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JCarter426

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Everything posted by JCarter426

  1. I've fixed several issues in the past weeks. One was a preexisting issue, while the others were introduced in v2.0.0. This was mostly down to me not having save files with Class-Based Properties and therefore not testing those as thoroughly as I ought to. If you installed one of the Class-Based Properties options before v2.0.4, follow these steps to fix any issues: 1. Install the latest version. You don't need to uninstall the previous version. Make sure to install the same option you installed before. If you are using another mod which edits the workbench dialogue (and is compatible with this mod) restore workbnch.dlg from the backup created. If you haven't started the game yet or haven't acquired the quest crystal yet, you should be good to go. If you have, continue with the remaining steps to fix your save file. 2. Make sure you have a save file with the crystal item in your inventory (i.e. not in a lightsaber). 3. Download the KOTOR Savegame Editor (KSE) if you don't already have it. 4. Count how many levels of each class you have to determine what your crystal's class number should be using the table below. Whichever one you have the most levels in wins. 0 Jedi Guardian/Jedi Weapon Master/Sith Marauder 1 Jedi Sentinel/Jedi Watchman/Sith Assassin 2 Jedi Consular/Jedi Master/Sith Lord 5. Use KSE to replace your crystal item. Find which item you currently have; quest crystals start with qcrystal. The items with two numbers are the crystals with standard properties. The crystals with class-baseed properties have a third number for the class. Remove the existing item, then add the correct item. For example, if you have currently have qcrystal_2_3 and have majority Jedi Sentinel/Jedi Watchman/Sith Assasssin levels, you should actually have qcrystal_2_3_1. 6. Use KSE to correct the global number 000_Quest_Crystal. This can be fund under Globals > Numerics. The number should have the same digits as the numbers in your crystal item, but in reverse. For example, if your crystal item is qcrystal_2_3_1, your global number should be 132. Don't include a leading 0. For example, if your crystal item is qcrystal_3_4_0, your global number should be 43. If you are still having trouble, you can reach out to me in the #tech_support channel of the KOTOR Discord.
  2. I just ran all four installers on a clean installation and didn't encounter such an error, so I can only assume it is an issue on your end. Make sure you have extracted the contents of the mod to a folder where you have read and write permission.
  3. 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.
  4. 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.
  5. If this was the last mod you installed which affects all of the files this mod edits then you could uninstall and install the new version. Otherwise, I wouldn't recommend it; you would need to reinstall the game and then install every mod you installed before in the same order you did before.
  6. This mod is still available for download. Must be an issue on your end.
  7. You can run TSLPatcher through Wine on both platforms.
  8. It does not.
  9. Girl, it took 15 years for you to get a second season.
  10. 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.
  11. TSLPatcher sometimes has issues with displaying the file picker on a system which has multiple monitors. Try turning the others off while installing.
  12. 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.
  13. 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.
  14. Heartbeat scripts (and most if not all scripts) are not executed while you are in a menu.
  15. Could you provide a screenshot or video showing the issue?
  16. 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.
  17. Both mods have brown and brown-red-blue options so not sure I follow.
  18. You should use the installer it came with, which is TSLPatcher. However, after taking a second look I noticed I was testing a previous version which I still had on my local and not the latest release. I'll see what's wrong with the latest version.
  19. 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.
  20. It actually is possible to make them appear in the game if you spawn an item object via the CreateItemOnFloor function. I've long had an idea for a mod which involves doing so and would therefore make any changes to their textures visible...
  21. 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.
  22. 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
  23. 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.
  24. 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.
  25. 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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