JCarter426

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Everything posted by JCarter426

  1. // single line comment /* multiple lines with comments */ So you'll want to remove /* and */ to enable the code between them.
  2. The semi-regular report on my extraneous activities continues. I spent the better part of March breaking and then fixing my computer, but there's some new stuff too. Here’s what’s been going on since last time: Updates Odyssey++ - Recent updates to Notepad++ radically altered the file structure, so I’ve updated Odyssey++ to keep up with that. New Mods Feat Fixes for K2 - Fixes some feat stuff for K2. Several feats weren’t available to certain classes for reasons unknown, and Finesse: Lightsabers didn’t do anything Finesse: Melee Weapons wasn’t already doing so it had to die. Security Spikes for K1 - Security spikes never did anything on the PC version of K1. I’ve replicated their intended function as best as I could, so when you use the item you get a temporary bonus to your Security skill. Or, if you prefer, you can choose the other option that removes them from the game altogether. Mandalorian Armor for K1 - Makes the wearable Mandalorian armor more consistent with other Mandalorian armor in the game so they follow the usual blue/red/gold rank system. Also fixes a few other oddities with Mandalorian-related items. Backstroke of the Old Republic - Edits all text in the game to provide a... different experience. Something Completely Different A while back, @A Future Pilot recruited @DarthParametric and myself to help with the next update to the K1 and K2 Community Patches. We’ve mostly been working on the K1 one first. AFP had a list of issues he’d been collecting since the last release, almost a year ago now, and we’ve checked off just about everything on that list. Between those and the other issues we found while fixing those, plus some more that were reported in the interim, I think we’ve easily doubled the amount content in the Community Patch. You can follow our endeavors on GitHub.
  3. View File Backstroke of the Old Republic This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game. Submitter JCarter426 Submitted 04/01/2019 Category Mods K1R Compatible No  
  4. Version 1.0

    343 downloads

    This mod rewrites all text in the game using the finest machine translation services available. It is intended to offer a new experience to those familiar with the game.
  5. TGA and TXI. TGA is the actual texture, TXI contains the shader data, if there is any. The game uses the TPC format to contain both, though I doubt there are any included that mod given how long ago it was released.
  6. Hmm, I don't use that mod (can't even remember if I've tried it) so I don't know what robes it adds. I still have a lot of my own robes to finish, so I'm not really interested in making robes for another mod at the moment, but of course anybody is free to do this with the mod resource version if they want. Also, if you delete any of the added robe textures, they should default to the brown texture variant (PFBI01/PMBI01). That would at least get rid of the patchiness from the mismatched UVW maps.
  7. Hmm, I remember the WIP thread for that but I never realized it was released and never tried it, so I'm not familiar with the technical specifications. But I took a look at the mod description and I don't believe there should be any compatibility issues. Mine should be compatible with any mod that doesn't alter the game robes, and this one doesn't. My guess is there's something else wrong with your appearance.2da file, maybe due to improper installation of one or both of them. Also, this is the mod resource version and not the mod release, which is here.
  8. It should already be compatible with other lightsaber mods so long as they don't also edit the blade textures.
  9. View File JC's Mandalorian Armor for K1 Summary This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them. The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this: With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following: Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B. Installation Run Mandalorian_Armor_K1.exe. Select which version to install. a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold). b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111. Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file. If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property. 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. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 KOTORMax – bead-v NWMax – Joco tga2tpc – ndix UR Disclaimers FOR MANDALORE!!!!!!! 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 03/07/2019 Category Mods K1R Compatible No  
  10. Version 1.2

