Fair Strides

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Everything posted by Fair Strides

  1. 1. In KotOR 2, yes. You have the GrantFeat and the GrantSpell functions. As to removing them from the level-up screen, you should just be able to change the min level in feats.2da to 50. At the very least, that should prevent it from being selectable, even if it's still visible. 2. Yeah, you can edit k_inc_force.nss, save that to the Override folder, and then just re-compile k_sp1_generic.nss.
  2. As to your second post, there is a Disable Vertex Buffer setting you can add to the .ini file, but I forget the exact text and where in the file. However, that will fix your issue, and it's because of Aspyr's patch/update to the Steam version of the game.
  3. Zaalbar can't be used because of his racial properties. He's set to a beast with a sub-race of Wookie in his .utc file, so you'd need to edit that and re-add him to the party. Or just use another party member.
  4. Blinky, you're back! I remember working on some of this with you and trying to get it to work over at LF. If you need some help, I'm usually around here, Discord, and Skype. In regards to each of your in-progress things, I will detail some stuff here below: Bonus Equipment: 1. I would use a custom OnSpawn script with a pool of items (for example, 30 strings of item template resrefs) and then use two integers in a while and a switch:case loops. Could even throw in a third integer to give a random amount of the items. You could even modify the code to add another integer in the switch:case loop to determine on a case-by-case basis how many of the item should be given, even if you're just changing the range of the possible number (for example, Random(6) + 5 would be anywhere between 5 and 10 of the item). Extra Feats and Stat Scaling: Both of these would need to be handled the same way, so I'm going at them at the same time. Basically, you can't directly do these things in KotOR, but KotOR 2 has the functions to do this. Instead, what I would do is make items that give packs of feats and then make items that give set attribute bonuses. I would combine these into string lists like above with the bonus equipment. And just like the bonus equipment, I would do a switch:case loop (but not a while loop. JUST the switch:case loop) to compare the difference in the OBJECT_SELF's level versus the PC's level and give a "tiered" attribute item and one or two feat. With this approach, you have 1 Attribute item + 1 or 2 Feat Packs, which means that you can equip all three of these in the "hidden" Inventory slots for the Creature Weapons (which is what the creatures in the game, like Kinrath, use to give you poison). Those slots are INVENTORY_SLOT_CWEAPON_L, INVENTORY_SLOT_CWEAPON_R, and INVENTORY_SLOT_CWEAPON_B (or 14, 115, and 16, respectively). Shield Happy! and Stim Junkie!: I believe I helped you on the Shields, but I recall you weren't getting quite the results you wanted. As for the Stims, you can probably use the same approach as the Shields when those work. Difficulty Scaling: This one you probably already know how to do, since you'd just be doing integer checks on the effects of your code against the difficulty level to see how often the effects should be ran. Basically just an if-if/else-else series. Enemy Reinforcements: I know you got this one to work rather well, except that you were disappointed that the player could often see the people showing up, so the immersion was ruined. I worked on a bit of an arena at one point after you and I stopped talking, and I came up with some code from adapting a fellow modder's and someone else's code. This bit of code allowed me to spawn things quite randomly and anywhere in relation to the player. I need to go grab the code off the other computer, so I can PM it to you tomorrow and also post it in here. It'd also be quite possible to add line-of-sight checks on the coordinates BEFORE the things are actually spawned in, allowing even more control for you.
  5. While lace underwear on Bastila is nice, I like to amuse myself by picturing Mira's face when in nice lace underwear and seeing Atton poking his head around the corner... Come to think of it, didn't you or someone else put Handmaiden in a lace-or-similar number in a party retexture mod from Filefront? I don't think the Exile would mind too much during a sparring session.
  6. The other DLG I mentioned is not in the mod, so download this and put it in your Override folder (it's a dialog file taken from the TSLRCM 1.8.5 version of the level). zuka.dlg
  7. Tone aside, I feel I should mention that the cutscenes would depend on your resolution I believe. As far as the TSLRCM Tweak Pack, it's been sent off to the author, but I made a TSLPatcher version with the author's permission. It's temporarily hosted by Snigaroo for his mod builds. http://www.mediafire.com/download/rw94kjpjct35au2/URCMTP+1.2.2.7z
  8. Which one? http://deadlystream.com/forum/files/file/520-lightsaber-and-force-forms/ http://deadlystream.com/forum/files/file/149-holocron-icon-replacement/ http://deadlystream.com/forum/files/file/581-k1tsl-modders-resource-holocrons/
  9. This is an issue with PartySwap. The author says you can try removing the dlg file from the Override folder and trying it then. I think that's zuka.dlg or kelborn.dlg.
  10. My very first released mod was a red-head version of the third female asian head, PFHA03. It actually reminded somebody (I think VP?) of the Bloodrayne series, which I had not (and have not) ever played before or heard of. I just saw Miro42's Mara Jade mod and felt we needed a decent red-head mod. So I decided to try it on my favorite head. Sadly, I no longer really know what I was thinking with the eyes, but I might update it at some point to bring in better eyes. Here's the link: http://deadlystream.com/forum/files/file/144-reskin-of-pfha03/ My first ever actual bit of modding was reskinning Glovemaster's Halo Energy Sword to be a more accurate white-blue instead of his pink-purple-white shading, but that was never released.
  11. You would need to copy and rename the p_handmaidenba.mdl and .mdx file to PFBAM.mdl and .mdx for it to work, and the same for any textures you would use. Then it would work.
  12. So, in 2011 we had about 103 files altogether in the downloads section. Now we have... 760!

