Fair Strides

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Everything posted by Fair Strides

  1. All of the following is using KotOR Tool! When you open an armband's .uti file, you can add a property to it called "Activate Item". The available items to activate come from the spells.2da file. Any row in spells.2da can be used with the Activate Item property. What I would recommend is opening spells.2da (either a vanilla or a modded one) and copying an existing row (like one of the shield rows). You can make a new row at the bottom and paste the copied row here. Then all you need to do is change the value of the "impactscript" column to the name of your script, minus the file extension ("k_sup_bands" instead of "k_sup_bands.ncs" for example). Click somewhere else in the .2da and then save it to your override folder. Make sure you have the option turned on about using .2da files from the Override folder. Now you can open your armband's .uti file again. When you go to add the Activate Item property, your added row should now appear in the second dropdown selection area (the dropdown directly below the Activate Item one). Once you have it selected, you can hit Ok and save the .uti file.
  2. Xuul told me on Discord to try using the Shift key. That worked, except that I have to hold down the Shift key and move the mouse for it to work... If this persists into the game, then I may be in for an extra level of fun. :|
  3. Incidentally, I decided I'd start up the Witch game to delete my auto-saves before I installed these mods and am now stuck. I've verified the game cache in Steam, but for some reason my mouse is trapped in the center of the screen on the main menu, such that I can only click Load Game and use the Esc key to back out of the Load menu... Has anyone else ever had this problem?
  4. I had this on a friend's computer with no mods installed, so this could easily just be a computer/hardware issue. Have you tried it with no mods installed and using the 1.03 patch? Interesting... Could you perhaps provide a save just before facing Ceeiia?
  5. Something else to note is the title of the Toolset's main window. If it says KotOR 1 and you're loading a KotOR 2 level, you need to close the level or whatever, and then go to the menu bar at the top. View->Mode->KotOR 2 Wait a moment for things to switch over, and then try loading the level again. Vice-versa for KotOR 1 levels.
  6. Changing what I wrote to the following should work: if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01"), 10) > 0) The reason why it didn't work initially was because I forget the number 10 in the GetLocalBoolean function. Each object in the game has a list of local booleans and numbers, though I forget the range for both. The game uses Local Boolean 10 to determine if triggers have already been used (the activation script should set the local boolean 10 to 1/TRUE) or if you've already talked to an NPC before (the scripts k_con_talkedto.nss and k_act_talktrue.nss in K1; the first checks if Local Boolean 10 is set, the second sets to to 1/TRUE). I don't see how this change would really affect the other situations, but here's the basic structure I'd use to be safe:
  7. Installing NPC Overhaul and then K1R will result in K1R's levels overwriting the changes NPC Overhaul made to those levels only.
  8. I really should get back and upload the "current' version of this... I've been wanting to get a few more features in before I actually update it. For now, try this (the tkicons thing is because of an add-on thing I use without packing the icons, which I'm not using): https://www.dropbox.com/s/eseqxbbr7jw719k/Toolset.7z?dl=0
  9. Looking at the man26_repneg.utc in the Ahto West module (manm_26aa), their OnSpawn script fires their OnUserDefined script, which consists only of the following: To re-write this for easier understanding: Now, you'd basically need to get around this, but I assume you only want to do that after the mercenary's been talked to. You can check the 10th Local Boolean for the trigger ( man16a_inittrig0.utt ; tag is man26a_inittrig01 ) to make sure the conversation has fired if you want. So you'd modify that above script and have this in there somewhere (probably put all of what's there into an else block): if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01") > 0) { // Code to stop the animations or do something else }
  10. I feel I should mention that I never have believed in a truly final version and that those were ZM90's words...
  11. All versions released have been fully playable, albeit in roundabout ways at times due to bugs. But 1.2, from what I can see of the scant reports in the bugs thread, is almost bug-free and should be 100% playable. The only reported bug so far is a case where the subtitles didn't match the audio.
  12. I will be making a secondary installer soon and it will indeed have a polish translation.
  13. Only difference is the auto-save feature, yes. Sorry I never responded. I never realized there were posts here...
  14. Odds are, that was hardcoded into the .exe. They had to have the source code anyways to have the Mac and Linux ports.
  15. Way to go, Salk. You planning on compiling a bug-fix pack with all these small things?
  16. That would probably be due to the X and Y Orientation fields of the waypoints you've warped them to. Those orientations do matter because when you use GetFacing, you're getting the directional-facing of the waypoints themselves. This is made up of their orientation fields and is the equivalent of picturing the waypoint as a square with a triangle roof. The tip of the triangle points where the X and Y Orientation fields go. /\ |_| If I might suggest it, backup your tat_m17ab.mod and all file relating to it. Then download my Toolset and open the tat_m17ab.mod inside it and select the waypoints you've added. I'd be quite surprised if the arrow that shows up when you select one of them doesn't point in the direction the NPCs are facing.
  17. This is also why the lightsaber textures are so picky on coloring. The alpha value in the trimesh, from what I can tell, skews the 0.0 - 1.0 scale of the alpha layer's strength. I think the lightsaber blades have an alpha of 1.0, which means that black is transparent in the base texture regardless of the alpha channel's settings. Kind of why it's so hard to have a black lightsaber. I'm not sure if we can change the alpha value (outside of hex-editing), but we can't make our own sabers from scratch because we don't know the scalekey's last three numbers, so no power-on and power-off animations.
  18. Not gonna lie, I honestly woke up to nightmares of ZM90 contacting me on Skype with catastrophic bug reports on K1R... :(

    1. Kexikus

      Kexikus

      Seems like you definetly need a break. You'd certainly deserve it :)

    2. Dastardly

      Dastardly

      I thought you removed Mira from your profile for a sec

      anyway i concur with kex

    3. ZM90

      ZM90

      That might have happened in a universe where I didn't decide to take screenshots...be glad that I did.

  19. Deleting the mods won't necessarily uninstall them. What mods did you install?
  20. If it would be any help, I can post up a simplified read-out of the code KSE uses to generate .tga files for the icons. I use the same code in the Toolset and I believe KT uses the same "format" of code for it's saving as TGA. There is no RLE compression though and I've heard in the past that VP had issues with a texture because it had RLE Compression turned on (but I think that was when he was converting it to DDS with the tool that DP mentioned).
  21. Still hasn't been updated since K1R 1.0, so the answer will be the same as the last time you asked, no.
  22. Are you just extracting them from KotOR Tool and immediately opening them up in K-GFF? Also, what version is K-GFF (lower-right corner)? Edit: Oh you were using GFF Editor. If you had mentioned that when I talked about K-GFF I could have helped a lot soon (but it's okay, I'm not harping on you). GFF Editor was made for an earlier version of the GFF format, so Position and Orientation weren't around then.
  23. It's still compatible. That warning would have happened in K1R 1.1 as well. The warning is because I included a vanilla lev_m40aa wrapped up as a .mod file in case people didn't have K1R installed.