-
Posts
1,599 -
Joined
-
Last visited
-
Days Won
140
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Events
Everything posted by JCarter426
-
List of files modified in TSLRCM?
JCarter426 replied to AmanoJyaku's topic in General Kotor/TSL Modding
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. -
List of files modified in TSLRCM?
JCarter426 replied to AmanoJyaku's topic in General Kotor/TSL Modding
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. -
List of files modified in TSLRCM?
JCarter426 replied to AmanoJyaku's topic in General Kotor/TSL Modding
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? -
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.
-
List of files modified in TSLRCM?
JCarter426 replied to AmanoJyaku's topic in General Kotor/TSL Modding
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). -
-
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.
-
-
-
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.
-
-
Simple Armor Editing Question
JCarter426 replied to DeathScepter's topic in General Kotor/TSL Modding
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. -
-
[KotOR] Bastila's equipped items after capture
JCarter426 replied to Salk's topic in General Kotor/TSL Modding
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.- 1 reply
-
- 2
-
-
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
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. -
-
I use XVI32 myself.
-
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.
-
Why do most people dislike G0-T0?
JCarter426 replied to Mellowtron11's topic in Knights of the Old Republic General
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. -
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.
-
-
-
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.
-
That's right. They were moved from the Hrakert Station, and were originally on a Dark Jedi corpse there.
-
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.