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Everything posted by JCarter426
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My Toolbox also has a Sonic Screwdriver. This would only work in KOTOR 2. The party members don't teleport out of your way in KOTOR 1.
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- korriban
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Yes. No, what feats you get are determined by what feats are allowed for your class in feat.2da & classes.2da. And the equipment slots are race-based; appearance.2da only lets you lock a specific slot so you can't equip anything there (e.g. Mandalore cannot change his armor). That might not even be a thing in K1, I forget. That'll work, but remember it will also affect every NPC with the scoundrel class, like Mission. You could make a copy of the original scoundrel class and have any NPC that uses it point to the new line, though it may be a bit of work tracking down all instances of it. Enemies usually use the minion class or one of the Jedi ones, but sometimes they don't.
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The race is what determines what items you can equip, not appearance. Well, mostly. You can restrict inventory slots in appearance.2da, but that's just preventing you from equipping what your race normally can equip. It's the race that lets droids equip droid armor, droid utilities, droid interfaces, etc. It's certainly possible to change the model files, or edit appearance.2da to point to different ones. But the game is hard-coded to give you a small/medium/large appearance line based on your starting class (scoundrel/scout/soldier in K1 and consular/sentinel/guardian in K2).
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Looking for the models ripped from kotor
JCarter426 replied to TT's topic in General Kotor/TSL Modding
The most recent version I've used it on is 2014, so I'm not sure. I don't know of any reason it wouldn't, though. -
That's a tricky question to answer because a lot of what can be changed doesn't affect just the player. So for some things you can't change them without changing them for other characters too, and it's not immediately clear what the side effects are. Generally, though, here are some things that can't be changed at all (without savegame editing).. Attributes: Character creation only gives you a certain amount of points and forces you to use all the points you're given, whereas with NPCs you can give them whatever. Conversation: Kind of a non-issue, but the player can't have their own dialogue file. Faction: The player is always of the Player faction. Gender: The player can only be male or female. Level: Of course the player has to start at level 1. Movement Rate: It's always Default. Name: You can input this in character creation, of course, but in K1 this is bugged and your whole name gets set as your FirstName. Natural AC: This isn't used very often, but it's possible to give an NPC a bonus to Armor Class without equipping an armor item. Phenotype: The player has different appearances for small, medium, and large body sizes, depending on their starting class. Race: Human, of course. Scripts: The contents of these scripts can be changed, but the set that the PC uses is fixed. Soundset: The player is always given Player_Female_W or Player_Male_W soundset, based on their gender. Tag: The player has no tag. There are also a few trivial matters that can't be changed in character creation, but can be done once the game starts... Alignment: The player always starts at 50. Credits: The player starts with no money. Equipment: The player always starts naked. Inventory: Nope. The rest can be changed to some degree, but may change other aspects of the game, such as... Starting class Number of skill points Starting feats & number of bonus feats Number of Force powers These are all implemented by changing the level up system, which may also affect party members. Party members never "level up" to level 1, so it's possible to change some things on a player starting class without affecting any party members in K1, at least. In K2, party members can multiclass to Jedi classes, which are the same as your starting classes, so it's a little more complicated.
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Looking for the models ripped from kotor
JCarter426 replied to TT's topic in General Kotor/TSL Modding
KOTOR Tool will only extract the models for you. To get them into 3ds Max, you need MDLEdit or MDLOps to convert from binary MDL/MDX to ASCII format, and then KOTORMax to import them. -
Right, that's what I mean - there isn't a template there for the PC, or at least not one I've ever seen. The starting character stats may be hard-coded in the engine. There should be a UTC for your player in every savegame file, however. Changing the race doesn't seem to be an option supported by KSE, but perhaps you could do it if you extracted the UTC from the SAV file, then repackaged it.
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I don't believe there's any way to do it with traditional modding. A lot of the character creation seems to be hard-coded and I don't know of any editable file used as a template for the player character. The only thing I can think of that would have a chance of working would be to edit the PC's UTC file in your savegame and change the race from 6 (human) to 5 (droid).
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Map notes are waypoints. I'm pretty sure they can be spawned, but I'm not sure if they can be deleted (apart from removing them from the GIT/script before spawning, of course). I've been meaning to check that to remove one in the Shadowlands, actually. But I'm still playing the game & testing stuff at the moment.
