JCarter426

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Everything posted by JCarter426

  1. Launch the game and look at the game's logo in the main menu. It should say whether TSLRCM is installed or not.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. The door is only edited to display a message when it fails to open. That doesn't change whether it is open or not.
  7. 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.
  8. 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.
  9. 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.
  10. It's not possible as the combat is hard-coded to only check for the specific lightsaber item types.
  11. 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?
  12. 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.
  13. When you have toolbox items in your inventory, they appear as usable items in the same slot as stimulants.
  14. 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.
  15. Unfortunately, it's not possible to make the game recognize new columns for body model slots in appearance.2da. See here for more details. It is theoretically possible with scripting, but there are various issues that make it impractical. And for that, you can look here for more details.
  16. Video This recording contains every voiceover from Star Wars: Knights of the Old Republic II - The Sith Lords that is not referenced in any dialogue file anywhere in the game. This is not a comprehensive representation of the game's cut content. Some lines of dialogue were never recorded, while others are referenced in dialogue files but inaccessible through normal gameplay. This is also not representative of what content has or has not been restored or could or could not be restored. Some of these lines have already been restored by The Sith Lords Restored Content Mod and other mods. Some of these lines exist in isolation, and it would be difficult to restore them without the availability of other assets. Some of these lines were from the E3 demo or recorded for testing purposes and intentionally unused. Finally, there are some edge cases with lines relating to content which is already in use in the game. Many are alternate takes of existing lines, and some were phrased slightly differently. What it is, however, is everything that would otherwise be impossible to find without scavenging through all the voiceover files. There are some interesting finds here. List unreferenced_vo_k2.txt
  17. You can replace a body slot, yes. You an either replace the model files, which would affect everyone who uses that model file, or patch appearance.2da to have entries point to a new model, which would only affect whomever you want. It depends on what you want to do. Models can be edited with the following tools: KOTORmax and 3ds Max//Gmax or KotORBlender and Blender MDLedit or MDLOps
  18. UTI files don't determine the body model directly. The UTI file determines the base item type, which points to a row in baseitems.2da. That row determines a letter (A–J in K1, A–N in K2) for the body model variation, which points to a column in appearance.2da. The final model is determined by the entry in appearance.2da located at the appearance row and model variation column. It's not possible to add an additional body model variation because the game will not recognize new columns added to appearance.2da. All extant body model variations are used for K1. In K2, model J is unused. Mod compatibility is an issue, however, as that is the only one available.
  19. As far as I remember, the two Malak models are identical except for the jaw, so animations aren't an issue. And even if they were an issue, the models are similar enough that they could fixed with a simple edit. As far as changing Malak's appearance mid-cutscene, this is easy enough to implement by giving him a disguise effect or item. If you are expecting to see the jaw being cut off with elaborate visuals, then Salk is right that it would require a stunt animation, which is a fair bit of work.
  20. This mod only changes the body model, not Vrook or any other NPCs, so whatever problem you are having is unrelated.
  21. Whoops, took me a while to see this one. But for future reference, you'd have to change Bastila's line in appearance.2da to use this model, and then it should be fine. I don't remember if Bastila's existing model L slot uses anything, and it very well might not since there was no model L in K1.
  22. Attached is a compatibility patch. Repeating blaster K1CP Patch.zip
  23. I'll see about compiling Mac and Linux versions after it gets a necessary update.
  24. Reminds me of the icons for the Force Powers in the Jedi Knight games.