Fair Strides

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Fair Strides last won the day on August 7 2020

Fair Strides had the most liked content!

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466 Jedi Grand Master

About Fair Strides

  • Rank
    Aurora Engine Operator
  • Birthday 04/30/1996

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  • Gender
  • Location
    Oregon, USA
  • Interests
    Modding, Programming, Nature, Star Wars. Don't forget that I love me some D&D! :)

    Honestly, I think I know WAY too much about this modding business... :| :D

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  1. This is a website error and will now be looked into. Thanks.
  2. That should be fixed by running KotOR 1 and 2 as an Admin. Otherwise, Windows will avoid making changes in a folder inside the Program Files or Program Files (x86) areas of the OS. Also, turning off Read-only on the Saves (and probably the whole LucasArts) folder, and running KSE as an Admin so that it can make changes to the saves will help.
  3. Hi, how are you

  4. We all hope to see you back with us soon. ;)

    Best of luck with real life commitments!

    1. jc2


      Best wishes FS!

  5. In absence of the Signatures, I would add this to it:

    "College is the bane of productivity."

    1. jc2


      Literally the best! XD

    2. DarthParametric


      Only if you bother attending lectures. After the first semester of first year, I quickly learned that many subjects you could just turn up for the exams and ditch the lectures. Depends on what the degree is though I guess, and how they apportion their grading. But lecturers typically like to minimise their workload.

    3. LiliArch


      By the way, signatures are back.

  6. To do this, you will need both the new entry in appearance.2da that you already know about as well as a new entry in heads.2da. You will need to enter the value of the new row in heads.2da into the "normalhead" and "backuphead" columns in the new entry in appearance.2da. In heads.2da, you can enter the same model name (which is in a column labelled either "model" or "label" or "head", I think) and then change the names in the various texture columns. For specifics on the various parts of the appearance.2da and heads.2da, I recommend the .2da reference guide in the tutorials section.
  7. 1. Static cameras have Quaternion orientations just like everything except for doors and IIRC placeables. 2. Static cameras (don't know about Animated, but I assume no) are oriented 90 degrees counter-clockwise from what you'd expect. This is why you had to enter the numbers for 90 degrees to get a 180-degree facing. I learned a bit about this in college math, but I honestly cannot recall the reason for this rotation... 3. Animated cameras, and indeed all models, use Quaternions; the tools do the conversion for you so you don't have to bother with them (trust me, they're ugly and annoying).
  8. Most of the DLG Editors probably don't treat Unicode properly, I imagine. One that could potentially work is using TLKEd (found in the TSLPatcher download in the Modding Tools section of Downloads) to edit the dialog.tlk and dialogf.tlk file. For that to work, you'd need to go into the DLG files, add each of their lines one-by-one into the dialog.tlk file, and then update the entries/replies in the dialog.tlk file to point to the entry in the dialog.tlk file. That would also make future translations/corrections easier if need be.
  9. @Sith Holocron: You know... I was going to do that mod. Then I saw a new mod released called "Train the Handmaiden", so I had assumed it did the Force Power training... Oops.
  10. @VarsityPuppet: Oh, is this a race? I'd better hurry up and re-install my programming stuff if I want to get back to work...
  11. Sir, I must inform you that you are posting in the download thread of a restoration mod for the KotOR game and not on the game's store page or another place where Steam is likely to see your message. That being said, I can understand your anger and being upset, as it clearly shows a passion for the games and the dedication to put the time in to attempt to make them work. I would also recommend that you go to GOG.com and look up their copy of KotOR 1 (and 2). These are basically pre-patched (I believe...) versions of the game that are copies of what you'd find as a 4-CD copy from an old game store.
  12. PorygonZRocks: I'm not sure if you know of me or not, but that knowledge would only help in giving you confidence in my offer. I have access to most of the file formats the KotOR games use and I recently just finished converting TSLPatcher from Pascal to Perl so I have the entire source code in two different langauges and can answer questions. Had I even known this project existed (it likely got buried in all of the holiday and Episode 8 stuff), I would have been able to help out much sooner. Things like the .mod, .erf, and .sav files are all in the ERF format, while the .rim files are in the RIM format; both are similar, but have their tricks for writing the files. Also, with writing RIM files, you will never be able to get a 1:1 byte-to-byte ratio between the original game files and edited files... :| I can be contacted on here via PM, on Discord (User name FairStrides, ID# 2148), or on Skype (though I'm rarely on that nowadays). @peedeeboy: I realize that you guys are already past the fun of writing .2da files (yeah, the pointers part was fun, avoiding a 1:1 ratio and doing it the way Bioware did it), but I felt the need to correct you in that KotOR Tool does not do a 1:1 Pointer-to-Data ratio. It still uses a single pointer for each unique piece of data, with duplicate data being referenced by the original pointer.