JCarter426

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Everything posted by JCarter426

  1. You also want to package it in a .mod file rather than overwriting the original .rim files.
  2. It plays for me. It could be that your media player has trouble playing it because it's less than one second.
  3. 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.
  4. 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");
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. If you're updating from the previous version then yes, that should be fine.
  11. My Supermodel Fix has an option for K1 style running.
  12. Launch the game and look at the game's logo in the main menu. It should say whether TSLRCM is installed or not.
  13. 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.
  14. 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.
  15. 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.
  16. In general, I would recommend against changing the tags of any objects from the original game as that could result in unforeseen bugs and incompatibility with other mods. In this case, I would recommend replacing the on enter script with either the original or one with your own modifications. If it becomes an issue in the future we could look into a compatibility patch, but I don't think the Community Patch script is doing anything other than locking doors at the moment.
  17. The door is only edited to display a message when it fails to open. That doesn't change whether it is open or not.
  18. As far as I can tell, the Community Patch only edits k_ptar_openbase to prevent a minor bug with the base cutscene not firing, as documented here, so I don't think that's what's responsible. The Community Patch does prevent entry to the Vulkar base after the swoop race, as documented here, so perhaps it is also preventing entry after completion of the Sith base with this mod. I believe the changes are in k_ptar_03aa_en, and the source for the Community Patch's changes can be found here. Extracting the original script and installing it to Override would override the Community Patch's changes; however, since this is the on enter script for the whole area, it would also override any other fixes the Community Patch might make.
  19. 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.
  20. 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.
  21. It's not possible as the combat is hard-coded to only check for the specific lightsaber item types.
  22. This is a mod resource, not a mod. It's not meant to be installed. But you are probably referring to the TSLPatcher executable. I believe it will run via Wine, but I didn't make it, so I can't say much more than that. I don't know why. The Party Robes archive was much bigger than the others, despite the source being smaller. I had to split it in two, but... why?
  23. The Cloaked Party Robes should be compatible, though the Qel-Droma robes will look the same as brown robes for the party members. You have to choose between Cloaked Jedi Robes and Cloaked Hybrid Robes. As this mod requires Cloaked Jedi Robes, it won't be compatible with Cloaked Hybrid Robes.