JCarter426

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Everything posted by JCarter426

  1. JCarter426

    Changing Sounds for Aliens During Dialogue in K2

    Whenever it opens the inventory editor, it sets all items to be droppable.
  2. JCarter426

    Sleheyron

    Yeah, makes sense. KOTOR doesn't have the sort of engine that would let you get much out of that sort of environment anyway. Unless you were planning to have a very slow walk under the lava sea.
  3. JCarter426

    Sleheyron

    Edge of the Empire described Sleheyron as volcanic, actually: I'm not sure what is up with the galaxy map description of Korriban, though. It's usually depicted more like space Egypt in other material, and it's not even particularly volcanic in KOTOR.
  4. JCarter426

    JC's Handmaiden Sisters

    Version 2.0

    715 downloads

    This is a restoration of the original Handmaiden sister appearance. In the original release of the game, the Handmaiden and her sisters all look alike, even even though they comment on her difference in appearance. The developers actually made a unique head for the sisters, but it was left out of the final release of the game. I took that head and merged with the body model used for the Handmaiden sisters in the game, thus restoring their intended appearance.
  5. JCarter426

    JC's RAD Video Fix: TELMov03

    File Name: JC's RAD Video Fix: TELMov03 File Submitter: JCarter426 File Submitted: 04 Mar 2018 File Category: Mods TSLRCM Compatible: Yes I've fixed an animation error in the Telos shuttle departure video. The Duros in the background would just walk in place once he got to the door previously. Click here to download this file
  6. JCarter426

    JC's RAD Video Fix: TELMov03

    The third one hiding by the kiosk.
  7. JCarter426

    JC's RAD Video Fix: TELMov03

    Yeah, I've looked into it before. It's not unfinished - the problem is the bones were set to render. But it's not as simple a fix as the Duros thing, unfortunately. The three main issues are that the camera is moving, the commoners have shadows, and there's dust flying around. That makes removing them from the shot a lot harder. The two options are to rotoscope the bones to change their color, which wouldn't be fun and would never look perfect, but would at least make them stand out less... or redo the whole shot. I might look into it again at some point, but I have no specific plans at the moment. It's also not especially obvious, but one of the commoners is Queen Talia.
  8. JCarter426

    JC's Security Spikes for K1

    Version 1.0

    56 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security spikes grant a +5 bonus and security tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  9. JCarter426

    JC's Security Spikes for K1

    It only applies once, when picking the lock it's used on. It's not on a timer like Force powers and shields.
  10. JCarter426

    Extended Korriban Arrival

    Sounds like a permissions error. You should make sure both your game directory and the mod installer folder aren't set to read only.
  11. JCarter426

    MOD:JC's Security Spikes for K1

    View File JC's Security Spikes for K1 Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security spikes grant a +5 bonus and security tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed. Submitter JCarter426 Submitted 02/01/2019 Category Mods K1R Compatible No  
  12. There is a GetName() function but nothing to set it as far as I can see. Either way, it would only be possible to implement by editing every UTP file in the game, likely with many MOD inserts as well, so it's not something to be undertaken lightly. It probably could be done, though, by attaching a script for the inventory disturbed event to check if the container is empty. If so, delete it and replace it with an identical one with a different name. If the container is empty and has inventory added to it, reverse it and move the items over. It's theoretically possible.
  13. JCarter426

    Changing Sounds for Aliens During Dialogue in K2

    On the main node of the dialogue, there is a flag called AlienRacOwner. This configures the default VO set to use for that file, and corresponds to the line numbers in alienvo.2da. Some aliens have more VO than others, so depending on what you're changing, you may also have to change the Emotion of each node to something they have. You'll probably also want to change the soundset, which is configured on the UTC file. That determines what sounds are used outside of dialogue, like in combat.
  14. JCarter426

    MOD:JC's Security Spikes for K1

    I must be your favorite because I think I made it close to the real thing.
  15. JCarter426