    28,966 downloads

    Summary This mod adjusts the wearable Mandalorian armor items to make their appearances consistent with that of other Mandalorians in the game and to fix various other oddities associated with them. The main part of the mod concerns the Class 9 Mandalorian armors (Mandalorian Battle Armor, Mandalorian Heavy Armor, and Mandalorian Assault Armor). These items will now follow the usual blue/red/gold ranking system. There are two options for this: With Option A, the armors use the Class 9 model. Mandalorian Heavy Armor and Mandalorian Assault Armor are given new textures, recolored red and gold variants of the Mandalorian Battle Armor. With Option B, the armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances. Both options also include the following: Class 9 Mandalorian armors have new icons to match their appearance with each option Class 8 Mandalorian Armor has a new icon with the correct appearance (previously it looked purple) The Mandalorian helmet plot items have new icons to match their appearances (previously they were both blue, even though neither was dropped by a blue Mandalorian) The Mandalorian Commander on Kashyyyk drops Mandalorian Heavy Armor to match his red appearance (also, I believe this item couldn’t be found anywhere in the game before) Finally, there is a third Extra Textures option with texture overrides for the NPC Mandalorians (and disguise appearances). They tone down the shaders a bit, matching what I did with my Shader Fixes for K2. They can be installed alongside Option A or B. Installation Run Mandalorian_Armor_K1.exe. Select which version to install. a) With Option A, Class 9 Mandalorian armors are recolored to match their usual ranking system (blue/red/gold). b) With Option B, Class 9 Mandalorian armors act as disguise items, giving the wearer one of the NPC Mandalorian appearances (blue/red/gold) with full body armor. Click "Install Mod" and select your game directory (default name SWKOTOR). The Extra Textures can be installed alongside either Option A or B. If you want to install these, run the EXE again, select the Extra Textures option, then install to your game directory as before. Uninstallation Remove the installed files or replace from backups if necessary. Compatibility This mod replaces the unused PFBH07/PMBH07 texture variations and uses plot usable item variation 111. Some users have experienced side effects after prolonged exposure to disguise items. It may result in a character's appearance being permanently changed. There is no confirmed prevention method at this time, but it can be treated via editing the save game file. If Option A is installed, it will overwrite any other alterations to the Mandalorian Assault Armor. Currently, TSLPatcher cannot remove nodes from files, so a hard edit was necessary to remove the disguise property. 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. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe K-GFF – tk102 KOTORMax – bead-v NWMax – Joco tga2tpc – ndix UR Disclaimers FOR MANDALORE!!!!!!! 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.
  11. Interesting. This is how they appear in the "Shadows and Light" comic: I don't believe they are meant to be the robes Ulic wore. Like I said, they look like KOTOR robes. Maybe with a more pronounced yellow, and the pants look black, but it's clear the game model was used as a reference. My mod makes all KOTOR robes look like not KOTOR robes, so I don't know what to do for his robes at the moment. I could maybe come up with a texture for the K2 model that looks closer to the K1 design, something like the padawan robes from Force Fashion, but I'm not sure.
  12. They're for Coruscant, or at least they may be for Coruscant. I don't want to put anything on record yet, but I've been in contact with various individuals and we've discussed ideas for the planet and how to integrate it into the game. I didn't exactly plan it that way, but I was asked and then Har was already working on Coruscant areas anyway, so things just fell into place. But we're waiting on the completion of the area models to do anything more than planning, and that may still take some time. Well, they don't have to be completed exactly, but there is little practical work that can be done with the design before the areas are serviceable - enough to wander around in them, decide which areas the player will have to visit for the main quest, which will be optional side areas to explore, what to fill them with. There's only so much that can be done on paper. So, we've been waiting on the areas to be modeled, which understandably takes a very long time because it's a lot of work. Some adjustments will likely be required as well, even additional areas, as they've been primarily designed for Har's other project. But we've also been in communication throughout the process, so there is a lot of overlap too. Anyway, I don't want to get anybody's hopes up because even if the models were done today, any real progress would still be in the distant future. But it's not nothing that's being done either.
  13. I've been debating what to do with the Qel-Droma robes, actually. They appear in one of the comics and look like KOTOR robes, so I don't know what to make of that.
  14. I believe a female version of that model may be found here.
  15. It's a d20 thing. Damage Reduction is subtracted from the damage roll. Damage Resistance is multiplied to the damage roll. Let's say you get a hit that deals 50 points of energy. If you have Damage Reduction 10/- Energy, the amount of damage negated is 10. The total damage you face is 50 - 10 = 40. If you have Damage Resistance 10% Energy, the amount of damage negated is 10% of 50 = 5. The total damage you face is 50 - 5 = 45. I'm not sure about Force resistance, but it sounds like it would be either Damage Resistance vs any damage from a Force power, or a bonus to save roll to resist the Force power. I'm also not sure whether Damage Reduction or Damage Resistance is calculated first, but you could probably check the combat log for that.
  16. Could be it's not happy with the rooms named **** or that there's more than one of them with the same name. Is this for import or export? If you're importing, it would probably be fine to just delete the unused lines and change the room count. If you're exporting, maybe substituting the real lines from m40ad would get it to behave.
  17. Whenever it opens the inventory editor, it sets all items to be droppable.
  18. Yeah, makes sense. KOTOR doesn't have the sort of engine that would let you get much out of that sort of environment anyway. Unless you were planning to have a very slow walk under the lava sea.
  19. Edge of the Empire described Sleheyron as volcanic, actually: I'm not sure what is up with the galaxy map description of Korriban, though. It's usually depicted more like space Egypt in other material, and it's not even particularly volcanic in KOTOR.
  20. The third one hiding by the kiosk.
  21. Yeah, I've looked into it before. It's not unfinished - the problem is the bones were set to render. But it's not as simple a fix as the Duros thing, unfortunately. The three main issues are that the camera is moving, the commoners have shadows, and there's dust flying around. That makes removing them from the shot a lot harder. The two options are to rotoscope the bones to change their color, which wouldn't be fun and would never look perfect, but would at least make them stand out less... or redo the whole shot. I might look into it again at some point, but I have no specific plans at the moment. It's also not especially obvious, but one of the commoners is Queen Talia.
  22. It only applies once, when picking the lock it's used on. It's not on a timer like Force powers and shields.
  23. Sounds like a permissions error. You should make sure both your game directory and the mod installer folder aren't set to read only.
  24. There is a GetName() function but nothing to set it as far as I can see. Either way, it would only be possible to implement by editing every UTP file in the game, likely with many MOD inserts as well, so it's not something to be undertaken lightly. It probably could be done, though, by attaching a script for the inventory disturbed event to check if the container is empty. If so, delete it and replace it with an identical one with a different name. If the container is empty and has inventory added to it, reverse it and move the items over. It's theoretically possible.