JCarter426

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Everything posted by JCarter426

  1. On the main node of the dialogue, there is a flag called AlienRacOwner. This configures the default VO set to use for that file, and corresponds to the line numbers in alienvo.2da. Some aliens have more VO than others, so depending on what you're changing, you may also have to change the Emotion of each node to something they have. You'll probably also want to change the soundset, which is configured on the UTC file. That determines what sounds are used outside of dialogue, like in combat.
  2. I must be your favorite because I think I made it close to the real thing.
  3. It should, but all the security spikes currently in your inventory still won't do anything. If you remove them with KSE and then add them back in, they should be converted to the new kind.
  4. View File JC's Security Spikes for K1 Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed. Submitter JCarter426 Submitted 02/01/2019 Category Mods K1R Compatible No  
  5. Version 1.1

    29,447 downloads

    Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.
  6. Unfortunately, I don't think anything you mentioned can be edited. Everything defined in nwscript.nss is all we have to work with as far as scripting for the game, and the source for that is hard-coded. You'd have to crack the EXE to do anything about it. Yes, xoreos is an open source implementation of the entire Aurora family, including KOTOR. Everything from Neverwinter Nights to Dragon Age 2. The open source part is the key point there, as it would theoretically allow for the sort of thing you want to do when completed. It's not exactly in a playable state yet, but it might be more up your alley. And I'm sure they'd welcome any assistance.
  7. Yeah, I've fixed everything I'd planned to, or at least every issue I encountered personally apart from that area transition bug. Anything you'd want to add to the Community Patch would be nice, but I've sorted everything we had reported so I'll move on to the rest of the to-do list in the meantime.
  8. Hey, it's been a while but I wanted to pop back in because I've been debugging this again for the Community Patch and thought we could compare notes if I've missed anything. I already have fixes for the rapid transit issue and the loading from a save issue. The Sand People will go hostile if you "return to Ebon Hawk" and then don't put a disguise on, and they won't go hostile if you enter the enclave with a disguise. I also didn't specifically make fixes for these, but after applying the above, I no longer ran into the weirdness with their hostility state changing if I kept exiting and entering the enclave, or any [A small group of Sand People ambush you!] encounters while disguised. I'm not sure if they're really fixed since I didn't actually do anything for them, but they may have been fixed by the other fixes. The one thing that does still plague me is that if you take a disguise off and exit an area, there's a good chance the game will crash. It's most likely caused by the module's OnExit firing the heartbeat script, but I don't know why that would crash the game.
  9. Here's a direct link to the aforementioned builds. If there are any specific mods you're wondering about, now would be a good time to bring it up, as Sniggles is currently in the process of updating them. That's a nice idea, but I don't think it's really possible to get a definitive list. For one thing, the number of mods for which the install order actually matters is probably very small. In most cases, you could pick a bunch of random mods and be fine, so long as you don't pick two mods that obviously do the same thing. When there are conflicts, the majority of the time it makes the mods mutually exclusive - either you use one or the other, you can't use both. So the order doesn't matter. Things get more complicated with TSLPatcher mods, because they can be installed on top of each other, but it isn't always safe. Certainly if you have one mod that does a hard .mod, .2da, or .tlk edit and another mod that patches the same file, you need to install the TSLPatcher one last to ensure the changes don't get overwritten. But if you have multiple TSLPatcher mods editing the same file, sometimes it can cause an issue, but a lot of the time it doesn't. For example, the KOTOR 1 Community Patch and my Korriban: Back in Black both make changes to various NPCs on Korriban. Some of these changes are the same, but a few are different. If you install mine last, you will get all my changes, and if you install the Community Patch's last you will get its changes in favor of mine when there are conflicts. But there's no problem either way. In this case it's a matter of preference. So I figure the more mods you put on the list, the less helpful the list becomes. It would get full of mods for which there is no correct order, and would need a lot of footnotes for various exceptions. The best you can do is verify the order for a list of specific mods you want to use. If you want to get more in depth than that, you could look into some technical stuff so you'll be able to judge roughly when you should install a mod - like if you see it's making a hard install rather than patching, you know you have to install it before your TSLPatcher mods - but obviously the average user isn't going to want to do that. Of course the other issue is that modders can't be expected to know how their mod is going to interact with every other mod in existence, especially relics from a bygone era. There are plenty of popular mods I've never tried or don't care for, so I couldn't be sure whether there would be any problem.
  10. At the moment, there's no way to compile to the BIFF format, as far as I know. That's dead last in the load priority, though, so that shouldn't be necessary. It goes something like Override --> .mod --> .rim --> .bif though I'm not sure on the specifics with sounds.
  11. I remember this happening before, in the olden days on LucasForums. I think @InSidious was involved but sorry for the ping if it wasn't you. My memory is hazy, but I believe the issue is there are lots of files with the same string of music, and only one of them is the one that's really played. I see mus_s_darkshort in sounds.bif, StreamMusic, and StreamSounds, and mus_s_darkside in StreamMusic and StreamSounds. I also remember mus_s_kreiaevil in StreamMusic being similar. And it might not even be any of those. Only thing I can suggest is to try replacing them one by one. I also checked the High Quality Music patch, and both mus_s_darkshort and mus_s_darkside are updated in that. So that would suggest they are used but eh, who knows. Those install to StreamMusic.
  12. When you remove the audio and the dialogue plays muted, is there any lip movement with it? The droid might not have physical organic lips, but the equivalent would be flashing lights on the photoreceptors or something like that. It sounds like it might be a case of the model's talk animation being bugged, and removing the audio would possibly circumvent that. At least, that's the only thing I would expect to cause a crash in normal circumstances. Usually if there is a problem with the audio file, it simply doesn't play. If it is an audio issue, though, it could something weird in the dialogue file, like if it's trying to play both generic droid VO and a specific VO file at the same time.
  13. First time I played, I got confused by the upgrade system. When Bao-Dur told me the parts I'd need, I thought I could go to the workbench and build them since they were listed there, but no matter what I tried he kept saying "you're still missing a lens" or whatever. The saber workshop was at least partly inspired by that mistake.
  14. I hadn't noticed those, but I'll take a look when I get a chance.
  15. I have specific memories of taking both feats during one run of the game, and holding off on the melee one to to take the lightsaber one later on another. I never checked the combat log for it until yesterday.
  16. I've been wondering the same thing about the door hooks. As far as I can tell, they don't do anything. I believe they were only left there for reference, so doors can be placed at the correct coordinates. Some modules have dummies that appear to be where the lights used to render the lightmaps were, too. I haven't tried making a new path file yet, so I got nothing there.
  17. I'm not sure, but I wouldn't expect it to have those animations, unfortunately.
  18. That's normal. Creatures models typically have a limited stock of animations. It might be possible to get it to use the player supermodel, but that probably isn't necessary unless you want to fight it or something. It likely has idle and talk animations already, and should be suitable for your standard background NPC.
  19. Version 1.2

