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JCarter426 last won the day on May 26
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1,267 The Chosen OneAbout JCarter426

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Lightsaber mod not working on a clean install
JCarter426 replied to sithlord6969's topic in General Kotor/TSL Modding
The files you attached do not contain any items named kill_blue, kill_green, kill_yellow, or kill_purple. -
That is an original game item, not one added by the mod. You can spawn it with the cheat console without any mod as long as you are in the cantina. I am not familiar with the mod, but if it installs the item to the Override folder, that would give the item global scope and make it possible to spawn the item anywhere as I mentioned before. Save files contain copies of modules visited so far which record information about the module and all objects spawned in the module such as NPCs and containers. To populate a module you have visited before, the game reads data from this copy rather than the module file which was used to populate it the first time. This is how the game can remember which objects have spawned (e.g. after you have freed Dhagon and he spawns in his office, he should still be there) or been removed (e.g. NPCs you have killed should no longer appear) or modified (e.g. containers which you have looted should be empty). When the game populates a module from save file data, it doesn't need to read from the module file, so it doesn't really matter what you've done to it in the interim in this respect. KSE doesn't provide access to the modules in a save file at all. It's possible to edit them with other tools, but there is no practical way of adding a missing NPC without knowing what the full state of the object is supposed to be. You can extract files with KOTOR Tool. The starport visa items can be found in 503OND_s.rim.
- 3 replies
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- kotor 2
- extra starport visa mod
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It is not a good idea to install mods of this nature in the middle of a game, especially after you have entered the affected areas. After an area is initially loaded, the game bakes data about it into your save files. If you install a mod which affects an area after this, it can result in only some of a mod's changes taking effect, which often leads to bugs. KSE only shows item templates with global scope. Most plot item templates, including the starport visa, are scoped to the area you acquire the item. If you extract the item template and put it in your Override folder, you will be able to add it with KSE. Note though that merely having an item in your inventory often has no effect. Oftentimes, the quest state is advanced through scripts and dialogue files, and the associated plot item is only aesthetic.
- 3 replies
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- kotor 2
- extra starport visa mod
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No, that is not the case for the Breakdown Inventory Items menu. Without mods, the game will always use the player's repair skill for that menu. This has not changed since 2011.
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232tel.mod is included in TSLRCM, so you should not get any error about it being missing. I get the first warning but not the error or second warning with a fresh installation of TSLRCM and K2CP. The changes to 232tel.mod were intended to be removed, which is why the file was removed. So that is a discrepancy, but it should not cause any problems.
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cwacker started following JCarter426
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That is happening because K1CP moves that scene from immediately after the fight on the swoop platform to later on when you are speaking with her in the hideout.You are using a mod which edits the script which plays the movie in the original location in addition to K1CP which edits a script to play it later. I'm not sure if it's this mod, though.
- 45 comments
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- k1cp
- community patch
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What does lookupgamefolder mean/do?
JCarter426 replied to DarthJaegad's topic in General Kotor/TSL Modding
TSLPatcher installer instructions shouldn't have LookupGameFolder twice, but I assume you are referring to LookupGameFolder and LookupGameNumber. The LookupGameFolder field indicates to a TSLPatcher installer whether it should look up the path to the game folder in the Windows Registry. A value of 1 (true) means the installer will attempt to look up the game folder and use that path if found. A value of 0 (false) means the installer will not attempt to look up the game folder, so the user must always locate the folder manually. The LookupGameNumber field indicates to a TSLPatcher installer which game it should look up, assuming LookupGameFolder is true. The default values, if the instructions are generated from ChangeEdit, are: LookupGameFolder=0 LookupGameNumber=2 So that would be why you see those values so often. That is true for LookupGameNumber, not LookupGameFolder. -
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- brotherhood of shadow
- jcarter426
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As mentioned in the comments above, the Darksaber is given as a reward for completing the side quest on Kashyyyk involving Mandalorians. However, I've received reports that the Darksaber does not render correctly on mobile. Please let me know if that is the case. I don't believe there is anything I can do about it, but I'd still like to know.
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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I believe these mods were discussed before and they were not included in the Community Patch because including them would present compatibility complications with other mods which might address the matter and present better and more options than the Community Patch could (e.g. there are different installation options with the Supermodel Fixes and other mods change the look the Jal Shey/Zeison Sha armor). However, they are compatible with the Community Patch and I agree with the recommendation.
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[K1] Creating a new room in an existing module
JCarter426 replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions.