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Everything posted by Kaidon Jorn
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Ok, first run thru of SLM/M4-78EP compatibilty patch ran flawlessly - minus the fact that I wanted Kaah's saber to be dropped after he's killed trying to go up the ramp to Ebon Hawk to leave with you and your crew. Fixed and testing.
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[Request/Help] Upgradable Jackets
Kaidon Jorn replied to VikTsu's topic in General Kotor/TSL Modding
Oh yeah, that too. -
[Request/Help] Upgradable Jackets
Kaidon Jorn replied to VikTsu's topic in General Kotor/TSL Modding
All you need to do for that is: In KotOR Tool, go to BIFs >> Templates >> Blueprint, Item >> scroll down to "a_light_x02.uti" and "a_light_x09". Double click on them and find upgrade level (bottom left) in the general (first) tab. Raise the number there to 1, 2 or 3 depending on what level of underlay/overlay you want to be able to put in them. 1 is robes and light armor I think, 2 is medium armor level and 3 is heavy armor level. then just save them into your override folder and you're done. -
Hey, Well I had put these on the back burner for a bit, but I'm thinking of starting on them again. This is just rough draft I guess. I'm thinking the assassin one needs something, was just thinking about make all the striping black...black....black...and moar black!! Aaaand, haven't done the last one yet, (Malak's replacement) but was thinking about "supreme inquisitor's" and making it like dark purple and yellow, then changing the name of the other one to Sorceror Adept or something like that. Very TOR aint it?
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Correct. In SLM, the saber that Kreia has at first on Peragus and in the Harbinger is left on the floor of the Harbinger after getting her hand cut off by Sion. It's gone. She wont get that one back. She will build another one later in the game. That Atton skin from HotOR 1.6 was done by Dak Drexl, and although I did have permission back then to use his reskins I do not now. I could, of course, just put it in without asking, but that wouldn't be right. I haven't even seen that guy around in years and don't even know if he still mods. SLM 2.0 will be fully compatible with both TSLRCM 1.8.3B and M4-78EP 1.1B. Also with a new system for schematics and new encounters and general improvements.
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- schematic lightsaber mod
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^^^^^ this guy gets it. Kreia's original saber was left behind on the Harbinger because she ran away from Sion. I hope you didn't reinstall the mod on account of that. if so,...sorry dude. i suppose I should make a tutorial or a walkthrough or whatever. And basically, about NPC Overhaul.... What I do is to extract TSLRCM modules with KotOR Tool into a folder to make my changes to, add scripts and edit dialogs and entries in the .git file etc etc. So I'm actually thinking that NPC Overhaul should go first (edited) if all it does is edit appearances with TSL Patcher. It's when you start editing weapons in hand and dropped loot that it gets tricky. I am downloading that mod right now to find out exactly what it does. Edit: Ooohhhh...uuhmmm...not good. Yeah ok, I got alot to do huh? Edit2: Well it's not that much actually, just waiting to hear back from Kainzorus
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Until I can get a new version of SLM out and fix compatibilty with M4-78 1.1B, you could just go into SLM's backup folder and replace 805DRO.mod into the game's Modules folder.
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Yeah gimme a while - I'm having to start from scratch and reinstall the entire game and mods. Not even finished with a new build of SLM.
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???
