JCarter426

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  1. You need to add a trigger to the area's GIT file and have it linked to a waypoint in another module. Your best bet would be to find an existing transition in the area and copy what it's doing.
  2. The second one you can ignore. That's Gmax's way of saying what we were talking about before - certain edits to the modifier can potentially break a modifier higher up in the stack, in this case the skin. So long as you don't add vertices willy-nilly it should be fine, however.
  3. That's the most up to date compiler we have for KOTOR, unfortunately.
  4. I'm not familiar with most of those mods, but if I had to guess I'd say Weapons of the Old Republic. I wouldn't expect it to be compatible with most mods.
  5. I compiled with the version of NWNSSCOMP found here. In KOTOR 2 mode, if that matters.
  6. It's me again. The mod roundup has most definitely served its purpose this time. It tipped me off that I never got around to updating the K2 version of a mod that I updated for K1 in January. The work was nearly all done and I was just too lazy to take new screenshots at the time. So good job, mod roundup. Updates Robe Adjustmnet – Fixed an issue that made the training cutscene wonky if you skipped through dialogue too quickly. Jedi Tailor – While testing a while back, the Tailor's shop spawned inside a Jawa. So I tried to fix that for this update, but because it's a random occurrence I'm not sure if it actually worked. Also fixed another bug in the Tailor's dialogue. Fashion Line I: Cloaked Jedi Robes / Cloaked Jedi Robes & Supermodel Port – Redid all textures. Higher resolution and ideally higher quality. Lightsaber Visual Effects for K1 and K2 – Added new options for blue and green lightsabers and converted all texture files to superior TPC format. New Mods Player Soundset Restoration – Restores the player's voice to K2 so you say random stuff when performing actions like you do in K1. Romance Enhancement: Biromantic Bastila – Allows a female player character to romance Bastila. Something Completely Different I have two somethings this time. I suspect certain individuals might be experiencing an increase in productivity on account of having more extra time than usual for certain reasons. First, @VarsityPuppet has finally gotten around to announcing the winners of the 2018 Mod of the Year awards. I hadn't realized that my Cloaked Jedi Robes had won for one category, so thanks to whomever voted for that. VP has also promised to get the 2019 competition running soon. Second, @AmanoJyaku has been working on a new script decompiler to address some issues with DeNCS. If successful, it will be a boon to modding as there are many scripts that cause DeNCS to choke up, preventing us from fixing bugs in them or otherwise improving their performance. We ran into several such unfortunate cases during Community Patch development, and there are also many scripts in K2 still running the bugged original random loot code even though TSLRCM fixes some of those bugs because the scripts without source code couldn't be recompiled. Any progress on that front could help make those fixes and other mods possible.
  7. It's like I'm looking at my future, and my future is written in assembly. I whipped up some tests and attached them. I don't know how much help they'll be, though, since if anything they only confirm what's already been said. The compiler we have, at least, does The preprocessor that we're using, at least, will only include code that is actually used. Which is good. My tests confirm that. Based on the garbage I've seen in decompiled game scripts, though, I think it's possible BioWare's might not have been as optimized. I often see tons of integers declared in decompiled scripts that are never used. I can't remember if I've ever seen any functions I was sure weren't used, though. I tried various things that should lead to dead code but I think it's all of the first variety. I tried to make an unreachable block in the 6th one, but I still see jump points in the disassembled code. ncstest.zip
  8. As far as I recall, the Dantooine lightsaber part drop was moved to the dead salvagers quest.
  9. The modeling software will compensate (at least 3ds Max will) if you edit the object via its modifiers, but it's not perfect and some actions will change the vertex setup too much and completely strip the skin weights.
  10. They are compatible. Both mods were tested fairly thoroughly during development of the last Community Patch update and also by Sniggles when he was updating his mod builds. I'm not aware of any other reported problems.
  11. As I said before, this is not an effect of Cloaked Jedi Robes alone. It's either caused by another mod you're using or some incompatibility with it and Cloaked Jedi Robes. What you are describing is what happens when a character is unable to equip an item due to the item type being corrupted in some way. If you have any mods that affect the robe UTI files or baseitems.2da, the problem is probably happening somewhere around there. Cloaked Jedi Robes does not affect either.
  12. The readme doesn't say to install before TSLRCM. It shouldn't make a difference in this case, but generally TSLRCM should be installed before other mods. They are compatible.
  13. No, it has nothing to do with Kaevee.
  14. Sounds like you've done everything right and it might just be a problem with the K1 rig. I'll take a look.
  15. I'm pretty sure it could be via bitmask flags. 0x00000002 seems to mean Wookiee, and I'm guessing 0x00000008 would mean Zabrak (Zabrak is subrace 3, and 2^3 = 8). In that case, 0x0000000A would cover both (2 + 8 = 10, aka A in hex).