JCarter426

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Posts posted by JCarter426


  1. That would have a significant impact on gameplay, as it would allow you to flee from combat in situations that are not currently possible, so I think it falls out of the Community Patch's scope.

    I believe it would be possible, though, for another mod to do so by editing the scripts related to k_transabort.dlg.

    • Like 1

  2. JC's Sound Effects for K2


    Summary

    This mod adds unique sound effects for ion blasters, disruptor pistols, heavy blaster pistols, bowcasters, and blaster rifles.

    Installation

    1. Extract files from the downloaded archive.

    2. Run Sound_Effects_K2.exe.

    3. Click "Install Mod" and select your game directory (default name SWKOTOR2).

    Uninstallation

    1. Remove the installed files. Replace ammunitiontypes.2da and baseitems.2da with backups if necessary.

    Compatibility

    This mod is not compatible with any mods that alter the sound effects for ion blasters, heavy blaster pistols, bowcasters, or blaster rifles.

    Credits

    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe
    Sound Effects – Ben Burtt, courtesy of StarWars.com

    Permissions

    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason.

    If you would like to include any part of this mod in anything, then please contact me for permission.

    Disclaimers

    PEW PEW PEW EXPLOSION OBSIDIAN BANG BANG LUCASARTS BIG BADA BOOM!!!!!!!!!!!!!!!!!

    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
    • Submitted
      08/05/2022
    • Category
    • TSLRCM Compatible
      Yes

     

    • Like 1

  3. This is just a guess because I don't know Perl either, likely far less than you, but it looks to me like you called the GFF Field method get_field_ix_by_label on a GFF Struct rather than a GFF Field:

    		if(ref($struct->{Fields}) ne 'Bioware::GFF::Field')
    		{
    			print "\npath: $path";
    			$ix = $struct->get_field_ix_by_label($path);
    #			print "ix: $ix\n";
    			
    			if(defined($ix) == 0) { return (0, ''); }
    			
    			$old_value = $struct->{Fields}[$ix]{Value};
    			$struct->{Fields}[$ix]{Value} = $value;
    		}

    line 3801

    Maybe you need get a Field object from the struct first? It looks like it has a list of Field objects.

    Also, interesting project! Funny you should show up already working on a project like this. I just pestered @Fair Strides about the possibility of adding something like this the other day.


  4. Run MDLedit, switch to the game for which you want to compile, go to FileBatchConvert to Binary, select all the ASCII model files, and it will generate an MDL & MDX file for each.


  5. I ran into this issue with 3ds Max 2023:

    Spoiler

    czpZvrl.png

    I think it has to do with the PhysicalMaterial type that was introduced in 3ds Max 2017 and lacks a diffuse field. Maybe they changed MultiMaterial to use PhysicalMaterial by default.

    Whatever the case, this error prevents any models with walkmeshes from importing. I was able to get them to import with the following correction to KOTORmax/kotormax_scripts/odyssey_fn_general.ms:

           newMaterial = multimaterial name:matName numsubs:SurfaceMatName.count
    
           for i in 1 to SurfaceMatName.count do
           (
             newMaterial.names[i] = SurfaceMatName[i]
             newMaterial[i] = standard name: SurfaceMatName[i] diffuse: kx_SurfaceMat[i]
           )

    This seems to work, although I must confess I know next to nothing about MAXScript and I'm not sure that StandardMaterial is the correct material type that it was before. Still, it seems to be at least a step in the right direction.

    I've attached the edited script.

    odyssey_fn_general.ms


  6. JC's Romance Enhancement: Pan-Galactic Flirting for K1


    Summary

    This mod removes gender restrictions in dialogue throughout the game, allowing the player to flirt with several NPCs regardless of gender.

    • Sarna and Yun Genda
    • Female slaves in Davik's Estate
    • Rahasia Sandral and Shen Matale
    • Duan and Viglo
    • Lashowe
    • Yuthura Ban

     

    Installation

    1. Extract files from the downloaded archive.
    2. Run Install.exe.
    3. Click "Install Mod" and select your game directory (default name SWKOTOR).

    This mod only supports the English language version of the game at this time.

     

    Uninstallation

    1. Remove the installed files or replace from backups if necessary.

     

    Compatibility

    This mod is compatible with my Biromantic Bastila mod.

    This mod patches the following dialogue files.

    In danm14ad.mod:

    • dan14_cutscene.dlg

    In manm26aa.mod:

    • man26_duan.dlg
    • man26_viglo.dlg

    In tar_m02ae.mod:

    • tar02_sarna021.dlg
    • tar02_yungenda21.dlg

    In tar_m08aa.mod:

    • tar08_davslav82.dlg

    This mod may not be compatible with other mods that affect those files. TSLPatcher is utilized for better compatibility, but there's never any guarantee. This mod must be installed AFTER any non-TSLPatcher mods that edit anything in those areas.