    1,637 downloads

    Summary This mod corrects some errors in the feeat.2da and featgain.2da files, which determine what classes can get what feats and when. First, a number of feats available to the base Jedi classes were not available to the prestige classes. This appears to be an error, given the inconsistency. It wasn't even that no prestige classes could take them. For some feats, certain tiers were available but not the rest. Other feats were available to some classes but locked out of others, despite being available to all Jedi classes. So I've gone through and set all feats that seem like they were meant for all Jedi classes to be available for all Jedi classes. The affected feats are: Caution Close Combat Dual Strike Empathy Gear Head Regenerate Vitality Stealth Run Second, the Scoundrel class was similarly missing access to feats they ought to be able to take, based on what is available to other organic classes: Dual Strike Finesse: Melee Weapons Regenerate Vitality Stealth Run Weapon Focus: Blaster Rifle Weapon Focus: Melee Weapons Third, some classes did not have access to cross-class skill feats for certain skills that were not class skills for them: Class Skill: Stealth (Jedi Weapon Master and Sith Marauder) Class Skill: Treat Injury (Scoundrel) Fourth, the Finesse: Lightsabers feat was redundant, because Finesse: Melee Weapons applies to both melee weapons and lightsabers. This was probably not the intent, but these feats are hard-coded, so I have no way of fixing them. I chose to remove the ability to select Finesse: Lightsabers at all. If you want to build a finessing character and receive the benefits of this feat, you can select Finesse: Melee Weapons instead and get it for melee weapons as well as lightsabers. Also, the weapon and armor proficiencies for prestige classes were inconsistent. This would not cause a problem in regular play because prestige classes are only available to the player character and the player character already had these proficiency feats; however, it could create oddities when using other mods or a save editor. I have adjusted the following feats for prestige classes to match the base Jedi classes: Armor Proficiency: Light Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Finally, the feat gains for the Combat Droid and Expert Droid classes were swapped, just as they were in KOTOR 1. TSLRCM already fixes this issue for KOTOR 2, but I added it to my fixes as well for the sake of completion. Installation Extract files from the downloaded archive. Run Feat_Fixes_K2.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Delete feat.2da and featgain.2da or replace with backups if necessary. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe Permissions Mod: JC's Feat Fixes for K2 Mod Author: JCarter426 Game: Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference: "Feat fixes by JCarter426" or "uses JC's Feat Fixes" or some other reasonable phrasing. Additional Credits: KOTOR Tool – Fred Tetra Credits: TSLPatcher – stoffe This mod resource is released under the following licenses: Attribution Only License 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 permission is not 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 AND NOW AS FESTIVUS ROLLS ON, WE COME TO THE FEATS OF STRENGTH. UNTIL YOU PIN ME, OBSIDIAN, KOTOR IS NOT OVER! LET'S RUMBLE! 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.
  20. View File JC's Feat Fixes for K2 Summary This mod corrects some errors in the feeat.2da and featgain.2da files, which determine what classes can get what feats and when. First, a number of feats available to the base Jedi classes were not available to the prestige classes. This appears to be an error, given the inconsistency. It wasn't even that no prestige classes could take them. For some feats, certain tiers were available but not the rest. Other feats were available to some classes but locked out of others, despite being available to all Jedi classes. So I've gone through and set all feats that seem like they were meant for all Jedi classes to be available for all Jedi classes. The affected feats are: Caution Close Combat Dual Strike Empathy Gear Head Regenerate Vitality Stealth Run Second, the Scoundrel class was similarly missing access to feats they ought to be able to take, based on what is available to other organic classes: Dual Strike Finesse: Melee Weapons Regenerate Vitality Stealth Run Weapon Focus: Blaster Rifle Weapon Focus: Melee Weapons Third, some classes did not have access to cross-class skill feats for certain skills that were not class skills for them: Class Skill: Stealth (Jedi Weapon Master and Sith Marauder) Class Skill: Treat Injury (Scoundrel) Fourth, the Finesse: Lightsabers feat was redundant, because Finesse: Melee Weapons applies to both melee weapons and lightsabers. This was probably not the intent, but these feats are hard-coded, so I have no way of fixing them. I chose to remove the ability to select Finesse: Lightsabers at all. If you want to build a finessing character and receive the benefits of this feat, you