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JCarter426

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Everything posted by JCarter426

  1. I remember DrMcCoy saying something about some non-standard implementation before. Something to do with how NWScript doesn't initialize variables correctly in some fringe cases with weird scope resolution. Not sure where it was though.
  2. Oh, that's interesting. BioWare started development for Neverwinter Nights and started writing NWScript in 1999 (you can even see this date in nwscript.nss), so it wouldn't surprise me if they were using some older or non-standard implementation of C for it that KOTOR inherited.
  3. Yeah, that's why I don't get why I don't see it here. Might be an oversight. If you're looking at the one in scripts.bif, though, that's the original. TSLRCM doesn't edit the BIFF archives directly. I don't think there was even a tool to do so at the time of release. I was just reiterating the problem according to DrMcCoy. But if your new DeNCS can deal with that, that would be very interesting. Are you able to decompile any of the other scripts that include k_inc_treas_k2 that I mentioned?
  4. You have to change the upgrade level on the jc_darksaber.uti item to 3 and ideally add a line for it to upcrystals.2da to prevent crashes. I didn't make it upgradeable for the mod release because even if you edit upcrystals.2da to prevent crashing, there's still some wonkiness with it on account of there only being a single hilt and no double-bladed or short options. I've considered making models for the other hilt types in a future update, and that's certainly been requested, but I have loads of lightsaber modeling projects that I haven't paid attention to for a while so I can't promise to do so any time soon.
  5. I don't see k_contain_unlock in my clean copy of TSLRCM. However, it includes k_inc_treas_k2, which TSLRCM does edit, so it seems like TSLRCM should edit k_contain_unlock as well. k_inc_treas_k2 has a recursive function so any script that includes it will trip up DeNCS. Lots of other scripts have this problem like OnSpawn scripts (k_def_spawn01, k_def_spn_t_drd, k_def_spn_t_jedi, etc) and merchant scripts (a_stock_geeda, a_stock, tienn, a_stock_geg, etc).
  6. 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.
  7. 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.
  8. There's no reason it shouldn't, assuming you have cheats enabled and such.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. You're using Diversified Jedi Captives on the Star Forge and need to get the compatibility patch.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. That's right. They were moved from the Hrakert Station, and were originally on a Dark Jedi corpse there.
  24. 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.
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