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JCarter426

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Everything posted by JCarter426

  1. Hmm, that's not what happens to mine. I have a bugged save with everybody disguised just outside the enclave as well. When I load it, nobody in the area attacks me (because I am disguised) but if I enter the enclave, everybody inside immediately goes hostile.
  2. It can, but I don't think it would be a practical solution. Seems the bug isn't limited to that anyway. Hmm, that would explain the problem I had before. I loaded up a bugged save to see what I could do with it with that in mind. I had to exit the Sand People Territory and reequip the items. When I returned to their territory, I triggered one of the [A small group of Sand People ambush you!] encounters, but nobody else was hostile and the disguises otherwise worked correctly. That would suggest the trigger is handled through area scripts. I looked through the module.ifo files and found the Mod_OnAcquirItem scripts set up for the Dune Sea and Eastern Dune Sea. I couldn't get k_ptat18aa_acqui or k_ptat18ac_acqui to decompile, but I can make some educated guesses about what's going on. First, those scripts only fire when items are equipped when you're in those areas. You equip a clothing item, the script runs and does whatever cryptic thing it's doing that we can only guess at. So you have to equip the disguise items in those specific modules - m18aa and m18ac - for the script to fire and set the state correctly. Returning to the Ebon Hawk with the fast travel option likely fails to unset that state. This would be an issue with one of m17ab's scripts, k_ptat17ab_enter. That one wouldn't decompile for me either. It appears that m18ab doesn't do anything at all with regard to the disguise. It seems the AI for the NPCs in that area actively checks if you have the disguise equipped and they'll go hostile if you're not disguised. This is unrelated to the other disguise checks. I was also able to kill them all, leave, equip the disguise, and return and enter the enclave incognito. Conversely, it means they don't bug out when everything else does. The Sand People ambush triggers probably fail to check for the disguise at all. Finally, while I was testing all that, I discovered another bug. If I equip the disguise and then unequip it or equip another item, the game crashes when loading m18ab. It's hard to say what can be done to fix the problem when I can't look at the source scripts, but my instincts tell me to modify the OnEnter scripts. Simply have them check if the disguises are properly equipped and set the state accordingly. And if you do that you could just dummy out the other stuff. I don't know why OnAcquirItem was used instead of that. But it's clearly not behaving as intended, so it's hard to guess how it was supposed to work.
  3. Right click the controller you want to edit > edit values.
  4. I tried it and didn't encounter that problem, but I've had problems like that before. I noticed that fast travel changes the disguise items; there are probably different UTI files contained in each area's static RIM archive, rather than a single global diguise item. But the only oddity that caused, at least for me, was that they're sorted separately in the inventory.
  5. Some more robe progress:

    LBQmVNk.png

    There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all.

    Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.

    1. Show previous comments  2 more
    2. Ferc Kast

      Ferc Kast

      Looks nice. 👍 Never made sense to me why the original didn't look more like Jolee's outfit despite being named after him.

    3. JCarter426

      JCarter426

      Could've been an unrelated design that only got attached to Jolee's name after it was done. There are some other questionable things going on with the texture variants, too. #5 isn't used at all, and I believe #9 and #10, the Baran Do Sage and Norris robes, should be swapped. I've decided I'll have to take a few liberties with the remaining textures to sort out these issues. Of course I've ended up creating more work for myself by deciding to give some of them the same treatment I did Jolee's, but only for two more of them.

    4. JasonRyder

      JasonRyder

      Love the new Jolee's robe look! It's been 6 years since someone posted a reaction to this. Looks like this never got released. 

  6. 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.
  7. 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.
  8. Your item is a master robe but the appearance you're using has no entry for that (modeln/texn) in appearance.2da.
  9. They were made for a different model. Maybe it could be made to work, but I don't know if it would be worth the effort. I did release a mod resource version for anybody who wants to do that sort of thing though.
  10. 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.
  11. 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. Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available. 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  
  12. Version 1.2

    40,650 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. Warning: This mod reportedly causes crashes on Steam Deck, so it should not be used on that platform until a fix is available. 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.
  13. 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.
  14. 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.
  15. Yes. I suppose it's not obvious from a non-modder perspective (I've been doing this too long) but they don't affect any of the same files at all. If you install both mods, the Sith on Korriban will wear the cloaked Dark Jedi robes.
  16. I plan to make some, or rather I started them, but they still need some polishing before they're ready for release.
  17. 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.
  18. 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.
  19. It's not true.
  20. 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.
  21. No, but it includes my own fixes.
  22. There's this one from the FileFront days, archived on GameFront.
  23. That's just something somebody did for some mod. There isn't a unique Dessicus appearance anywhere in the game files.
  24. 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.
  25. Version 1.1

    390 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
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