can select Finesse: Melee Weapons instead and get it for melee weapons as well as lightsabers. Also, the weapon and armor proficiencies for prestige classes were inconsistent. This would not cause a problem in regular play because prestige classes are only available to the player character and the player character already had these proficiency feats; however, it could create oddities when using other mods or a save editor. I have adjusted the following feats for prestige classes to match the base Jedi classes: Armor Proficiency: Light Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Finally, the feat gains for the Combat Droid and Expert Droid classes were swapped, just as they were in KOTOR 1. TSLRCM already fixes this issue for KOTOR 2, but I added it to my fixes as well for the sake of completion. Installation Extract files from the downloaded archive. Run Feat_Fixes_K2.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Delete feat.2da and featgain.2da or replace with backups if necessary. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe Permissions Mod: JC's Feat Fixes for K2 Mod Author: JCarter426 Game: Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference: "Feat fixes by JCarter426" or "uses JC's Feat Fixes" or some other reasonable phrasing. Additional Credits: KOTOR Tool – Fred Tetra Credits: TSLPatcher – stoffe This mod resource is released under the following licenses: Attribution Only License 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 permission is not 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 AND NOW AS FESTIVUS ROLLS ON, WE COME TO THE FEATS OF STRENGTH. UNTIL YOU PIN ME, OBSIDIAN, KOTOR IS NOT OVER! LET'S RUMBLE! 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 01/27/2019 Category Mods TSLRCM Compatible Yes  
  21. The model is already all there, yes. I don't know if there's any VO for it, though, and I don't recall what SpaceAlex was doing with it either. But they could easily be put in somewhere.
  22. That appearance line was already the Chadra-Fan, though it's never used in the game.
  23. That's not the case for dialog.tlk. The difference is that the "original" 2DA files are not kept in Override. They're archived elsewhere (global.rim for K1 and 2da.bif for K2) so it's generally safe to modify them and if you delete any from Override, you won't be deleting the original. The game has a load priority so it loads from Override before looking through the other archives for 2DA files. But dialog.tlk is only ever installed directly to the main directory (SWKotOR or SWKotOR2) and this is indeed the original and only copy of the file, unless you make a backup.
  24. JCarter426

    Sith Armory

    I've received new information that has made me suspect it's specifically the Leviathan capture that causes the bug, rather than a latent save error. My guess would be that the disguise property gets stuck on the player when their inventory is stolen, either because the item isn't unequipped in the usual sense or because there isn't enough time after it's unequipped for the appearance to reset correctly. Whatever the case, I think the safest course of action would be to remove the disguise item before that point, maybe during the scene on the Ebon Hawk before the capture.
  25. I've thought about it and maybe that would work, but I think it'd have to be placed somewhere on Telos due to its low stats. It can't be upgraded and you can easily make a better item with upgrades on another robe, so it couldn't be late in the game like the Ossus Keeper robes. With the corrected loot system, you only get the Norris robes if you character level is between 8 and 15, after Peragus until halfway through your first planet or thereabouts. I don't think it would be feasible to come up with a possibility for every planet, but maybe somewhere on Telos would work. But the other problem is there's no texture for it. #5 clearly wasn't intended for that robe, so either they would have the same texture as something else or things would have to be shuffled around. I just don't know if it's worth all the effort. Like I said, it's not possible to acquire them in the original game. They're there in the code, but it's bugged. Interesting, I hadn't noticed that one. I couldn't find any reference to it in dialog.tlk other than the name - unless that was related to the Jedi armor, but who knows. They give a bonus to Wisdom and some immunity against both light and dark side damage. No other robes have the latter property, so unlike the Norris robes they aren't exactly bad to get later in the game, at least until the Sage tier is possible of course. It's also worth pointing out, though, that you aren't likely to get the Baran Do Novice robes, at least with TSLRCM's fixes to the loot. I know by the time I got any robes when I last played I was already level 10, so it would've been impossible. There's only a 1/16 chance of getting robes at all when you get items (and not junk like credits, medpacs, and grenades) and then which item you get is highly dependent on your current character level.