JCarter426

M478_Staff
  • Content Count

    1,544
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by JCarter426

  1. 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.
  2. 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.
  3. 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.
  4. I believe a female version of that model may be found here.
  5. 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.
  6. 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.
  7. Whenever it opens the inventory editor, it sets all items to be droppable.
  8. 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.
  9. 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.
  10. The third one hiding by the kiosk.
  11. 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.
  12. It only applies once, when picking the lock it's used on. It's not on a timer like Force powers and shields.
  13. Sounds like a permissions error. You should make sure both your game directory and the mod installer folder aren't set to read only.
  14. 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.
  15. 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.
  16. I must be your favorite because I think I made it close to the real thing.
  17. 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.
  18. 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  
  19. Version 1.1

    34,267 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.