Dark_Ansem

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Everything posted by Dark_Ansem

  1. One more question: when TSLpatcher says "X.2da already found, skipping file" is it good or bad?
  2. But the thing is, otherwise they won't work. I tried altering the .git then repacking the RIM file of Stoffe's Combat arena, but that didn't work. Only the override stuff worked. On the other hand, TSLRCM modules do have their Git file packed.inside, but TSL patcher doesn't allow to inject it.
  3. Notes to self: - the "stingers" heard when shifting towards light or dark side are NOT the same files found in Streammusic: they are SFX found in the .biff file. Thus, to work, rather than replacing StreamMusic files, one would have to place the files in the override folder. - however, all *sbat files are present in the SFX biff, together with a number of mus* files. which ones are actually loaded from Streammusic and which ones are taken from the BIF? EDIT: the *sbat stingers are read from Streammusic, thank god. Also, they can be read from the SW TSLRCM override folder, but ONLY if the original files are deleted. Unsure about the others. Git files can be safely altered, even from custom mods, and made to display updated music. However, not advisable to do so mid-game because the stage is reset if a git file is changed.
  4. What does this file refer to? Is it actually used by the game? I tried looking for the audio files mentioned in this, but they are nowhere to be found. isn't this superseded by "weaponsounds.2da"? swingsounds.rar
  5. Why is it unlikely that TSLRCM will ever get update? Also, a couple more things. - Telos cantina: seated customer with horns speaks with human voice about "Czerka's mercenaries" - Dxun: mandalorian found immediately outside Mandalore's building has no VA - Iziz westerm square: beast rider thugs and normal thugs have no VA* possibly I blame that stupid spaceport visa mod.
  6. I was talking about Mira - but somehow quitting and reloading the same scene fixed that.
  7. Had a look at it, not sure I understand.
  8. A bug for TSLRCM alone, no Droid Planet installed: during my first conversation with Visas after she attacks me and has recovered already from her wounds, she already has dialogue as if she has taught me Force Sight - but then the option does not have enough influence to trigger. the odd message is something containing "what I have taught you" and triggered by "when we had a fight, you did something to my eyes". EDIT: another possible bug: Visas can learn techniques such as "affect mind", which of course are reserved for the main character. Is there a way to ensure PC-only techniques are excluded from the ones Visas can learn? EDIT: Vogga the hutt dancing handmaiden triggers the "cantina sound" heard in telos, which then doesn't leave the area, unless you actually leave for the refugee landing pad. EDIT: Nar Shaada slaver aliens on ebon hawk do not have lip sync when taking the original ebon hawk owner down,. EDIT: Fassa's dialogue "let's talk about the exchange" is apparently without VA and it auto-terminates with any option. Actually, all dialogue with Fassa after the first conversation is bugged. EDIT: when reclaiming the Ebon Hawk from slavers, the alien that greets you in the landing pad corridor before boarding the ship has the incorrect VA attached to it (correct one is the one of Cahhmakt). The one currently used belongs to a different alien species. Red Eclipse slavers also apparently don't have a voiceset. EDIT: a male Jedi can actually tell Vogga "I was sent to dance for you". Is that normal? EDIT: Is it normal that the NS entertainment module has no BGM, normal AND battle? EDIT: when atton returns to EH Visas and Kreia have a conversation and the last line is cut off, it has no VA, not possible to read it. EDIT: when Mira unlocks the escape tunnel, there is supposed to be a scene with Visquis but the dialogue is too fast and it can't be understood. EDIT: Visquis' dialogue with the Exile and Goto lacks VA and BGM, while Atton's dialogue with Mira only lacks VA, Kreia's dialogue with Hanharr again lacks VA and BGM
  9. It's already on my blacklist! I'm not sure I understand: how would editing the .mod file work and how would it help me?
  10. I know this is an old-ish mod, but would it be possible for you to make an optional version where assassins wield double-bladed lightsabers?
  11. I was wondering if someone could do, or find, the following 2 mods: - give 1 DS/LS points every time you use a relevant power - I know I saw this somewhere, but I can't find it anymore - Change the damage of the "force lightning" spell chain from "electrical" to "Dark Side" (Damage type 9 in the corresponding 2da). I don't think this ever existed and I certainly have no idea how to do it?
  12. My original idea was to actually give specific music to specific battles, but I have relinquished that, for now. Specific music for specific areas, however - and in fact compared to TSL's abysmal OST (except for a couple tracks), should definitely be possible. AFAIK, TSLRCM does not edit MANY .git files. It does edit a couple of .rim files, however. To be fair, however, TSLRCM does already add new lines to ambientmusic. the files already existed in the game, however. Addendum: need a way to easily identify which location each module refers to.
  13. More notes for me. ambientmusic.2da experiment a quasi-complete success. Not only it is possible to add entirely new tracks to the game, but it is also possible to force them by placing new ambientmusic.2da in override folder and entirely new files in streammusic (this ALSO works with the Steam Workshop substructure). Issue, however, is that GFF files have to be edited, and they are to be considered one-shot: KOTOR Tool allows to edit them, but then unless a different copy of the .git files is saved in a different location and then manually moved to override, No easy way to test and edit except playthrough + potential incompatibilities with TSLRCM UNLESS TSL patcher also allows editing of .git files. Minor, potentially unrelated issue: custom music files appear to be at a lower volume? EDIT: extra note to self. Once Droid Planet is released in a way that it is compatible with Steam Workshop, this can potentially work with new planet. Also, be mindful that, to work, changes will have to be applied to the altered TSLRCM. Currently no way seen to be compatible with Combat Arena (latest) short of extra modification. Could consider approaching author?
  14. Is it too much to hope for 2 things: TSL patcher support AND custom music?
  15. Dark_Ansem

    Combat Arena

    Finally found this again!
  16. Because, if I want to add custom battle music, I need to understand how the sbat files are. How long, any further specifics, etc.
  17. Correct. The *sbat files, on Pc, are recorded in a different format than the rest of the music, in KOTOR1, and they represent the "endings" that play when combat ends. The stingers, in other words.
  18. Nope, I also couldn't get that to work either. I meant that I went for a different game format and took what I needed from there - no compression thank god!