AOD333
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Fair enough (@DarthParametric), nor would I expect you to. It's really not a big deal anyways. If at some point in the future I get knowledgeable enough to do it myself then I will, but otherwise it's all good. I haven't seen any other posts about this either so clearly this is bottom of the priority list.
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I actually have a couple follow up questions. I doubt that the lip sync files will cause any real problems for me. The main conflict here is the Mission as Jedi mod, it uses some of the same lip sync files as the Sleyheron Story Mode mod. My solution to this is to simply not use the lip sync files from the Mission as Jedi mod. My thinking is that all this will do is make it so that the conversations added by that mod don't actually have lip syncing, so the audio will play and the text will show, but the NPC's mouth won't move. Am I correct about that? If so it's a small sacrifice and I can certainly live with it. The more important question however concerns dlg compatibility. The creator of the Sleyheron Story Mode mod was kind enough to create me a unk41_mission.dlg to make the Spare Mission and Zaalbar mod compatible with theirs, which was very kind and saved me a lot of trouble. However, the community patch has 2 module files that conflict with both the Mission as Jedi mod and the Spare Mission and Zaalbar mod. The files in question are danm14aa.mod which has dan14_jon.dlg packaged with it and unk_m41aa.mod which has unk41_mission.dlg packaged with it. I know that I could simply delete these modules, but then I would miss out on all the other changes these files make. My proposed solution is to simply open these module files with the Holocron Toolset, remove the dlg files in question, and replace them. So I would replace dan14_jon.dlg with the one from the Mission as Jedi mod, and unk41_mission.dlg would be replaced with the one that SAO1138 made for me. It's an easy change to make, and I think it would work just fine, but I'm no expert. So all I'm wondering is whether or not packaging these modded dlg files into the modules from the community patch would cause any issues with the module itself, or if it would work completely fine. If it would work completely fine, would I still need these dlg files in the override folder or would having them packaged into the modules be enough? Of course all the other relevant files would be in the override and obviously this setup would only work with this particular mod build. But if my solution is good, then others could use this information to make these mods compatible with their own builds. Thanks in advance for any assistance provided. EDIT: For anyone reading this who is wondering the same thing, I think I may have found the answer to my question from something DarthParameric said in another thread: DarthParametric: "The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution." So I think my idea of merging the dlg files into the relevant module files is the correct way to go in my case. As I said above though I'm no expert, so if one of the more experienced users on here could confirm this for future readers (and for me) that would still be great.
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Ok so there may be compatibility problems. I'll just have to see what happens, and if there's a problem then I'll have to remove a couple of mods. I can live with lip sync issues, but if the dialog files cause any progression issues I'll definitely have to remove a couple of mods, mainly the Mission as Jedi and Save Mission and Zaalbar mods 😟. This is the first time I'm using the Sleheyron Story Mode and Manaan Pazaak Tournament mods, which are the main source of the conflicts. Hopefully all will be well but if not it is what it is. I had just never seen that warning in the past and was wondering what it was. Thanks for the replies. As for DarthParametric's question I generally install games to my desktop if it won't create an issue, for Kotor 1&2 I have the GOG versions.
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Just a quick question. I've encountered this warning from TSL Patcher / Holo Patcher: A resource located at 'C:\Users\Name\Star Wars - KotOR\Override\file name' is shadowing this mod's changes in modules\filename The files in question are dialog and lipsync files. Some of the files in question come from the Mission Jedi Mod but files from other mods have given this same warning. Shadowing implies making similar or identical changes, so I'm just wondering if it's safe to ignore these warnings or if this will cause an issue. Thanks in advance to anyone who can answer this.
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That's a shame, I didn't know that those utilities weren't capable of this. On my latest reinstall I decided to use the no fighters mod but noticed a conflict between Bastila On Korriban and also with the Sleheyron Story Mode Mod. Oh well, there's an old mod by Darth333 that makes the mini game easier (and thus quicker), I'm using that on the current build. Maybe an admin can delete this thread since what I've suggested can't be done.
