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Posts posted by JCarter426
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JC's Romance Enhancement: Pan-Galactic Flirting for K1
Summary
This mod removes gender restrictions in dialogue throughout the game, allowing the player to flirt with several NPCs regardless of gender.
- Sarna and Yun Genda
- Female slaves in Davik's Estate
- Rahasia Sandral and Shen Matale
- Duan and Viglo
- Lashowe
- Yuthura Ban
Installation
- Extract files from the downloaded archive.
- Run Install.exe.
- Click "Install Mod" and select your game directory (default name SWKOTOR).
This mod only supports the English language version of the game at this time.
Uninstallation
- Remove the installed files or replace from backups if necessary.
Compatibility
This mod is compatible with my Biromantic Bastila mod.
This mod patches the following dialogue files.
In danm14ad.mod:
- dan14_cutscene.dlg
In manm26aa.mod:
- man26_duan.dlg
- man26_viglo.dlg
In tar_m02ae.mod:
- tar02_sarna021.dlg
- tar02_yungenda21.dlg
In tar_m08aa.mod:
- tar08_davslav82.dlg
This mod may not be compatible with other mods that affect those files. TSLPatcher is utilized for better compatibility, but there's never any guarantee. This mod must be installed AFTER any non-TSLPatcher mods that edit anything in those areas.
This mod installs the following new VO.
- nm26aaduan01100_
- nm26aavigl28100_
- nm08aadavs10100_
- nm08aadavs10101_
This mod will not be compatible with any mods utilizing those names for WAV or
LIP files.This mod replaces the following global scripts.
- k_con_flirt.ncs
- k_con_flirtno.ncs
These scripts are edited to remove any checks relating to the player's gender.
Credits
KOTOR Tool – Fred Tetra
TSL Patcher – stoffe, with updates by Fair Strides
CSLU Toolkit – Center for Spoken Language Understanding
DLGEditor – tk102
ERFEdit – stoffe, with updates by Fair Strides
K-GFF – tk102
KOTOR Savegame Editor – tk102
LipSynchEditor – JdNoa
NWNSSCOMP – Torlack, stoffe, & tk102And thanks to Master Kavar, whose Bastila & Female Revan (Untold Love Story) mod inspired many of this mod's changes.
Permissions
Mod
JC's Romance Enhancement for K1
Mod Author
JCarter426
Game
Star Wars: Knights of the Old Republic
Attribution Preference
"Romance Enhancement by JCarter426" or "uses JC's Romance Enhancement" or some other reasonable phrasing.
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 followed.
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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.
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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
THIS GAME MODIFICATION IS NOT SUPPORTED BY OR ROMANTICALLY INVOLVED WITH SARNA, YUN GENDA, DAVIK KANG OR ANY OF HIS STAFF, RAHASIA SANDRAL, SHEN MATALE, LASHOWE, YUTHURA BAN, <FULLNAME>, LUCASARTS, OR BIOWARE.
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.
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Submitter
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Submitted07/05/2022
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Category
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K1R CompatibleNo
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As far as I'm aware, it's not possible to give an ActivateItem property to a weapon. Only certain types of items will accept certain properties.
Similarly, while there is a property for an item to grant bonus feats when equipped (e.g. Sith Mask, Thon's Robe, Droid Combat Enhancement) I don't believe there is a property to grant Force powers.
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I believe all of TSLRCM's files are lowercase. For other mods, you do need to correct this. More information can be found here.
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Turns out I had applied the audio to the male response, so the female response played nothing and the male response played the edit to remove the reference to the player being a man. Whoops.
I've attached a hotfix that should fix it for existing installs, but it won't be compatible with any other mods that change Bastila's dialogue.
JC's Romance Enhancement - Biromantic Bastila v1.2_hotfix.zip
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2 hours ago, Nagolian said:He says "You were banished from Manaan before you had the chance to tell Shaelas what you discovered in the Sith Base."
This is a journal entry added by the Community Patch. The Community Patch isn't compatible with K1R.
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You also want to package it in a .mod file rather than overwriting the original .rim files.
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It plays for me. It could be that your media player has trouble playing it because it's less than one second.
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Yes, GiveItem does not seem to prompt any feedback or status summary whatsoever. That is what I used for my Vision Enhancement to unequip and reequip the player's clothing and headgear. I found a few cases of this in game code as well.
I thought I had learned of SuppressStatusSummaryEntry from reading game code, but I've looked and I haven't been able to find a single use of it in either game.
