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Everything posted by JCarter426
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There isn't any on Dantooine. The blue Mandalorian Battle Armor can be found in the Tomb of Tulak Hord on Korriban and in one of the Rakatan settlements on the Unknown World. See here. The only change to the item drops that this mod makes is to replace one of the Mandalorian Battle Armor drops with the unused Mandalorian Heavy Armor.
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Those are the right files, but you don't want to delete them. Install K1R, then Extra Saber Colors, then restore K1R's .mod files from the backup folder. And yes, you will still be able to purchase the crystals on Yavin Station. However, it might work with K1R as is, anyway. I'm not sure, but I also don't see why it would be a problem, as long as it's installed after K1R.
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Yes, I've received some reports of problems on Android. I think this is specific to the device's hardware, and I don't know of any way to fix it at this time.
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Yes, this is an issue with the robe animation from KOTOR 2. I'm planning to fix it in the next version when I have time. In the meantime, there is a partial fix available. Open the relevant MDL files in a hex editor, search for pause1 and pause2, and overwrite those characters with something else of the same length, like xxxxx1 and xxxxx2. That changes the names of the animations, so the model no longer overrides those animations, so it defaults to the ones on the supermodel. That will get rid of the arm glitch, but the arms will clip through the cloak more.
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MOD:JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 replied to JCarter426's topic in Mod Releases
It looks like whatever changes that mod makes to Bastila's dialogue is incompatible. However, the two mods do essentially the same thing, at least as far as Bastila is concerned. If you want to use the rest of that mod, it should work if you delete the Bastila files before installing mine. -
MOD:JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 replied to JCarter426's topic in Mod Releases
This is normal. You shouldn't move/remove them before running TSLPatcher. TSLPatcher will patch the existing files and this is usually fine. This, however, is not normal and means the mod didn't install correctly. Are you using any other mods that affect k_hbas_dialog.dlg? And if so, could you attach your backup copy of it? -
Based on the initial reports I've received, it seems like the names of files inside modules don't matter. It seem that only the names external files matter. Which makes sense, since those are the only ones in the file system. I was worried that perhaps the game makes temp files in the background which could lead to the same case sensitivity issue, but it seems not.
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Yeah, I know. And with a managed language, they have the luxury of being more willy-nilly than if it were C++ or C. Still, I don't think they would be doing it all over the place if it were so universally unacceptable. It's safe as long as you don't read before assigning at some point, and modern IDEs and compilers go out of their way to prevent you from doing that by accident. Again, if you have a compiler you can trust. I know the Visual Studio C++ compiler has some silly bugs, and Clang lets you do things it really shouldn't do because that code won't compile with anything else, to say nothing of NWNNSSComp. I know in most use cases it's minimal, but it can make a difference if you're processing huge amounts of data in a database, which C# and .NET are often used for. The reason C# allows uninitialized local variables, unlike, say, Java, is specifically for the performance gain. It mattered to somebody somewhere at some point. I mean if you give a variable in an inner scope the same identifier as one in the outer scope. The variable in the outer scope is hidden. Which you can also file under don't do that, but people make mistakes. Well yes, ideally you shouldn't have too much nested code in the first place. Another reason why I don't mind NWNNSSComp replacing nested else/if with else if.
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I've seen numerous examples in the documentation for C# and Java, including the very page on variable initialization in C#. The C++ textbooks I've read (Starting Out with C++, Professional C++, C++ Notes for Professionals) obviously warned about the dangers of using uninitialized variables, but still used the extensively when it was safe. I was taught that a) it is theoretically more efficient in languages that don't require variables to be initialized (e.g. C++ and C#) as minimal as that efficiency gain may be, and b) it's more readable—if you don't know what the value will be, don't say that's the value, as that's potentially misleading. This, on the other hand, I was taught was bad practice because it increases the chance of hiding variables by accident and creating conflicts. So I was told that it's better to avoid this except for temp variables in a for loop or for a swap. This was just within a function, though—obviously global variables have their own problems. I was also told that, in terms of memory, it's better to allocate it at the start of a function and have it crash there if it's going to crash rather than in the middle of execution. But I question whether that's a realistic problem anymore. Well... yes. I believe you. 😧
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This is still common practice, at least as far as I've been taught. Yeah, there are security issues if you then try to read one, but modern compilers either won't let you do that or will initialize it with a default value, if the language itself doesn't. With that in mind, I don't see the issue. I agree. I'm not concerned about syntactically identical source code. The way the source code is written is... not always the best way, to put it lightly. The issues you've mentioned before don't seem like they should cause problems to me. Like with the nested else/if vs a simple else if, that'll only be functionally different if you declare something local to the else branch's scope. And, obviously, don't do that. And I doubt the compiler would've optimized for it that way if it would produce functionally different code. It usually knows better than we do. I think that depends on whether you ask Oracle or Google...
