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Everything posted by JCarter426
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It's not possible to create new feats that do much of anything. Most feat mechanics are hard-coded in the engine, and the feat itself is just a signal to the engine that whether a character has the feat. There is a script function to grant the player permanent bonus Force Points in KOTOR 2, but not KOTOR 1. There is no script which is fired whenever a character levels up, but there are scripts that run every few seconds (e.g. the player's heartbeat script) which could be edited to replicate such an effect. There would be compatibility issues with other mods, though.
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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It should be possible to get around that restriction by checking if the NPC has perceived the player through their perception event. I don't know if there is an existing function to check if arbitrary creature x has perceived arbitrary creature y, but it could be tracked with local variables if necessary.
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Nice catch. Initially I had him still drop the original swords and when Sniggles asked to have those removed I went and removed too much. It'll be fixed soon.
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Sometimes the Best Solution Is the Simplest: KotOR Modding Edition
JCarter426 commented on Leilukin's blog entry in Leilukin's Blog
For one of my mods, I removed an item property by making it require an upgrade part that doesn't exist. I hope that one day we can have an installer with the ability to delete GFF structs in a way that is safe for mod compatibility, but for now, this works... -
There's nothing in this mod that would cause such a problem.
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- 35 comments
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- patch
- unofficial
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(and 3 more)
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Yes, that should be all of it. There aren't many changes: mostly to add missing journal entries as you noticed. You can add a file called appendf.tlk for the female variations of each line. TSLPatcher (and I presume HoloPatcher) will patch both dialog.tlk and dialogf.tlk if both append.tlk and appendf.tlk files are present. appendf.tlk needs to have the same number of lines as append.tlk, even if there is no translation difference. It would probably be easiest to duplicate append.tlk, rename it to appendf.tlk, and then modify only the lines that require a different translation.
- 277 comments
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- patch
- compilation
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Installing the glove option will not uninstall the gloveless option. It's not especially difficult to undo by editing appearance.2da, but it's not something which I could provide with TSLPatcher because the changes depend on what other mods you have installed and TSLPatcher has no way of accounting for that.
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
This mod only alters the player robes and doesn't affect the appearance of any NPCs except a few Jedi who wear the same robes. It sounds like you installed one of the other mods you are using incorrectly. -
Mod geo for floors/walls to up res
JCarter426 replied to Zombiewells's topic in General Kotor/TSL Modding
I posted my fix in the KOTORmax bug reporting thread. -
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JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
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Your issue is with g_bandon001.utc. It's not safe to have this file in Override because that overrides different versions of the files in different modules.
- 12 replies
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- lightsaber hilt
- game breaking
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Ah, it's possible I grabbed the KOTOR 2 one by accident. It probably won't affect much, but maybe I'll fiddle with them in a future version.