-
Content Count
1,440 -
Joined
-
Last visited
-
Days Won
103
JCarter426 last won the day on August 17
JCarter426 had the most liked content!
Community Reputation
1,127 The Chosen OneAbout JCarter426

-
Rank
Famous Spelunker
Profile Information
-
Gender
Not Telling
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
List of Same-Gender Romance Mods for Star Wars: Knights of the Old Republic Series
JCarter426 commented on Leilukin's blog entry in Leilukin's Blog
Would Fair Strides' Party on the Leviathan! count? By making it possible to talk to Juhani on the Leviathan, it restores some cut romance dialogue. -
That would have a significant impact on gameplay, as it would allow you to flee from combat in situations that are not currently possible, so I think it falls out of the Community Patch's scope. I believe it would be possible, though, for another mod to do so by editing the scripts related to k_transabort.dlg.
-
JCarter426 started following #13: Mod Roundup (August 2022)
-
Hello, everyone. It has been much longer than usual, mainly because I did not have a computer that could run the KOTOR games for over a year. I am easing back into things now, but because it's been so long, I've forgotten much of what I had intended to work on. If you would like to see a particular update for any of my mods, or if you have a request for a mod that seems like something I'd do, please let me know. Lately, much of my time has been spent finding things to do, so I am all ears. Mod Updates Korriban: Back in Black for K1 – Fixed a typo that resulted in Jorak Uln having the wrong color robes. Fashion Line I: Cloaked Jedi Robes for K1 – I guess the previous version had the wrong files for PFBIM? I don't remember... Vision Enhancement for K1 – Added a fix for the "Cut Start" bug. Romance Enhancement: Biromantic Bastila for K1 – Corrected some gender checks that made Bastila say the wrong lines. Also added some VO that was missing. VO Fix for K2 – Converted audio and confirmed that it now definitely works with the Aspyr update. Sound Effects for K1 – Converted audio files with SithCodec. Feat Fixes for K2 – Added a bunch more feats that seemed denied to certain classes for no reason, corrected prestige class proficiencies, and added a fix for the droid feat gain swap for the heck of it even though TSLRCM already fixes it. New Mods Romance Enhancement: Pan-Galactic Flirting for K1 – Removes several gender checks throughout the game, allowing players of any gender to flirt with the affected NPCs. Sound Effects for K1 – A port of the previously existing mod for K1 to K2. Modding Tools SithCodec – Rewrote most of the code to be cleaner and follow better practices. The biggest improvement resulting from this is that SithCodec will preserve folder hierarchies. KOTOR Case Fixer – A simple tool that recursively iterates through a directory and converts all paths to lowercase. This corrects some problems with mods on Unix-based operating systems that are case sensitive. Something Completely Different @Leilukin, who previously made several romance mods for KOTOR 2, has released a Carth Onasi and Male PC Romance mod for KOTOR 1. This is something I had thought about when working on my romance mods, but I didn't want to tackle it because I expected Carth's romance to require more dialogue editing than Bastila's. I'm glad somebody decided to make this option possible, and I'm interested in seeing how they handled the dialogue when I get a chance to try it. Good job!
-
JCarter426 started following MOD:JC's Sound Effects for K2
-
JCarter426 started following JC's Sound Effects for K2
-
View File JC's Sound Effects for K2 Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K2.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION OBSIDIAN BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 08/05/2022 Category Mods TSLRCM Compatible Yes
-
Version 1.0
34 downloads
Summary This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles. Installation Extract files from the downloaded archive. Run Sound_Effects_K2.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary. Compatibility This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles. Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe Sound Effects – Ben Burtt, courtesy of StarWars.com Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers PEW PEW PEW EXPLOSION OBSIDIAN BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. -
You can use gff2xml from xoreos to convert the GFF files to XML.
-
This is just a guess because I don't know Perl either, likely far less than you, but it looks to me like you called the GFF Field method get_field_ix_by_label on a GFF Struct rather than a GFF Field: if(ref($struct->{Fields}) ne 'Bioware::GFF::Field') { print "\npath: $path"; $ix = $struct->get_field_ix_by_label($path); # print "ix: $ix\n"; if(defined($ix) == 0) { return (0, ''); } $old_value = $struct->{Fields}[$ix]{Value}; $struct->{Fields}[$ix]{Value} = $value; } line 3801 Maybe you need get a Field object from the struct first? It looks like it has a list of Field objects. Also, interesting project! Funny you should show up already working on a project like this. I just pestered @Fair Strides about the possibility of adding something like this the other day.
-
-
Run MDLedit, switch to the game for which you want to compile, go to File→Batch→Convert to Binary, select all the ASCII model files, and it will generate an MDL & MDX file for each.
- 17 replies
-
- saber models
- kotor lightsaber system
-
(and 4 more)
Tagged with:
-
This might be configured in excitedduration.2da. I remember looking into it once, but it was a long time ago and I forget the results.
-
-
-
I ran into this issue with 3ds Max 2023: I think it has to do with the PhysicalMaterial type that was introduced in 3ds Max 2017 and lacks a diffuse field. Maybe they changed MultiMaterial to use PhysicalMaterial by default. Whatever the case, this error prevents any models with walkmeshes from importing. I was able to get them to import with the following correction to KOTORmax/kotormax_scripts/odyssey_fn_general.ms: newMaterial = multimaterial name:matName numsubs:SurfaceMatName.count for i in 1 to SurfaceMatName.count do ( newMaterial.names[i] = SurfaceMatName[i] newMaterial[i] = standard name: SurfaceMatName[i] diffuse: kx_SurfaceMat[i] ) This seems to work, although I must confess I know next to nothing about MAXScript and I'm not sure that StandardMaterial is the correct material type that it was before. Still, it seems to be at least a step in the right direction. I've attached the edited script. odyssey_fn_general.ms
-
-
Leilukin started following JCarter426
-
Adding New Armors to the Game
JCarter426 replied to ReasonBeing's topic in General Kotor/TSL Modding
You can avoid having to make a new row for each texture by changing the model type from F to B. That will allow it to use texture variations based on the equipped item.