    MOD:JC's Security Spikes for K1

    It should, but all the security spikes currently in your inventory still won't do anything. If you remove them with KSE and then add them back in, they should be converted to the new kind.
  16. Unfortunately, I don't think anything you mentioned can be edited. Everything defined in nwscript.nss is all we have to work with as far as scripting for the game, and the source for that is hard-coded. You'd have to crack the EXE to do anything about it. Yes, xoreos is an open source implementation of the entire Aurora family, including KOTOR. Everything from Neverwinter Nights to Dragon Age 2. The open source part is the key point there, as it would theoretically allow for the sort of thing you want to do when completed. It's not exactly in a playable state yet, but it might be more up your alley. And I'm sure they'd welcome any assistance.
  17. Yeah, I've fixed everything I'd planned to, or at least every issue I encountered personally apart from that area transition bug. Anything you'd want to add to the Community Patch would be nice, but I've sorted everything we had reported so I'll move on to the rest of the to-do list in the meantime.
  18. Hey, it's been a while but I wanted to pop back in because I've been debugging this again for the Community Patch and thought we could compare notes if I've missed anything. I already have fixes for the rapid transit issue and the loading from a save issue. The Sand People will go hostile if you "return to Ebon Hawk" and then don't put a disguise on, and they won't go hostile if you enter the enclave with a disguise. I also didn't specifically make fixes for these, but after applying the above, I no longer ran into the weirdness with their hostility state changing if I kept exiting and entering the enclave, or any [A small group of Sand People ambush you!] encounters while disguised. I'm not sure if they're really fixed since I didn't actually do anything for them, but they may have been fixed by the other fixes. The one thing that does still plague me is that if you take a disguise off and exit an area, there's a good chance the game will crash. It's most likely caused by the module's OnExit firing the heartbeat script, but I don't know why that would crash the game.
  19. JCarter426

    New Installation Load Order

    Here's a direct link to the aforementioned builds. If there are any specific mods you're wondering about, now would be a good time to bring it up, as Sniggles is currently in the process of updating them. That's a nice idea, but I don't think it's really possible to get a definitive list. For one thing, the number of mods for which the install order actually matters is probably very small. In most cases, you could pick a bunch of random mods and be fine, so long as you don't pick two mods that obviously do the same thing. When there are conflicts, the majority of the time it makes the mods mutually exclusive - either you use one or the other, you can't use both. So the order doesn't matter. Things get more complicated with TSLPatcher mods, because they can be installed on top of each other, but it isn't always safe. Certainly if you have one mod that does a hard .mod, .2da, or .tlk edit and another mod that patches the same file, you need to install the TSLPatcher one last to ensure the changes don't get overwritten. But if you have multiple TSLPatcher mods editing the same file, sometimes it can cause an issue, but a lot of the time it doesn't. For example, the KOTOR 1 Community Patch and my Korriban: Back in Black both make changes to various NPCs on Korriban. Some of these changes are the same, but a few are different. If you install mine last, you will get all my changes, and if you install the Community Patch's last you will get its changes in favor of mine when there are conflicts. But there's no problem either way. In this case it's a matter of preference. So I figure the more mods you put on the list, the less helpful the list becomes. It would get full of mods for which there is no correct order, and would need a lot of footnotes for various exceptions. The best you can do is verify the order for a list of specific mods you want to use. If you want to get more in depth than that, you could look into some technical stuff so you'll be able to judge roughly when you should install a mod - like if you see it's making a hard install rather than patching, you know you have to install it before your TSLPatcher mods - but obviously the average user isn't going to want to do that. Of course the other issue is that modders can't be expected to know how their mod is going to interact with every other mod in existence, especially relics from a bygone era. There are plenty of popular mods I've never tried or don't care for, so I couldn't be sure whether there would be any problem.
  20. At the moment, there's no way to compile to the BIFF format, as far as I know. That's dead last in the load priority, though, so that shouldn't be necessary. It goes something like Override --> .mod --> .rim --> .bif though I'm not sure on the specifics with sounds.
  21. I remember this happening before, in the olden days on LucasForums. I think @InSidious was involved but sorry for the ping if it wasn't you. My memory is hazy, but I believe the issue is there are lots of files with the same string of music, and only one of them is the one that's really played. I see mus_s_darkshort in sounds.bif, StreamMusic, and StreamSounds, and mus_s_darkside in StreamMusic and StreamSounds. I also remember mus_s_kreiaevil in StreamMusic being similar. And it might not even be any of those. Only thing I can suggest is to try replacing them one by one. I also checked the High Quality Music patch, and both mus_s_darkshort and mus_s_darkside are updated in that. So that would suggest they are used but eh, who knows. Those install to StreamMusic.
  22. JCarter426

