JCarter426

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Everything posted by JCarter426

  1. 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.
  2. 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.
  3. I hadn't noticed those, but I'll take a look when I get a chance.
  4. 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.
  5. 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.
  6. I'm not sure, but I wouldn't expect it to have those animations, unfortunately.
  7. 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.
  8. Version 1.2

    1,764 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.
  9. 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  
  10. 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.
  11. That appearance line was already the Chadra-Fan, though it's never used in the game.
  12. 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.
  13. 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.
  14. 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.
  15. I'm glad you like it. I was close to releasing it, but I ran into technical problems with upcrystals.2da. I could go back and cut out the new crystals and finish up the rest of it, probably will one of these days. That's interesting, I didn't know about some of that. I would guess Arca's robe is among the Dxun content because it might've been placed there in an earlier version, maybe before they added it to the random loot or for the E3 demo. Although, I don't believe it's possible to even acquire it in the original game due to bugs in the loot system. The earlier Jal Shey and Zeison Sha items were probably before they had an armor model for them. I've seen the Jedi armor before, not sure why those didn't get made if they got the armor. I'm fairly certain the Baran Do Advisor robes were replaced by the Norris robes, but to add them back in properly would require some edits to the loot, so I'm not sure how to go about it.
  16. The game only loads data from the module files the first time you visit the module. It stores a copy of each module visited in the .sav file and subsequently loads from this. That's how it knows what containers you've looted, what NPCs have been killed or otherwise left the area, etc. So typically, if you make any change to a module, you have to load from before you've ever visited it. If you need to spawn creatures after you've visited the area, you would have to do it with a script.
  17. When you go to test it, are you loading a save from before you ever visited that module?
  18. I think the matter of upcrystals.2da was already conveyed to you via Reddit, but I wanted to add that the file has a limit of 255 lines. After that, it won't recognize any new crystals, so you may want to keep that in mind if you're planning to add a lot.
  19. Does he not show up at all in the original game? I thought he appeared, just without the suicide pact option. It looks like it's all set up in the dialogue file, but the line has a conditional script that always returns false. Anyway, it would be feasible to replace Cede's appearances with Carth, but keep the evil Bastila holograms as is. The only part I don't imagine would work would be the meeting with Carth. But you donn't get an audience with Cede, so maybe Carth doesn't care to talk with you in that scenario either.
  20. KOTOR Tool doesn't support K2 dialogue files. My guess is trying to edit it at all with KOTOR Tool corrupted the file.
  21. As I recall, the CSLU Toolkit wouldn't run on Windows 10 even back when their server was working. It's an issue with the program, not the licensing procedure, and of course the program is not being updated anymore. I can confirm the no online license fix works on Windows 7, however.
  22. Looks like it wasn't used on the original model. I didn't realize it wasn't needed before.
  23. The Yavin door appears to use line 64 in genericdoors.2da for K1. If it's 76 in K2 and all the other files are there, then you should only have to change it to GenericType 76.
  24. Those steps were for MDLEdit. MDLOps doesn't have the same requirement, though the same basic procedure applies.
  25. You can rename the original script and then execute it like so: void main() { ExecuteScript("original_script_give_it_a_new_name", OBJECT_SELF, -1); // Then add all your stuff here whatever it is } Then save your script with the original name.