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Just tested the new .dlg for Bao-Dur, and I can confirm it works! Thanks for your help, and don't worry, I imagine this was an easy issue to overlook when updating such a massive mod. EDIT: Anyone else wanting to use this fix, make sure you install it AFTER SLM 2024, but BEFORE any mods that modify Bao-Dur's dialogue, like this amazing jedi armor mod for him, as this will overwrite any changes made to that version of baodur.dlg.
- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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I've never even installed 2021 on my current mod build of K2. This is purely my experience with the 2024 version. Like other people who have commented on this mod, I experienced an issue where the player was not given the "Read Schematic" feat upon crafting their first saber. I know you've since changed it to where it's a feat the player can select at level up, but the problem is that it's nowhere to be found on the level up screen. I even leveled up immediately after crafting my first saber with Bao-Dur, and still couldn't select the feat. And I started my playthrough after I'd already fully installed SLM 2024, since I love your saber mods and can't play without them lol. I can confirm that companions can be taught the feat when told to craft their custom lightsabers, but the player themselves cannot learn it through traditional means. This is why I made this script, since Bao-Dur's .dlg file still calls for it when crafting your first saber. I can confirm that the script works on my end just fine. This is intended for players who are still experiencing this issue, since I know you're working on a 2025 version. Sorry if I stepped on any toes, I just wanted to help fix an issue other members seemed to have. Please let me know if I can clarify anything, I know I'm pretty bad at communicating sometimes. EDIT: After giving myself the feat via the script, I noticed that the feat DOES appear on the level up screen, but only if you already have it (i.e. the player cannot purchase it).
- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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I looked in Appearance.2da and apparently the model "K1 FEM A MED 02" is mistakenly set to use that of "K1 FEM A (LRG/SML) 03". For some reason, the base game assigns a different appearance slot based on what class you choose (Guardian=LRG, Sentinel=MED, Consular=SML). This is a feature carried over from K1, where the size changes were intended for Soldiers, Scouts, and Scoundrels respectively. If anyone with any .2da knowledge knows how to set the correct model in the editor please let me know! EDIT: I managed to fix it by going into Portraits.2da and replacing po_pfha2's appearance number (714) with 715, which is the same model the larger (Jedi Guardian) version uses. According to appearance.2da, all of the models in this mod are set to be the same size, so there shouldn't be much of an issue but I have yet to test it. I'd upload my copy, but I have a lot of other mods that utilize my Portraits.2da so I've decided against it. Hope a permanent fix gets implemented soon!
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I just wanted to let everyone know that I whipped up a script that managed to fix the Read Schematic feat not being given to the player character after lightsaber creation. I took the script the Peragus Administration Level uses to give the player the Force Chain feat, and replaced Force Chain's Row Label number (205) with Read Schematic (245). Let me know if anyone encounters any issues with it! I'd like to publish this script as my own mod if Kaidon Jorn would be okay with it (it doesn't use any code provided above or in any other places from the mod, but I'd love to gain his endorsement if this helps people!) a_lrn_sch.ncs
- 47 comments
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- tslrcm 1.8.6
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great_exkaiser103 started following Schematic Lightsaber Mod 2024
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- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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Thanks for posting the script! I'm using 2024 currently, but I did go to my old installation (which uses the 2021 version of the mod) and it did have a a_lrn_sch script. I tested it in my override just to test it and it was obviously buggy as Sith spit, but at least I can confirm that Bao-Dur does indeed fire the script. EDIT: Compiled this script, got the same result that the 2021 version of the script gave me. To be clear, I'm using the 2024 version of the mod itself. Is there a way to make the script call to give the player a specific feat (since it's instead calling for a line in dlg.tlk, which other mods can replace)? I know Handmaiden's dialogue in the base game uses a script to give the player the Battle Precognition feat. I'm very new to scripting, I'm just brainstorming tbh
- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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I think I may have found the cause of the missing Learn Schematic feat. I looked in baodur.dlg, and noticed that the dialogue for when you construct your lightsaber called for a script called "a_lrn_sch". However, I looked in both the override folder and the tslpatch data folder that the mod's installer uses, and the script wasn't present in either of them. Is there a chance I could get my hands on that script so I can test it out? If I'm wrong please let me know, I love modding this game but I'm only human.
- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
- (and 3 more)
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- 47 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
- (and 3 more)
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- 84 comments
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- 84 comments
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That explains why my solution worked, as I found Deesra's .dlg file in the Override folder, and I know it was this mod's version as I also found it in the .zip's "tslpatchdata" folder. It should, however, be noted that I switched out the version of danm13 from Sleheyron with a backup of my original version of the module as I still wanted to use JC's Jedi Tailor. Pretty sure JC's mod should be compatible with Sleheyron though, provided players install it AFTER Sleheyron. This series of events led me to a theory that danm13 might not be necessary for future Sleheyron installations, but I could very well be wrong. Just wanted to decrease compatibility issues if possible.
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great_exkaiser103 started following SAO1138
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Speaking of modules, I just remembered that I was having trouble getting the quest-giving npc on Dantooine to spawn, so I simply extracted the necessary scripts using Holocron Toolset to the Override folder. From what I understand about dialogue/scripting, these shouldn't need to be in the module itself in order to work, so if those scripts could be placed in Override instead of the module, it will make mods that modify Danm13 more compatible (unless I missed something, I still have a lot to learn about scripting/dialogue).
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