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Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Hey no problem. I appreciate the effort, but I really don't think it's going to work. I tried it a few more times with no luck. But don't worry about it, not a big deal. Besides it's time to move on and get the rest of this stuff working and in the can. Speaking of... Here is a short vid showing you what schematics will look like in 2.0 for the most part. https://youtu.be/iZSR0Z5DFtI The 3rd and last one didn't fire the animation or effects, Not really sure whats with that. Consuming one right after the other will probably do that I guess, but other than that the script is fine. Globals are set and all that. It now also checks to see if you even took the power at level up. I made it selectable at level 8 but still not sure if that will be permanent. Last couple seconds of the video just showing that they are consumed and not cluttering up your inventory. AAAND!,...AAANNND!...went and made them unlimited use until you learn it - in case you (or any party member) haven't learned the power yet. They will now only be destroyed when you have the ability and the schematic is actually learned. Cuz, I didn't think of that before...man that was an exhausting 4 hours. -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
you mean a_sioncut2? Ok, gimme a minute Here we go The waypoint tag is WP_SbrOnFloor waypoint name is wp_sbronfloor (if that matters) The coordiantes are -1.37065 -7.515512 0.00052 saber tag is pera_lghtsbr_018 a_sion_cut2.nss -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Heh.. I have no idea what you're talking about. Ya know, if I could edit a_sioncut2.ncs without it breaking the cutscene, we would probably be in business. But I've tried a dozen times before and it always breaks the scene. Might be cause DeNCS doesn't decompile that script right.. I dont know. Here's what I had before I gave up void main() { object oPC = GetFirstPC(); object oSbr = GetObjectByTag("pera_lghtsbr_018", 0); object oWP = GetObjectByTag("WP_SbrOnFloor", 0); if (GetIsObjectValid(oSbr)) { DestroyObject(oSbr); } ActionWait(0.3); CreateItemOnFloor("pera_lghtsbr_018", GetLocation(oWP), 1); SendMessageToPC(oPC, "I have fired and you should have seen the lightsaber"); } -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Ewwww... thought of that too, was trying to avoid it. -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Oh dude, I just thought of another possible way. CreateItemOnObject if the object is the waypoint? I shouldn't need to create the waypoint because the .git takes care of that. Put my coordinates in there with a .utw But then do CreateItemOnObject for the saber onthe waypoint? or would that not work either? Or- maybe 2 CreateObject's in the same coordiante? The waypoint and the saber? -
I can only suggest reinstalling SLM.
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No, when you come back up from the dormitories level to the main part of the mining facility she is standing there and says "We must leave at once" or whatever. She will ignite her lightsaber. (You cannot use her lightsaber, and it isn't upgradeable, but you can use Kreia to cut through locked doors!) So yeah, once she joins you she should have it.
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Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Ok, I did actually copy/paste the location(vector) parameters from a_visasarrives from 003EBO lol. I'll mess with the script some more. Alright, well that won't work. I dont think that CreateItemOnFloor function works at all. And CreateObject() either needs to be placeable, creature or waypoint. Gave up and moving on. -
Yeah if you didn't install SLM until halfway through the game you aren't going to find anything and have problems. Sorry, you're going to need to start a new game.
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Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Ok, working on something else now,.. Has anyone here ever used CreateItemOnFloor();? void main () { CreateItemOnFloor("pera_lghtsbr_018", Location(Vector((-3.83941), (-6.33198), 0.796), 0.00057), 0); } Had to get the Location parameters right but got those and it compiled fine. Re ran the module (153HAR) but it didn't fire. Running it from 153Atton.dlg, in the Kreia/Sion cutscene. Wanted to see if I could get her saber to drop down next to her after Sion cuts her hand off. Just one of those little details I like to do if possible. -
Yes, I built the mod with 1.8.3 installed, then M4-78EP for the compatibilty patches. Copied what from the actual file? The install log is fine. Did Vrook have a new lightsaber hilt model that was different than the vanilla ones? Or Sion? Did Kreia have a lightsaber on Peragus and the Harbinger? I would just start a new game if not.
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Aight. first off. The first schematic you should have found was in a round crate at Atris' Telos Plateau academy. There are 2 crates right next to the work bench there. The schematic is in the one to the left from the workbench. Second. You absolutely must complete your quest lightsaber with Bao-Dur before you can even start building schematics. Dantooine? Did you do the end discussion with Vrook? He gives you one. Kaevee too. So if you installed it correctly you should already have schematics. As suggested find the SLM folder you installed from and post the installlog.rtf.
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Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
ok yeah gotcha.. I knew that -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Thats it! GOT IT Yeeesssss! message box popped up, Had a stray int in case 13 that i forgot to remove, but after that it compiled fine. THANKS FS!! Now to tweak some more and learn about how to install this with tslpatcher. So the final script looks like this... -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Oh yeah, of course, I just put that there so you'd know I was questioning it. And I just tried to compile it and there is an error in the case statements at < So, int int2 should equal ""; up top where you are declaring strings and objects? Oh wait, did the .tlk lines need to have <> around them or no? just put the number? -
Changing how schematics are used in SLM
Kaidon Jorn replied to Kaidon Jorn's topic in Work In Progress
Ok thanks, have alot to do now hahaha I think I know what you mean with tslpatcher, but Im going to read up on that cause I've forgotten most of what I used to know.