JCarter426

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Everything posted by JCarter426

  1. I don't know of any conflict, but it's beyond my expertise because problems with the cheat console could be specific to your system or the version of the game you're running. If you can't get the cheat console to work, you could try adding it with the KOTOR Savegame Editor instead.
  2. The mouth issue is due to the facial bones in K1 & K2 being different. If you just port a head without correcting that, then they'll be animated improperly. I've posted a sort of mini-tutorial on it here.
  3. There's no reason it shouldn't, assuming you have cheats enabled and such.
  4. It's just you. The original Jorak file is equipped with blue robes, but as part of the installation they are replaced with black robes. If you have another mod that affects Jorak, that might be interfering.
  5. My offer still stands if you're unable to run the CSLU Toolkit. If you can do all the setup work and all I have to do is hit a button, I don't mind hitting the button.
  6. Yes, it's an issue with the ported supermodels. I have an idea of where to look for the problem, but I haven't gotten a chance to do so yet.
  7. It's left over from Neverwinter Nights, in which it makes the user immune from paralysis and movement speed debuffs. Maybe it does the same thing in KOTOR, but it could very well do nothing. It's entirely possible to have armor that doesn't restrict Force powers, though. The restriction is through the base item number. If you make a new base item type that is otherwise a copy of armor with the same appearance and such, it won't have the restriction.
  8. You're using Diversified Jedi Captives on the Star Forge and need to get the compatibility patch.
  9. Yes, that's the case. It's on my bug list for the Community Patch, although it's been sitting there for a while. There's a similar issue with the dark side ending with only certain party members being lootable. We might've fixed that one already, I forget.
  10. It's possible, although it's not so straightforward with the current setup. The masters use the same robe model as the player, so currently the mod simply overwrites that model. They would have to be made to use an unedited copy of the original robe model. I'll keep it in mind for a future update.
  11. I don't know what's causing that but I'll look into it. Seems to be specific to the K2 port and not present with either the K1 or K2 supermodel fixes.
  12. Male and female animations are different, and animations are applied separately to the head and body. So you have male animations on the body and female animations on the head. You can fix it by hex editing the body model and replace S_Female02 with S_Female03. Or you could hex edit your head the other way, but then you'd have the problem with all your other outfits.
  13. The puzzles on G0-T0's yacht were moved from M4-78. I haven't heard of any other connection between G0-T0 and M4-78. But we have very little indication of what was supposed to go on M4-78, so who knows. Fazza's docking pylon puzzle was also moved from M4-78.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. That's right. They were moved from the Hrakert Station, and were originally on a Dark Jedi corpse there.
  19. 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.
  20. If I recall correctly, GetTag() always returns a lowercase string anyway.
  21. 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.
  22. Version 1.1.0

    989 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.
  23. 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  
  24. The female player soundset lacks those barks. I'm not sure why, but it's an issue with the original K1 soundset.