JCarter426

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Everything posted by JCarter426

  1. My fixes were done in isolation over the period of a few years so yeah there's overlap with some other mods. All the fixes you linked to are included in the KOTOR 1 Community Patch though, and I would recommend trying that before any other bug fixes. I probably should make a separate download that doesn't include the stuff already included in that, though... if I could remember what is included... The fixes are kept in separate folders and the readme details exactly what files affect what so you don't have to install everything. With the exception of the crystal icon fixes, you can also easily uninstall everything if you change your mind. You make a good point about the screenshots, though. Some of the stuff you mentioned is pictured but I guess I didn't do a before & after. For some it would turn into a spot the difference game, and for others the original is so obviously wrong that I didn't see the point of it and was lazy.
  2. You could do it with KOTOR Tool but yeah, I think it'd make the most sense to leave how to deal with it up to @N-DReW25.
  3. That'd be because I had to make red/blue/black copies of it that are technically different items. The restriction would have to be removed from these items as well.
  4. Yes, it would be possible. I noticed after making this mod that heavy repeating blaster rifles do energy damage even though they have white lasers like disruptors. I'm not sure what I will do about it yet but I'll probably do something in a future update.
  5. That's right. They were moved from the Hrakert Station, and were originally on a Dark Jedi corpse there.
  6. TSLPatcher can't remove fields so no, that wouldn't be possible. I also don't think it has any support for making indeterminate changes - it requires an explicit "add this to that" instruction for everything in changes.ini. Either could be done of course, but not with TSLPatcher.
  7. If I recall correctly, GetTag() always returns a lowercase string anyway.
  8. There are, however, some items for which the two don't match. These are the ones I know of, in K2: g_danceroutfit / DancersOutfit a_khoonda / KhoondaMilitiaArmor Only thing that can be done for those is to add an if statment to take care of the exceptions.
  9. Version 1.1.0

    844 downloads

    Introduction The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games. SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games. Running SithCodec SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments. Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word). SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files. Help Screen Entering -h or --help will display the help screen, showing a list of all keywords and their function. -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen Entering -c or --commands will display a screen with the list of all valid commands. -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen Entering -x or --examples will display some example commands. Encode all files in SFX format from the input path, to the output path: -e --all -f --sfx- -i=in_folder -o=out_folder Decode a file, outputting to a new file: -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original: -d -i=file.wav List all files & formats in a given directory, printing to the console: -l -i=my_folder List all files & formats in the current directory, printing to a file: -l -o=file.txt Batch Files SithCodec comes with batch files that are set up with commands for some common operations. decode.bat This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded". encode_music.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "music". encode_sfx.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx". encode_vo.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "vo". Copyright SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/. All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners. Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder. 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.
  10. View File SithCodec Introduction The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games. SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games. Running SithCodec SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments. Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word). SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files. Help Screen Entering -h or --help will display the help screen, showing a list of all keywords and their function. -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen Entering -c or --commands will display a screen with the list of all valid commands. -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen Entering -x or --examples will display some example commands. Encode all files in SFX format from the input path, to the output path: -e --all -f --sfx- -i=in_folder -o=out_folder Decode a file, outputting to a new file: -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original: -d -i=file.wav List all files & formats in a given directory, printing to the console: -l -i=my_folder List all files & formats in the current directory, printing to a file: -l -o=file.txt Batch Files SithCodec comes with batch files that are set up with commands for some common operations. decode.bat This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded". encode_music.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "music". encode_sfx.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx". encode_vo.bat This file will encode all files located in a folder called "in" and save the new files in a folder called "vo". Copyright SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/. All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners. Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder. 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 05/21/2020 Category Modding Tools  
  11. The female player soundset lacks those barks. I'm not sure why, but it's an issue with the original K1 soundset.
  12. OK, either my memory is failing me or I never encountered that in the game before. I thought it was cut content. I was able to reproduce the bug, so I'm adding an issue for it for the next release.
  13. I've gotten mixed reports about that. I can't make any promises, but I do intend to look into the audio formats further.
  14. I've dug up some more links I've consulted in the past that I couldn't find the other day: FYI Tile Lighting About lighting in NWN
  15. This shouldn't be an option with the original game or the Community Patch. Are you using K1R?
  16. JCarter426

    Academy Cleanup

    The hologram was there in the original game, actually. It was just never active due to a bug.
  17. Yeah, it's on my list of things to fix. I ran into trouble with it the last time, so it didn't make it to release. It is indeed caused by animation frames being missing but apparently they are needed even on an animation in which the object is not animated or things will get scrunched up. I have a script that, thanks to some help from @bead-v, can copy/paste animation frames to fix the problem en masse... but something else went wrong when I did that. I'll have to try it again at some point.
  18. The merchant files are jc_tail_storedan.utm and jc_tail_storetat.utm. They install to danm13.mod/tat_m17aa.mod but it's safe to install either or both to Override.
  19. There is some documentation here. Light Priority: Only 3 light objects can affect a given mesh at any time. This number determines the priority for rendering lights. Lower number = higher priority. Ambient Only: If this is set to 1, the light will only affect static objects such as areas and not dynamic objects such as creatures. Dynamic Type: 1 for animated lights. 0 for non-animated lights. Shadow: Determines whether the light will cast shadows when occluded by dynamic objects. Flare: Determines whether the light has a lens flare, which is a texture that's rendered in front of the light whenever you look at it. Fading Light: 1 if the light should fade in and out as an object approaches/moves away from the light. If 0, the light will just blink on or off like it was hit by a switch. I would say your best bet is to copy the settings from a similar light source such as blaster bolts or T3's welding arm. Apart from that, I would try setting the priority and fading light values to 1, and flare to 0 as I don't see a use for it here.
  20. Animated textures aren't viable because the game has a resolution limit of 4096x4096 and that reduces the potential number of animation frames. Any other solution would require an edit to the model, and may be feasible, but it won't be something I can manage for quite a while due to my lack of modeling skills at present.
  21. Hmm, I have g5g1 marked down as present on S_Male02. I'll take a closer look when I have the chance, though.
  22. The Revan robes aren't rigged to the player supermodel. You would need a different mod such as Revan's Flowing Cape and Belt Fix.
  23. I might not be remembering this clearly since it's been a while since I took a look at custom tokens, but as I recall they are limited to the dialogue that's currently active. If you want to keep track of a value for longer than that, you need to use local or global variables. And if I'm remembering correctly, that would also mean it should be safe to use whatever number you want. The game uses some consistently, like 30s for computer spikes and 40s for repair parts, and it would be safe to avoid the ones used by the combat system, but apart from that it probably doesn't matter.
  24. It's not possible to use both at because there is only one model slot for Jedi robes. Theoretically, one could remove one of the other models to replace it with a second robe option, but that's a bit on the impractical side and I have no specific plans to do so at this time.
  25. Just checking that it's potentially an issue with both K1 and K2 and not just what was reported for K2. If I recall correctly, the original problem and the fix that I made for it were for both, so it's possible the current problem is a result of that on both.