    1. milestails

      milestails

      A testament to the longevity of the modding community. The downloads section could be organized better though. Perhaps like how KotOR Files was with all the different sub-categories.

    2. InSidious

      InSidious

      KotORFiles' system was insane, and there were far too many categories. But having more ways to sort and search files would be useful, nonetheless.

    3. jc2

      jc2

      Yeah, deadlystream rocks ;)

       

    4. Show next comments  60 more
  13. I feel I should point out that No-CD cracks are explicitly banned under our site rules. Secondly, had you not been using a No-CD crack, this handy tutorial would have helped you: http://deadlystream.com/forum/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/?view=getnewpost
  14. In cut content, Mandalore and Visas went to the Ravager and the Exile joined up later, though I don't know exactly when.
  15. VP would need to confirm this, but I believe he tried making new Baseitems.2da rows, but that the game no longer did the blaster bolt delfection on the new rows...
  16. What ideas did you have in mind for this, Salk?
  17. @USMCFR: I was saying you were correct, but that there were limits. The first half of my post was directed at the guy above me, not you.
  18. I really am surprised when people say to just take the files from the "tslpatchdata" folder and chuck them where they go. That simply will NOT install the mod. The mod is installed with a patching program because files need to be patched to work correctly. USMCFR's 1st method would work, except that you'd also need the files from the lips folder and all the files in the main streamwaves folder to make the audio and lip animations work as well...
  19. ...And I just might lose my dinner. I already have a hard time whenever someone mentions my "aunt" in spandex (which she is unfortunately all too fond of), and now you want me to picture a hutt? D:
  20. Designing such a mod is possible, but it would be very possible to introduce compatibility bugs, since every dialog that can launch pazaak will have its own script to be launched after the game is over. This is often used to record the result and then launch some sort of dialog. You'd need to decompile each of these scripts. Inside each, you'd probably find GetLastPazaakResult() and a check for 0 or 1; you'd want to just replace all this with 1 or something to make it an instant win.
  21. What other mods are you using? As I recall, the only changes to that module were in the bartender's dialog...
  22. You would find her roughly opposite from where you enter the Catacombs (Upper?). Just a few doors off the southern end of the long corridor with the open view.
  23. The main issue with the lightsabers for any of the fabled black colors is that there is a setting in the trimesh/saber meshes that sets the "alpha" of the texture. It's the same with emitters in a way. The game uses black as the invisible color, which is why a lightsaber blade's texture is a circle of white, followed by a color, and then everything surrounded by black. If you wanted to make the blade thinner, you'd make the black section bigger. Vice-versa if you wanted thicker blades. But this feature also prevents you from doing a true black saber at the same time.
  24. Again, I feel the need to mention that most of the un-restored items fall under the categories of "old plot devices", "dev tools", "original concepts", or just unused props, though I believe the bith instruments are actually equipped on the Bith musicians.
  25. Currently the Toolset is only available on Deadlystream and I haven't had much time to really work on it. I will correct that extension case issue soon. As far as the game paths, I will reference the read-me's section on the File menu: "Change TLK File Paths... – Will be renamed to “Change Game Paths...” later on, but this allows you to change the paths for either KotOR game." As for the read-me itself, I do intend to expand on it later, but I always say that if someone wants to write something up, I am more than willing to look over it, possibly modify it a bit, and will include it into the documentation. I haven't planned on making the editor zoomable, but I would like to hear your thoughts on the feature and why it should be added. I promise I won't bite, so feel free to be honest.