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This isn't possible. Weapon sounds are determined by the base item type, and it isn't possible to add new lightsaber types. At most you could have different sounds for standard/short/double.
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The tool for that is ERFEdit. I don't know why this would happen, as it never happened during testing on at least four systems, plus all the ones since release, but the black screen should go away if you save and reload. Never mind, that won't do. The problem seems to occur if you click stuff or button mash during the transition between Trask joining the party and the following conversation that is supposed to trigger. We'll fix it in the next release. In the meantime, you'll have to reload and be careful.
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Additional step to get mods running on iOS
JCarter426 replied to zbyl2's topic in General Kotor/TSL Modding
Yeah, there is not much benefit if I still have to type out a list. I can write a program that wouldn't require that. That part is no big deal. What I'm unsure about is whether certain files would have to be edited internally. That's more involved. -
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The script that gives you the lightsaber/lightsaber part is a_give_quest_ls. The code that determines which lightsaber you get is with the rest of the random loot in k_inc_treas_k2 as AmanoJyaku says.
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Additional step to get mods running on iOS
JCarter426 replied to zbyl2's topic in General Kotor/TSL Modding
Assuming I make anything that is worth anything, it wouldn't be something you could run on your end. It would be something that mod creators would run on Windows. -
Greetings, everyone. It's been a while. I was busier than usual over the summer, and I wanted to wait until I had a more substantial list of updates. This time, there's lots and lots of Jedi robes for KOTOR 1, new saber colors for KOTOR 1, a new modding tool that allowed for some updates, and the usual bug fixes. Updates Darksaber for K1 – Fixed an issue with the Darksaber not spawning. Also changed the installer to patch MOD files for better mod compatibility. Cloaked Jedi Robes – Made some animation improvements and converted textures to TPC format. Slave Bastila – Animation improvements, TPC format, and patching MOD files. Cloaked Jedi Robes & Supermodel Port mod resource – Updated to keep up to date with Cloaked Jedi Robes and also to include content from the new robe mods below. Lightsaber Visual Effects for K2 – I lied last time. I had forgotten to upload the K2 version. So this got the same treatment that the K1 version did, finally: alternate blue and green color options and TPC format. Jedi Tailor – Added a line of dialogue to account for a quest state I had forgotten about regarding the Sandral-Matale feud. VO Fix for K2 – Converted audio files with SithCodec. New Mods Extra Saber Colors – Adds orange, cyan, silver, viridian, and pink lightsabers to K1. Every color crystal has one drop location in the game, and crystals can be purchased on Yavin Station. Cloaked Party Robes – Gives the Jedi party members unique robes based on their clothing models. Cloaked Hybrid Robes – An alternative to Cloaked Jedi Robes, this mod adds the cloaks of the K2 robes to the K1 body models. Modding Tools SithCodec – Encodes and decodes audio for Knights of the Old Republic. Something Completely Different This month sees a much-anticipated release for KOTOR 2. The KOTOR 1 version was released a while back, and it felt like ages as we waited eagerly for the KOTOR 2 release, questioning whether it would ever see the light of day. I am of course talking about @Kexikus' High Quality Skyboxes II for KOTOR 2. Oh, and the Aspyr ports of KOTOR 2 for iOS and Android that have existed for years were finally released today, and there is now a mobile version of TSLRCM that will mostly work, and there was an accompanying update for the non-mobile version as well.