    This mod installs the following new VO.

    • nm26aaduan01100_
    • nm26aavigl28100_
    • nm08aadavs10100_
    • nm08aadavs10101_

    This mod will not be compatible with any mods utilizing those names for WAV or
    LIP files.

    This mod replaces the following global scripts.

    • k_con_flirt.ncs
    • k_con_flirtno.ncs

    These scripts are edited to remove any checks relating to the player's gender.

     

    Credits

    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe, with updates by Fair Strides
    CSLU Toolkit – Center for Spoken Language Understanding
    DLGEditor – tk102
    ERFEdit – stoffe, with updates by Fair Strides
    K-GFF – tk102
    KOTOR Savegame Editor – tk102
    LipSynchEditor – JdNoa
    NWNSSCOMP – Torlack, stoffe, & tk102

    And thanks to Master Kavar, whose Bastila & Female Revan (Untold Love Story) mod inspired many of this mod's changes.

     

    Permissions

    Mod

    JC's Romance Enhancement for K1

    Mod Author

    JCarter426

    Game

    Star Wars: Knights of the Old Republic

    Attribution Preference

    "Romance Enhancement by JCarter426" or "uses JC's Romance Enhancement" or some other reasonable phrasing.

    Attribution Only License (AOL)

    * You've got mods! *

    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.

    • The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
      (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.)
    • The user must include any additional credits as indicated.
    • This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
      (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.)
    • Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.

     

    Disclaimers

    THIS GAME MODIFICATION IS NOT SUPPORTED BY OR ROMANTICALLY INVOLVED WITH SARNA, YUN GENDA, DAVIK KANG OR ANY OF HIS STAFF, RAHASIA SANDRAL, SHEN MATALE, LASHOWE, YUTHURA BAN, <FULLNAME>, LUCASARTS, OR BIOWARE.

     

    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
    • Submitted
      07/05/2022
    • Category
    • K1R Compatible
      No

     


  7. As far as I'm aware, it's not possible to give an ActivateItem property to a weapon. Only certain types of items will accept certain properties.

    Similarly, while there is a property for an item to grant bonus feats when equipped (e.g. Sith Mask, Thon's Robe, Droid Combat Enhancement) I don't believe there is a property to grant Force powers.

    • Like 2

  8. Yes, GiveItem does not seem to prompt any feedback or status summary whatsoever. That is what I used for my Vision Enhancement to unequip and reequip the player's clothing and headgear. I found a few cases of this in game code as well.

    I thought I had learned of SuppressStatusSummaryEntry from reading game code, but I've looked and I haven't been able to find a single use of it in either game.


  9. 22 hours ago, DiePutinDie said:

    Another question,  i suppose its impossible, but asking anyway just for sure. Im using DestroyObject and CreateItemOnObject functions in script and every time when they firinfg there is shows popup window in game "item received" and "item lost", is there anyway not to show this window in certain case? Maybe there is another functions with similar functionallity, but without popup window?

    21 hours ago, DarthParametric said:

    Not in K1. You can in TSL, since Obsidian added an extra variable for suppressing those messages.

    The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction.

    // 763. SuppressStatusSummaryEntry
    // This will prevent the next n entries that should have shown up in the status summary
    // from being added
    // This will not add on to any existing summary suppressions, but rather replace it.  So
    // to clear the supression system pass 0 as the entry value
    void SuppressStatusSummaryEntry(int nNumEntries = 1);

    For example:

    SuppressStatusSummaryEntry();
    CreateItemOnObject("g_w_lghtsbr01");
    • Like 4
    • Light Side Points 1

  10. Protection against any physical damage protects against all three, as far as I recall. It would be worth testing whether that has to do with how the damage bitmask works, or whether that is hard-coded for those types.

    If it were the former, that would seem backwards to me. It would mean the more types of damage a weapon deals, the weaker it is, essentially.

    • Like 1

  11. It's a bitmask, so 7 is 1 + 2 + 4, i.e. bludgeoning, piercing, and slashing.

    My memory is hazy, but I remember universal damage being different in each game. In KOTOR 1, weapons that say they deal universal damage like disruptors actually deal physical damage, and this damage can be absorbed by items that provide damage resistance to bludgeoning, piercing, or slashing like Brejik's armband. Whereas in KOTOR 2, they deal acid damage. I don't recall whether the universal damage type is actually used.

    • Like 1