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22 hours ago, DiePutinDie said:Another question, i suppose its impossible, but asking anyway just for sure. Im using DestroyObject and CreateItemOnObject functions in script and every time when they firinfg there is shows popup window in game "item received" and "item lost", is there anyway not to show this window in certain case? Maybe there is another functions with similar functionallity, but without popup window?
21 hours ago, DarthParametric said:Not in K1. You can in TSL, since Obsidian added an extra variable for suppressing those messages.
The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction.
// 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1);
For example:
SuppressStatusSummaryEntry(); CreateItemOnObject("g_w_lghtsbr01");
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The global variable determining the player's gender is 000_PLAYER_GENDER. The values are:
GENDER_MALE = 0 GENDER_FEMALE = 1 GENDER_BOTH = 2 GENDER_OTHER = 3 GENDER_NONE = 4
However, the Handmaiden is not available as a party member for a female player. It sounds like you are using a mod that adds this option but does not add additional dialogue to refer to the player as female.
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Protection against any physical damage protects against all three, as far as I recall. It would be worth testing whether that has to do with how the damage bitmask works, or whether that is hard-coded for those types.
If it were the former, that would seem backwards to me. It would mean the more types of damage a weapon deals, the weaker it is, essentially.
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It's a bitmask, so 7 is 1 + 2 + 4, i.e. bludgeoning, piercing, and slashing.
My memory is hazy, but I remember universal damage being different in each game. In KOTOR 1, weapons that say they deal universal damage like disruptors actually deal physical damage, and this damage can be absorbed by items that provide damage resistance to bludgeoning, piercing, or slashing like Brejik's armband. Whereas in KOTOR 2, they deal acid damage. I don't recall whether the universal damage type is actually used.
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There are no M2DA files for KOTOR, only 2DA files. TSLPatcher can be utilized to patch only the changes you want to make for better mod compatibility.
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Yes, you will have to rename the base as well or else you will run into issues with sabers occasionally having the wrong color, as well as an annoying error log.
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Launch the game and look at the game's logo in the main menu. It should say whether TSLRCM is installed or not.
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You can find a tutorial on this in the LucasForums archive here.
I believe in KOTOR 2, there is already a generic script that will make an NPC walk to random points without requiring a waypoint path as well. You could try finding an NPC that does this to take a look at their scripts.
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If you want to change this specific light without changing everything else that uses that light texture, you have to edit the model for that room of the Ebon Hawk.
The models are located in models.bif. I'm not sure which room that is in KOTOR 1, but in KOTOR 1 the Ebon Hawk area models begin with m12. As PapaZinos pointed out, the model is 003ebol in KOTOR 2.
In theory, it's possible to change the texture by editing the model with a hex editor by finding and replacing that instance of the texture—LEH_light04 as Sith Holocron pointed out—with a new texture name. In practice, it's often much easier to import it using KOTORmax and 3ds Max or Gmax, or KotorBlender and Blender. Editing the model in a modeling program also allows for more complex edits, such as changing the UV mapping.
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If you're talking about Revan's Flowing Cape and Belt Fix by Sithspecter, it has its own animations on the model and doesn't use the player supermodels. The flap getting stuck in the air is a known issue with that model.
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Try going to C:\Program Files (x86)\Lucasarts\SWKotor and make sure you have full permission to edit that folder and any files in it. It sounds like it's failing due to lack of writing permission for dialog.tlk. Not a lot of mods edit dialog.tlk, and it sounds like other mods are able to read the game folder from the registry correctly, and there is probably nothing wrong with the installation instructions if you were able to get it to run successfully somewhere else, so a permission issue seems the most likely culprit to me.
Also, make sure you do not have the game or modding tools such as KOTOR Tool running while trying to install the mod. Anything reading from dialog.tlk could temporarily block writing permissions, too.
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If the model is invisible in game, the most likely problem is that the meshes were not linked to the base properly. Make sure to use the link tool in KOTORmax, not just 3ds Max's linker.
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It's not possible as the combat is hard-coded to only check for the specific lightsaber item types.
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It might be a bug. This isn't how the ability bonus property on magic items works in NWN. However, this is how it works in NWN 2, which was based on the Odyssey engine updates and perhaps retained the bug.
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Adding New Armors to the Game
in General Kotor/TSL Modding
Posted
You can avoid having to make a new row for each texture by changing the model type from F to B. That will allow it to use texture variations based on the equipped item.