub till atleast 40+ either. The benefits aren't that good until then, nor do you really have the credits to profit from your sub benefits.