JCarter426

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  1. JCarter426

    Modify store items (k1)

    That's more of an issue with UTP, UTC, and some other types than UTI. If the item came from templates.bif, it should be fine.
  2. JCarter426

    Modify store items (k1)

    What exactly are you trying to do? If you want to change what the item is, like change its stats or description or appearance or whatever, you only have to edit the UTI file for it. It doesn't matter how many stores carry the item; the edits will to the UTI file affect all instances of the item, so long as you load up a save from before the item was created in the game world. If you only want to change one specific instance of the item - in other words, have Suvam sell item A and later item B - then you need to edit the store UTM file. Just as you said, make your own copy of the item with a resref and then edit the UTM to point to the new item. But this is only necessary if you want to do it.
  3. JCarter426

    MOD:JC's Jedi Tailor for K1

    View File JC's Jedi Tailor for K1 Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa Submitter JCarter426 Submitted 05/26/2019 Category Mods K1R Compatible No  
  4. JCarter426

    JC's Jedi Tailor for K1

    Version 1.0

    2 downloads

    Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa
  5. I believe @zbyl2 tried it a while back and reported that it didn't work.
  6. JCarter426

    MOD:JC's Fashion Line B: Commoner Clothing for K2

    I'm not familiar with that mod. What is the problem exactly?
  7. JCarter426

    Force Powers Description Edit ?

    Right, it can only add new lines. There's no way to combine two pre-edited TLKs at the moment except through manual editing. @Fair Strides was working on an update to TSLPatcher to resolve that, but that is pending his busy schedule.
  8. JCarter426

    Force Powers Description Edit ?

    That works, yes, but currently TSLPatcher's functionality for patching TLK files is limited. It can't edit text in existing lines - only add new ones. So any hard edits to TLK files are incompatible with each other. You have to pick one to use, and it has to be installed before anything that adds new lines. So it is still recommended to patch in new lines for small edits.
  9. JCarter426

    Editing Placeable Items In KOTOR

    The part you want to change is in the NSS file: Location(Vector(11.85, 15.91, -1.27), 0.00) The Vector() part is the XYZ coordinates. You can get the new set of these with the whereami cheat. The last number is the bearing, in degrees. You kind of have to guess with that, as the game is inconsistent about whether 0 degrees means north or east. I'd suggest leaving it as 0.0, and then if it's facing the wrong way, try 90.0, 180.0, or -90.0 as needed. Of course you can give it any angle in between, as well. Once you have edited that, you need to compile it into an NCS file and replace the existing one. There should be a tutorial for that either on this site or in the LucasForums archives here.
  10. JCarter426

    Mara Jade's Lightsaber

    For now, I'm working on higher-poly designs of the default KOTOR hilts. I have more extensive plans in the long term, though, and have a thread going for it here. That link goes to the most up to date info of my plans, I think. I put everything on hold because I thought technical difficulties would force me to change everything, but I eventually sorted that out. Just a matter of modeling the hilts now.
  11. JCarter426

    Mara Jade's Lightsaber

    If I do, certainly. I'm working on some other hilts right now that I want to finish so I can release them as a mod, so I may take a look when those are done.
  12. JCarter426

    Mara Jade's Lightsaber

    Just to be clear, are we talking about this one? I'm not making any promises yet, but I've been learning how to model lightsabers and might be up for it.
  13. JCarter426

    JC's Security Spikes for K1

    Oopps, I forgot which was which. Let's just fix that and pretend this never happened.
  14. JCarter426

    Editing Placeable Items In KOTOR

    Extract entire RIM file for both of the module's files (e.g. end_m01aa.rim and end_m01aa_s.rim) to an empty folder somewhere. Open the GIT file in K-GFF. Go down to the placeable list and copy an existing struct. Paste into the placeable list. Edit the new struct's details. For the resref, use the file name of your new UTP. (You'll have to make a new UTP of course, but that's the same basic procedure.) When you're done editing, save. Create a new MOD file with ERFEdit (e.g. end_m01aa.mod). Drag all the files you extracted in step 1 (along with the edited GIT) into the ERFEdit window, then save. Install the MOD file to the modules folder. The changes will only take effect if you start a new game or load a save from before you ever visited the area in that run of the game.
  15. Extract the UTC file and open in K-GFF. Find the equipment list and copy an existing struct. Paste into the equipment list. Check the ID of the inventory slot in nwscript.nss. Enter this as the ID of the new struct and change the resref to the file name of the item. Save and install to Override or in a .mod.