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Hello wonderful Kotor modding community. I recently went to install the two mods that remove the turret minigame and noticed that one is incompatible with the Bastila on Korriban mod, as both modify the k_sup_galaxymap.ncs file. I am going to try to merge these files myself for my own personal use (a new learning experience). That said however, I think it would a great service to the community if someone was to make a TSL patcher (or Holopatcher) version of the No Random Fighter Battles mod. https://deadlystream.com/files/file/807-no-random-fighter-battles/ I don't yet know how to write TSL Patcher instruction scripts or I would do it myself, I just got back into modding these games after more than a decade long hiatus. I do intend to learn how to do this as I have some ideas for mods, but I have plenty of other things to work on and learn at the moment. I suspect that merging the two files will be a bit of a pain, so if someone wants to save the community the trouble, and also make this mod compatible with other mods that modify that file by creating a TSL patcher version I think it would be a great idea. It's a very old mod (posted here in 2016) so I can't imagine the author would care if someone created an updated patcher version as long as they were credited for the original work (perhaps the original author is still lurking here and would like to give permission?).
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Thank you so much. This is exactly the information needed to get this done, and you responded the same day. Using your mod as a reference is also a great idea and I will certainly do so. I will work on this over the next couple of weeks (busy with work). Who knows it may even turn into a mod of it's own in time (I won't post anyone's assets without permission of course). Again thank you very much, take care. Just a quick update to say that the icon problem is fixed and it only took 10 minutes. Couldn't have done it without you, thank you.
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AOD333 started following Npc Inventory (Outfits) & Icon Naming
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Hey everyone, I hope this community is still active. I chose to pose two questions in one post instead of creating two separate threads as I believe the answers to both will be quite simple. I'll start with the NPC outfits. All I want to do is have the Dark Jedi in the game wear actual Dark Jedi Robes instead of those weird jumpsuits. There is a mod that does this already but it's dependant on JC's Cloaked Robes Mod. Nothing against you JC, I've used your mod in the past and I love it, but in my most recent playthrough I decided to use the Three-Tiered Robes mod. Unlike many, I actually like the Kotor 1 vanilla robes, and the mod I mentioned is a great upgrade to the vanilla look. So literally all I want to do is assign g_a_jedirobe05 to the Dark Jedi in the game (on each level and the encounters), and possibly give Knight Robes and Master Robes to a few of them. From what I understand (please correct me if I'm wrong) this should be as simple as editing the inventory of each NPC in Holocron Tool and replacing their current outfit with the ones I want. But is that all there is to it? Do I have to export those files and put them into the override for it to work? And to find these NPC's, I believe I need to look in the modules for each level, identify the Dark Jedi, then edit their inventories as I described above. Again please correct me if I'm wrong on any of this, or point me in the right direction. I've searched high and low for answers to this, but maybe not hard enough. Any help is appreciated, I wish there were easy to find guides on all of this but the game is old, sites have gone down and Google search isn't what it used to be. Now my 2nd question, again the answer is probably very simple. So I think understand how icon naming works, find the type in base items.2da, add an I, extend to three numbers. In the case of clothing for example if my clothing is named g_a_clothes005 then my icon would be named ia_cloths005. I'll just explain what I'm trying to do. I'm using Redhawke's Bastila Clothes for PC mod as a base, not the first 3 sets of clothing just the 2 extra that it adds (004 and 005), and trying to use those to add Effixian's Bastila Alternative Robes into the game as wearable outfits for both the PC and Companions. I've done this successfully and edited my appearance.2da and they work just fine in game. What I'm having trouble with is adding the icons for them. I'm trying to take the icons from Effixian's Bastila Legacy Robes (same outfits but for TSL) and use them for these same outfits in Kotor 1. The 2 sets of clothes that Redhawke's mod adds are called g3_a_clothes004 and g3_a_clothes005. The g3 is where I'm getting confused. So I would think that my icons should be named ia_cloths004 and ia_cloths005. But using these names would replace icons currently in the game. I know that 004 is used for some random NPC's, not sure about 005. So basically I'm wondering if there's a way to do this without replacing the vanilla icons. Like can I point a clothing file to a custom icon name, or how should I proceed. Redhawke's mod uses the g3 prefix so it's not overwriting anything (I think) but how could I name the icons so that they don't interfere with anything else. Any and all help would be appreciated, I will of course continue trying to solve this on my own.
