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Everything posted by JCarter426
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That is happening because K1CP moves that scene from immediately after the fight on the swoop platform to later on when you are speaking with her in the hideout.You are using a mod which edits the script which plays the movie in the original location in addition to K1CP which edits a script to play it later. I'm not sure if it's this mod, though.
- 63 comments
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- cut content
- restored content
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What does lookupgamefolder mean/do?
JCarter426 replied to DarthJaegad's topic in General Kotor/TSL Modding
TSLPatcher installer instructions shouldn't have LookupGameFolder twice, but I assume you are referring to LookupGameFolder and LookupGameNumber. The LookupGameFolder field indicates to a TSLPatcher installer whether it should look up the path to the game folder in the Windows Registry. A value of 1 (true) means the installer will attempt to look up the game folder and use that path if found. A value of 0 (false) means the installer will not attempt to look up the game folder, so the user must always locate the folder manually. The LookupGameNumber field indicates to a TSLPatcher installer which game it should look up, assuming LookupGameFolder is true. The default values, if the instructions are generated from ChangeEdit, are: LookupGameFolder=0 LookupGameNumber=2 So that would be why you see those values so often. That is true for LookupGameNumber, not LookupGameFolder. -
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- brotherhood of shadow
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As mentioned in the comments above, the Darksaber is given as a reward for completing the side quest on Kashyyyk involving Mandalorians. However, I've received reports that the Darksaber does not render correctly on mobile. Please let me know if that is the case. I don't believe there is anything I can do about it, but I'd still like to know.
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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I believe these mods were discussed before and they were not included in the Community Patch because including them would present compatibility complications with other mods which might address the matter and present better and more options than the Community Patch could (e.g. there are different installation options with the Supermodel Fixes and other mods change the look the Jal Shey/Zeison Sha armor). However, they are compatible with the Community Patch and I agree with the recommendation.
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[K1] Creating a new room in an existing module
JCarter426 replied to CapitaineSpoque's topic in General Kotor/TSL Modding
I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions. -
Of course they have different textures. As I said, though, the only difference is the color. The person in the Reddit thread you linked was insinuating that lightsaber colors had differences in the textures themselves beyond that. That's part of it, yes. The lightsaber is not a solid mesh or billboard but rather different 2D planes arranged in a circle. The thickness of the blade is different depending on the viewing angle. As I said, the screenshots in the Reddit post you linked were taken from different angles, so this likely accounts for some of what the person was seeing. If you're referring to the KOTOR Community Patch, it does not include any change for the cyan lightsaber model. Regardless, this is an unrelated problem. That mod replaces the 2D planes I described above with a solid mesh. While this makes the lightsaber appear consistent from any viewing angle, it creates other graphical errors with motion blur. The tip of the blade looks solid even when it is in motion, kind of like a baseball bat. Personally, I don't believe this resolves the issue, and I prefer the look of the original game models. The issues with the DisableVertexBufferObjects and the Aspyr patch apply to all lightsaber models which do not use the above recommended settings. However, that is a separate issue from the blade thickness appearing to differ based on the viewing angle. It seems like you are under the impression there is one simple cause to all of the visual discrepancies, but frankly that is not the case. There are many other factors beyond what you are suggesting. As Jiiprah said in the description of this mod, other modders can use the prescribed settings to fix their lightsaber models. I don't believe fixing every lightsaber model mod in existence is within the scope of this mod.
- 23 comments
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- lightsaber hilt
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This simply isn't true. The lightsaber models and textures for different colors are identical except for the color (and a bug with the cyan animations). I think what this person was seeing was a combination of an optical illusion—different hues can appear brighter or darker—and that the screenshots were taken at a different angle, especially the one of the red lightsaber.
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- 13 comments
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A head consists of one entire model. The hair isn't a separate model as in other games. So, if you wanted to add more hair options for the player, you would need to add new heads. The basic steps for adding a new player head are to make the new models and textures, add new rows in appearance.2da, heads.2da, and portraits.2da, then ideally set up an installer with TSLPatcher to handle references to these newly added rows correctly.
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The .ncs file is bytecode. This is an assembly representation of the same instructions.
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DeNCS isn't able to decompile this script. ---> starting decompilation: a_904sion.ncs <--- com.knights2end.nwscript.decomp.lexer.LexerException: [1,1029] Unknown token: E- at com.knights2end.nwscript.decomp.lexer.Lexer.getToken(Lexer.java:869) at com.knights2end.nwscript.decomp.lexer.Lexer.peek(Lexer.java:278) at com.knights2end.nwscript.decomp.parser.Parser.parse(Parser.java:404) at com.knights2end.nwscript.decomp.FileDecompiler.decompileNcs(FileDecompiler.java:541) at com.knights2end.nwscript.decomp.FileDecompiler.decompile(FileDecompiler.java:106) at com.knights2end.nwscript.decomp.Decompiler.decompile(Decompiler.java:216) at com.knights2end.nwscript.decomp.Decompiler.main(Decompiler.java:203) Failure! (file: 'a_904sion.nss')
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- 46 comments
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This mod does not restore the third level of the Vulkar base so I am not sure what you are thinking of. While this is indeed the case, the Community Patch does incidentally restore some content by fixing bugs which prevented access to the content. For example, Sharina now appears on Dantooine if you help sell her wraid plate, which I believe is also restored by K1R. On the other hand, I believe K1R does not restore some small content here and there which K1CP does restore: Some of Vandar's dialogue was erroneously locked out after the player completed the trials. As far as I recall, this included some restored content which let the player talk to Vandar about Belaya being missing and later killing Belaya, if Belaya was driven to the dark side by the player killing Juhani. Several NPCs on Dantooine would not comment about the situation on Kashyyyk due to a typo in script. One of the Sith students on Korriban, Hijata, had the wrong dialogue file configured. Regardless, restoring most content is outside of the scope of K1CP as LusoJedi points out.
- 307 comments
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- 7 comments
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- jcarter426
- reskin
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K1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
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MOD:JC's Fashion Line A: Jedi Player Undergarments for K2
JCarter426 replied to JCarter426's topic in Mod Releases
As far as I'm aware, the only differences between TSLRCM and MTSLRCM are the installation method and some content which doesn't work on mobile (e.g. new movie files for some we've never been able to determine). -
MOD:JC's Fashion Line A: Jedi Player Undergarments for K2
JCarter426 replied to JCarter426's topic in Mod Releases
This mod is compatible with TSLRCM. If it is a mistake on your end or a mobile-specific issue, unfortunately, I do not know what it would be as I do not have the game on any mobile platform. -
This isn't a change the KOTOR 2 Community Patch makes, and it doesn't sound like something any of the mods you listed does, either. I would suggest checking that you do not have other mods installed. If you previously subscribed to mods on the Steam Workshop or had manually installed mods to the Steam Workshop folder, they may have remained even after reinstalling the game.
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