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Everything posted by JCarter426
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Armor mod causing crash when selected.
JCarter426 replied to LordCybot's topic in General Kotor/TSL Modding
Depends on what you want to do with it. If you just want the item to have the properties of a robe but with the look that appearance usually has, then you'd just need to fill in the modeln & texn entries with the same values that are filled in for modela & texa already. -
Armor mod causing crash when selected.
JCarter426 replied to LordCybot's topic in General Kotor/TSL Modding
Yes, that appearance entry has only modela/texa set. If you want to use that appearance with armor you'll have to fill in something for the other model slots. -
Armor mod causing crash when selected.
JCarter426 replied to LordCybot's topic in General Kotor/TSL Modding
Your item is a master robe but the appearance you're using has no entry for that (modeln/texn) in appearance.2da. -
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
The gloveless option is for the PC only currently. NPCs will still have gloves. I plan to at least add support for the party and Jedi Council in a future update. Not sure if it'll be the next one, which is 85% or so done aready, or the one after that. The main thing holding me back is I don't want to play the tinting game with Zhar or, even worse, draw Juhani's cat hands. -
View File JC's Vision Enhancement for K1 Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. 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 "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. 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 11/11/2018 Category Mods K1R Compatible Yes
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Version 1.2
36,129 downloads
Summary Throughout the game, there are cutscenes of the player sleeping and having Force visions to further the plot. This mod fixes two things about those scenes that bothered me. First, the first of these scenes is supposed to happen in the party's apartment on Taris, but is quite clearly set on the Ebon Hawk like all the other scenes. I've edited the area used for the visions to put in a copy of the apartment to make the location consistent. Second, the scenes show the player wearing whatever item they happened to have equipped when the scene started. So the player would routinely sleep in their clothing, even armor. I've edited the cutscene scripts to remove the player's equipment for the duration of the vision. Installation Extract files from the downloaded archive. Run Vision_Enhancement_K1.exe. Select which version to install: If you use the KOTOR 1 Restoration, choose the K1R-Compatible Installation. Otherwise, choose the Basic Installation. Click "Install Mod" and select your game directory (default name SWKOTOR). Uninstallation Remove the installed file. Compatibility This mod is not compatible with any other mods that alter the vision module STUNT_00. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides DeNCS – JdNoa & Dashus ERFEdit – stoffe, with updates by Fair Strides K-GFF – tk102 KOTORMax & MDLEdit – bead-v NWMax – Joco NWNSSCOMP – Torlack, stoffe, & tk102 and thanks to DarthParametric for decompiling a script for me. It's an ongoing mystery why DeNCS refuses to decompile certain scripts for me and only me. 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 "I AM NOT A VISION" SAYS THE VISION. HA! WELL, THEN, I AM NOT KOTOR, DEVELOPED BY BIOWARE, NO. I AM NOT A VIDEO GAME EITHER. 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. -
Oh, that's a good idea. I had thought of doing a grey/blue one before, but it was part of a plan to have different textures for the different robe tiers. Given that the grey & brown texture in K2 is for padawan robes, I had thought of making grey variants for the padawan tier, with the white variants for the master tier, and then something else for white. Ultimately I decided I didn't want to do that, though. But I hadn't thought of using them as an alternative along the lines of the 100% brown option. I might try that.
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
Are you using a modded player appearance? Due to TSLPatcher limitations, I can only set up the installer to modify the original game appearances, so that would explain the gloves. Though other appearances can be given gloveless support with a manual edit to appearance.2da. As for the collar, could I get a screenshot? There really shouldn't be any way for that to happen since the original K2 model is not in the game and my mod only installs a modded one, so I have no idea. -
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
I plan to make some, or rather I started them, but they still need some polishing before they're ready for release. -
I don't know if that would work or not, but it's kind of a moot point because changing Bao-Dur's subrace definitely does work and is a lot easier if not a totally satisfying solution.
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No, it doesn't. The denysubrace column in baseitems.2da prevents Wookiees from wearing clothing and masks. It's not clear how Bao-Dur's restrictions work, but it's certainly not that.
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It's not true.
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L5-65's shadows are due to an issue with the model. The parties who are in a position to fix it are aware. The problem is a pain to fix though. I don't see what's supposed to be wrong with anything else in those images.
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There's this one from the FileFront days, archived on GameFront.
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That's just something somebody did for some mod. There isn't a unique Dessicus appearance anywhere in the game files.
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It does seem kind of racist that three out of the four named Quarren are Exchange bosses. But would it be any better if they were changed to another alien species that already appears too much? There are only four named Quarren in the game as it is, four that I remember anyway. Slusk is specifically described as a Quarren, so that doesn't work anyway. Also there is no unused appearance associated with Dessicus.
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Version 1.1
345 downloads
Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords- 1 review
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View File Odyssey++ Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords Submitter JCarter426 Submitted 11/01/2018 Category Modding Tools
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Visas' Meditation Obelisks
JCarter426 replied to Sith Holocron's topic in Knights of the Old Republic General
Yeah, I've used that one before. I thought I had another installed, but I'm not seeing it so I might've been thinking of a different script like Atrisian. I also checked on their use in the game. The blue half of the texture is used only for the light side version of Visas' final meditation scene on the Ravager. The red half of the texture is there at all other times. -
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
JCarter426 replied to JCarter426's topic in Mod Releases
Could I get screenshots? For the mod conflict, I can guess what went wrong but it would be helpful to see it for compatibility patch purposes. For the hand thing, I have no idea because I used game textures. The skin tones shouldn't be any more off than they are when your character is in their underwear. -
Visas' Meditation Obelisks
JCarter426 replied to Sith Holocron's topic in Knights of the Old Republic General
Huh, I never even noticed that was Aurebesh. Maybe because the font is squigglier than usual. I checked the texture and there are four distinct letter strings - two blue, two red. Only one pair (the ASDF one) has the same text. The other red string is still gibberish, though. Anyway, they could be made to say four different things with little fuss. Rather than replace them with different Aurebesh, I'd consider using a Sith script. There are a few fonts available online. -
I haven't been doing much modding over the last couple weeks because I've been working on this instead:
It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now.
(The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)