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Yes, just add the item to the UTM. So long as the UTM has a unique file name, it should be fine - and I don't believe there are any actually used by the game that don't, fortunately.
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You can try this mod after you finish KOTOR 2, then. Yes, this only swaps around the existing robe items and doesn't mess with the models or textures at all. So it'll let you swap around the different cloaked versions of the robes as well. There is a minor issue if you use the 100% Brown option, and I'll do a compatibility patch with the next version. It all still works, but if you use textures that change the robe colors all to shades of brown, some are still described as blue and red in the tailor dialogue... But everything else works.
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Ah, I wasn't sure if anyone would notice. Now let's see if anyone spots the KOTOR 2 reference...
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That's more of an issue with UTP, UTC, and some other types than UTI. If the item came from templates.bif, it should be fine.
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What exactly are you trying to do? If you want to change what the item is, like change its stats or description or appearance or whatever, you only have to edit the UTI file for it. It doesn't matter how many stores carry the item; the edits will to the UTI file affect all instances of the item, so long as you load up a save from before the item was created in the game world. If you only want to change one specific instance of the item - in other words, have Suvam sell item A and later item B - then you need to edit the store UTM file. Just as you said, make your own copy of the item with a resref and then edit the UTM to point to the new item. But this is only necessary if you want to do it.
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View File JC's Jedi Tailor for K1 Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey). The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds. The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani). Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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 JCarter426 Submitted 05/26/2019 Category Mods K1R Compatible No
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Version 1.4
38,173 downloads
Summary This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed. The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game. I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states. To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office. You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect. Installation Run Jedi_Tailor_K1.exe. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas. This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped. This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later. This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey). The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds. The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani). Credits KOTOR Tool – Fred Tetra TSL Patcher – stoffe, with updates by Fair Strides CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks DeNCS – JdNoa & Dashus DLGEditor – tk102 ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 LipSynchEditor – JdNoa Permissions I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason. If you would like to include any part of this mod in anything, then please contact me for permission. Disclaimers OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY. 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. -
Random Question: Multiple Areas Per Module?
JCarter426 replied to Blue's topic in General Kotor/TSL Modding
I believe @zbyl2 tried it a while back and reported that it didn't work.- 1 reply
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MOD:JC's Fashion Line B: Commoner Clothing for K2
JCarter426 replied to JCarter426's topic in Mod Releases
I'm not familiar with that mod. What is the problem exactly? -
Right, it can only add new lines. There's no way to combine two pre-edited TLKs at the moment except through manual editing. @Fair Strides was working on an update to TSLPatcher to resolve that, but that is pending his busy schedule.
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That works, yes, but currently TSLPatcher's functionality for patching TLK files is limited. It can't edit text in existing lines - only add new ones. So any hard edits to TLK files are incompatible with each other. You have to pick one to use, and it has to be installed before anything that adds new lines. So it is still recommended to patch in new lines for small edits.
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lightsabers Editing Placeable Items In KOTOR
JCarter426 replied to ALPHA000102's topic in General Kotor/TSL Modding
The part you want to change is in the NSS file: Location(Vector(11.85, 15.91, -1.27), 0.00) The Vector() part is the XYZ coordinates. You can get the new set of these with the whereami cheat. The last number is the bearing, in degrees. You kind of have to guess with that, as the game is inconsistent about whether 0 degrees means north or east. I'd suggest leaving it as 0.0, and then if it's facing the wrong way, try 90.0, 180.0, or -90.0 as needed. Of course you can give it any angle in between, as well. Once you have edited that, you need to compile it into an NCS file and replace the existing one. There should be a tutorial for that either on this site or in the LucasForums archives here.- 14 replies
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- endar spire
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For now, I'm working on higher-poly designs of the default KOTOR hilts. I have more extensive plans in the long term, though, and have a thread going for it here. That link goes to the most up to date info of my plans, I think. I put everything on hold because I thought technical difficulties would force me to change everything, but I eventually sorted that out. Just a matter of modeling the hilts now.
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If I do, certainly. I'm working on some other hilts right now that I want to finish so I can release them as a mod, so I may take a look when those are done.
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Just to be clear, are we talking about this one? I'm not making any promises yet, but I've been learning how to model lightsabers and might be up for it.
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