    Black Market droid voice clip crash

    When you remove the audio and the dialogue plays muted, is there any lip movement with it? The droid might not have physical organic lips, but the equivalent would be flashing lights on the photoreceptors or something like that. It sounds like it might be a case of the model's talk animation being bugged, and removing the audio would possibly circumvent that. At least, that's the only thing I would expect to cause a crash in normal circumstances. Usually if there is a problem with the audio file, it simply doesn't play. If it is an audio issue, though, it could something weird in the dialogue file, like if it's trying to play both generic droid VO and a specific VO file at the same time.
  23. JCarter426

    JC's Saber Workshop

    Version 1.1

    1,138 downloads

    This mod adds a workshop to the Ebon Hawk's garage, with which you can construct or deconstruct lightsabers and lightsaber components. One of the things Obsidian did differently was the way you make your first lightsaber. In the first game, you build it at the Jedi Enclave, so they have all the parts there. In K2, the Jedi are all gone, so you're given a scavenger hunt. You have to find three components, bring them to your buddy Bao-Dur, and then you get to make your lightsaber. With that in mind, I have designed the workshop to deconstruct lightsabers, giving you a color crystal and those three parts. Double-bladed lightsabers contain an extra focusing lens and emitter. With all these parts in hand, you can use the workshop to create lightsabers, as well. Furthermore, you can use the workshop to create or breakdown the individual components (provided you have the schematics for them - i.e. you've gotten them through the Crafting a Lightsaber quest - and the right skill points). So that means you can create as many lightsabers as there are color crystals; those crystals won't be burning a hole in your pocket. In short, you have more control over your lightsabers; you can create sabers out of crystals and components, and you can change lightsaber type at will. Oh, and you do not need to start a new game or anything of that sort. The workshop will appear on the Ebon Hawk when you enter.
  24. JCarter426

    JC's Saber Workshop

    First time I played, I got confused by the upgrade system. When Bao-Dur told me the parts I'd need, I thought I could go to the workbench and build them since they were listed there, but no matter what I tried he kept saying "you're still missing a lens" or whatever. The saber workshop was at least partly inspired by that mistake.
  25. JCarter426

    MOD:JC's Feat Fixes for K2

    View File JC's Feat Fixes for K2 This mod corrects some errors in the feat.2da file, which determines what classes can get what feats. First, a number of feats available to the base Jedi classes were not available to the prestige classes. This appears to be an error, given the inconsistency. It wasn't even that no prestige classes could take them. For some feats, certain tiers were available but not the rest. Other feats were available to some classes but locked out of others, despite being available to all Jedi classes. So I've gone through and set all feats that seem like they were meant for all Jedi classes to be available for all Jedi classes. The affected feats are: Caution Close Combat Dual Strike Empathy Gear Head Regenerate Vitality Second, the Finesse: Lightsabers feat was redundant, because Finesse: Melee Weapons applies to both melee weapons and lightsabers. This was probably not the intent, but these feats are hard-coded, so I have no way of fixing them. So I chose to remove the ability to select Finesse: Lightsabers at all. If you want to build a finessing character and receive the benefits of this feat, you can select Finesse: Melee Weapons instead and get it for melee weapons as well as lightsabers. Submitter JCarter426 Submitted 01/27/2019 Category Mods TSLRCM Compatible Yes