JCarter426

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Everything posted by JCarter426

  1. 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.
  2. When you have toolbox items in your inventory, they appear as usable items in the same slot as stimulants.
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. 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.
  8. 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.
  9. This mod only changes the body model, not Vrook or any other NPCs, so whatever problem you are having is unrelated.
  10. 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.
  11. Attached is a compatibility patch. Repeating blaster K1CP Patch.zip
  12. I'll see about compiling Mac and Linux versions after it gets a necessary update.
  13. Reminds me of the icons for the Force Powers in the Jedi Knight games.
  14. I'm not able to check in the game at the moment, but I ran DP's installer and mine, and it looks like all the files in that module are where they supposed to be.
  15. They should be compatible if they are both installed with TSLPatcher. I don't know why that would happen unless you are copying files manually or using some sort of mod manager that isn't compatible with TSLPatcher. If you haven't been to Tatooine at all, he should appear.
  16. I don't think it's included in the Community Patch at the moment.
  17. All of my lightsaber mods hosted here on Deadly Stream are compatible.
  18. KAurora can also edit the room links, although I would really recommend acquiring Gmax and KOTORMax for the convenience, since you can get Gmax for free.
  19. I'm planning to make it an optional patch similar to the existing one that lets her retain her Sith uniform, so there should be no compatibility issue if you want to do something similar in another mod. I'm thinking of having options for her to wear either black or blue robes.
  20. There are a lot of parts involved, but this is perfectly reasonable first as a first attempt at modding if you are prepared to learn. The basic steps are: Create the merchant NPC (UTC file) Create the store inventory (UTM file) Add the merchant and store to the the game Create a dialogue (DLG file) so you can talk to the merchant and attach this to the Conversation field on the merchant Write a script to open the store and attach this to a node in the dialogue file Here are the essential tools required for the job: KOTOR Tool to extract files K-GFF to edit the merchant's UTC file, store inventory UTM file, and UTI files for any new items you might want to create DLGEditor to edit the merchant's dialogue NWNNSSComp to compile scripts TSLPatcher and ERFEdit for compatibility if you intend to release the mod You can find a rundown of the most common modding tools here. There is also an archived tutorial from LucasForums on how to create a merchant here. A couple more notes: For my Jedi Tailor mod, I added a trigger (UTT file) to the dynamic area information (GIT file) that spawned the merchant and all other related objects. I felt that this had the smallest footprint and would therefore be best for compatibility. I also added a few invisible placeable objects to keep track of local variables relating to the tailor's dialogue. KOTOR 1 typically uses global variables for this, and I feel this should be avoided unless strictly necessary, again for compatibility. KOTOR 2 has more local variables available, so the merchant could handle them all alone.
  21. Assuming there are no file name conflicts, yes, that should work. It's somewhat better practice for compatibility purposes to use TSLPatcher to patch the merchant file in a .mod file, but this isn't strictly necessary, especially if this is for your own personal use. The only caveat to add is that you have to load a save from before you ever entered the area where the merchant is.
  22. It doesn't at this time, but that's something I'm planning to add in the next version.
  23. I'm not sure. It shouldn't do that, so I'll have to take a look when I have access to the files again.
  24. Yes, any changes to UTI files will not affect items that are already in your inventory.