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Everything posted by JCarter426
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It's checked in 904kreia.dlg but never set anywhere in both the original game and TSLRCM as far as I can tell—not present in any other DLG or NCS file. Easiest way to enable it would be to add a call of the script a_global_set on a dialogue somewhere, probably in her dialogue after the Atris fight. I don't know what preconditions make sense, though. It may have been related to other cut content which doesn't exist in the game files.
- 5 replies
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- globals
- handmaiden
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This sounds like an issue with Sleheyron's installer. The installer should be configured to store new appearance rows as 2DAMEMORY tokens so they can be reused for NPC appearances, rather than hard-coding specific appearance rows for NPCs. Brotherhood of Shadow is not compatible with K1CP, and changing the installation order will not resolve the placeables issue. Brotherhood of Shadow uses up almost all remaining placeable rows, making it incompatible with other mods which add placeables. The only way to resolve this is to patch the executable to increase the limit. On top of that, Brotherhood of Shadow just has a large scope and nobody maintaining it anymore so it is incompatible with a lot of mods in general.
- 192 comments
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- expanded universe
- sleheyron
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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Girl, it took 15 years for you to get a second season.
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I would recommend three separate downloads given the size. I'd probably go with 128. Icons tend to look worse when scaled up too much, but on a 1080p screen the equipment icons are about 96 pixels.
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- 49 comments
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Are you loading a save from before Sherruk was spawned? If not, that is probably your issue. The game only reads from the template file when an object is created. Once an object exists in the game world, data about it is read from your save file. I would also not recommend editing NPCs with KOTOR Tool. It has a few bugs, one of which which causes all of an NPC's equipment to drop even if it was originally not dropable.
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[K1] Scripting and Criticals
JCarter426 replied to ShepardCommander's topic in General Kotor/TSL Modding
There is no script function which does anything like this to my knowledge. Whatever game mechanic change might be achievable with the KotOR Patch Manager. Some existing issues cover exposing more things to the scripting language and making hard-coded mechanics more data-driven. -
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The _recom value is a priority, not a level number. So if you set it to 11, there are 10 other feats the system will recommend first.
- 229 replies
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- tslrcm 1.8.6
- tsl
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Heyorange's Sith Uniform Reformation [Revised]
JCarter426 commented on Sith Holocron's file in Skins
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Heyorange's Sith Uniform Reformation [Revised]
JCarter426 commented on Sith Holocron's file in Skins
I believe this is an issue with either K1CP's installer or a conflict with another mod. I installed the KOTOR Community Patch-Compatible Installation onto a fresh game (without K1CP) and that did not reproduce the issue. There is nothing really special about this installation option; it just leaves some things out because K1CP handles them already in a different way. So the issue is that it is trying to patch an installation that has already become corrupted. -
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Enemy Difficulty & Scaling Question
JCarter426 replied to AOD333's topic in General Kotor/TSL Modding
KOTOR 1 has essentially two types of level scaling: 1. Spawning more and/or different NPCs. This may be done either through a script or through an encounter object. 2. Buffing NPCs when they are spawned. This may be done either in an individual script or with the global script k_def_buff. With the first, I would expect the change in stats to feel consistent regardless of PC level. With the second, you will experience diminishing returns at higher PC levels because enemies will be getting the same flat bonus added to a higher base stat. -
I'm seeing that issue but only for the Mandalorian Assault Armor. It looks like the file for that from Option A got misplaced. I'll see about updating the mod, but this can easily be fixed on your end if you uninstall the mod, put the attached file in tslpatchdata/option_b, replacing the one that's there, and then reinstall the mod. It won't affect items already in your inventory, though. g_a_class9010.uti
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Broadly, you would need to: Convert the model from one of its currently supported formats to the MDL/MDX format supported by the game. This can be done in a 3D modeling program by importing the model together with one of the existing game models and making some adjustments. Change the item's item type to something else (e.g. Long Sword) by modifying the BaseItem field in the item UTI file. Here is a list of common modding tools. It isn't complete, but it's a good start. Additionally, you would need Blender, 3ds Max, or Gmax for the first part.
- 6 replies
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- sword
- ajunta pall
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This mod was written to install with TSLPatcher, not HoloPatcher. I did not encounter such an error during testing and I am not seeing one now after checking again.
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You could edit your appearance.2da file to change the texi entries to their original values (PFBI or PMBI) assuming no other mods have changed that. There are many tools that can do this, such as 2DA Editor, KOTOR Tool, and Holocron Toolset. TSLPatcher doesn't really provide a safe way of uninstalling a mod after other mods have been installed, unfortunately.
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Quicker TSL Patching Question
JCarter426 replied to ArchScanner's topic in General Kotor/TSL Modding
Quicker TSL Patching just creates symlinks. It doesn't really change how any mods are installed and isn't a factor here. This mod is set up to look up KOTOR 1. You can edit changes.ini to make it look up KOTOR 2: LookupGameNumber=2 or to make you specify the installation folder: LookupGameFolder=0 -