Fair Strides

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Everything posted by Fair Strides

  1. I know that each class has their own "_reco" column in skills.2da that determines the order of priority on skill points. I would assume the "primaryabil" column in classes.2da determines the main attribute being increased. There are also "_recom" columns in the feats and spells.2da files that have some numbers for certain abilities, which I assume translate to "recommended level to give."
  2. This content is in the bar in Ahto West - manm26aa.
  3. Besides that method, all I could suggest is to set the Listener field in the Replies to either whoever spoke last or whoever speaks next.
  4. That should have worked... Do you also have the Speaker field set to the Tag of the Party Member? You also need to be rather thorough about how you do the Class and Listener fields. Check the k1r_vulksur2.dlg in tar_m10aa.mod to see how Carth acts when talking in the cutscene. I think that might help, maybe.
  5. Of the three people that downloaded this, does anyone have any feedback? I'd kind of like to know, as I'm sure Salk does too, since this would save me a lot of work in K1R.
  6. That's what I'm saying. The skirt is part of the model, so one would need to edit the .mdl file in a modelling program.
  7. Might try deleting the settings.xml file in KotOR Tool's folder and re-opening it.
  8. You're asking to change something about the model without changing the model. It's possible to do what you want (remove the skirts), but the only way to do it without editing the model is to alpha-block the skirt, which would not play well with any effects (like shine) on the texture.
  9. That is a hell of a leap to be making man! I've heard Alaska can be just beautiful at certain times of the year, depending on where you are. Where my dad was at one summer was more just slush and snow, I think. Congrats on the new job, by the way. Would it be too much to ask what the new job is?
  10. That's what he's saying. Right now, MDLOps ignores the smooth groups and doesn't use that in calculations. However, it's possible to add with the changes he's made so far. I just need to find time between School and Sleheyron (mostly school at the moment) to get this straight on my computer.
  11. Ah. Well, the easiest way for you to do this would be to download these. You might already have the Taris one, so ignore that if you want. k_ren_levescape.ncs k_ren_taris03.ncs
  12. I've been holding off on releasing because I haven't had the time or energy at the given moment to get this where I want it to be for the next update, but it has some important fixes. I didn't keep a comprehensive list while doing this, but here's what I can recall: First-time Configuration won't crash or freeze if you don't have one of the games installed. All of the editors (UTC, Camera, UTD, .etc) should now be resizable. This is the case until I can reformat them.* Added sanity checks and default values for missing fields when opening any file in an editor.** Preliminary 2DA Editor, with not a whole lot on features, and the Revert functionality is currently broken. Drag-and-drop in some cases might not work (like from a folder on your system into the Toolset). *: I originally wanted them to be 800x600, but I got confused and then stuck in the habit and ended up making all of them 600x800. A reformat means that I need to go through and re-organize almost the entire layout. **: This not only ensures the values are this, but prevents levels from freezing when you try to load them. Thanks goes to Zbyl and LDR for bringing it to my attention. Download link: https://www.dropbox.com/s/eseqxbbr7jw719k/Toolset.7z?dl=0
  13. Well, I'm feeling up for a game of Devil's Advocate today. Squall or Goat: Send me a save with the clone being there and I'll check a few things out.
  14. Dejarik would be rather hard unless you obsessively watched the footage from Ep. 4. Dejarik is a surprisingly-forgotten game and to this day, actually has never had rules posted.
  15. From what I can tell this won't affect anything besides skipping the Leviathan turret session: k_ren_levescape.nss: //:: k_ren_levescape /* Runs the Leviathan Escape into the Mini-Game */ //:: Created By: Preston Watamaniuk //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" #include "k_inc_stunt" void main() { PlayMovie("17a"); // ST_PlayLeviathanEscape01(); } The commented-out code looks like this, so I checked the movies it's playing and used the post-shooting movie: //Goes to the Leviathan Mini-Game covered by the Escape Render void ST_PlayLeviathanEscape01() { SetGlobalNumber("K_TURRET_SKYBOX", 10); StartNewModule("m12ab", "", "17a", "11a"); }
  16. Because I didn't feel these were enough justification to not approve the mod. Now just asking the questions out of curiosity.
  17. Why not just use TSLRCM? A lot of what this does is in there. Also, wouldn't you want to patch the game before doing a mod like this?
  18. ...I am really starting to hate Jolee, which sucks since I like the old geezer. I will eventually work on this and maybe re-do it yet again. If this happens, I know just the two people to call and say, "Test this!"
  19. I've almost never used anything else; just HazardX's compiler, but mostly i use KT's Text Editor. I don't know how well the Project or Build functionalities work in KotOR Tool, but maybe the guy can tell us what he edited or added and we can try to help there.
  20. If arblos still wants help, I can edit his save if he sends it to me.
  21. Actually he's probably referring to the Vulkar Base Sublevel option in the K1R TSL Patcher installer. Meant to be done After K1R Main has been installed.
  22. I will need to look into that when I find the time. Shouldn't be impossible to replicate, but can you outline what you did since the start of the base step-by-step?
  23. What language is your game? I might have missed a line being added to the TLK.
  24. Yes, it seems I was in a hurry... This should work: However I just took a moment to do some digging, and the conditional script that checks if you lost the race is 3400+ bytes (3.4+ KB) instead of the usual several hundred. Unfortunately, DeNCS fails to de-compile it. Looking at the byte code I don't think it could be an issue, but if it is, we're pretty much out of luck here.
  25. According to Sith Specter, the Tatooine Temple would need parts re-modelled to not be as jagged or really too low-poly, the walkmeshes would need to be re-done from scratch, and then at point you'd only have to do what's left for a custom level (lightmapping, compiling, basic files, .etc). That being said, with the lack of real content, he's opted that it would be too much work for too little gain and it'd just feel forced if we included it in Sleheyron. Surprisingly enough, I could literally implement the banter spots, Genoharadan Messenger, Party Member Messengers, Xor, and Ziagrom all within 20 minutes as soon as I know where we want these to be. We know exactly where we want Calo and Bandon to show up, but we aren't there yet in the actual content. I've also made as-yet-untested changes to the Star Maps and Galaxy Map so that we should be good to go on that, but that will only be figured out as we test the mod, which is a long way off. While I'm glad people have such confidence in me, all that knowledge is rather useless if you don't use it. Like SS said, it's a marathon, not a sprint. Right now I'm in a low point modding-wise, but I know I'll crawl out of it and work like lightning. This Summer term at College ends in mid-August and then the next term doesn't start until the end of September, so I will have a good five or six weeks of no school to play with. Not making any promises, but we'll see how it goes.