Fair Strides

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Everything posted by Fair Strides

  1. Still hasn't been updated since K1R 1.0, so the answer will be the same as the last time you asked, no.
  2. 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.
  3. 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.
  4. No, the cameras' Positions and Orientations should be stored in that file. Was that file opened and saved in anything before K-GFF? Did it come from a mod or from the .rim levels themselves?
  5. For the static cameras, there needs to be a Position field (when clicked in K-GFF it'll have three of the four entries on the left highlighted) and an Orientation field (which would have four entries visible). I recommend always copying an existing Camera struct and pasting it to the Camera list itself. It will be added at the end of the list and then the only things to edit would be orientation, position, and ID (possibly Height as well).
  6. 1.2 is officially out! ( Please, please, please, don't find any major bugs, guys! )
  7. I did it... K1R 1.2 is done, and it's not even two hours passed my deadline. I wanted to do it all in May.

    1. Kexikus

      Kexikus

      Congratulations :)

    2. ZM90

      ZM90

      Yeah I still remember the whole "It's gome gold!" *Goes to take screenshots* *find s bugs* "Dammit!" "Not quite gold yet!" "LOL". Yes bugs were fixed because I decided I wanted to take screenshots funny set of circumstances.

    3. ZM90

      ZM90

      *gone gold

    4. Show next comments  78 more
  8. Fair Strides

    TSL Story Mod

    Is it possible for an admin to move this to the TSL section? It's currently posted in the KotOR 1 section.
  9. Now that the 1.2 version of K1R is officially released, this will become the new bug report thread. Please post any bugs you find, and where possible, try to differentiate between vanilla bugs and bugs caused by K1R please. The format for the bug reports will be like so: FOR K1R FOR ANY MODS OTHER THAN K1R!
  10. For the most part, it'd be safe. I think we did Helena's clothing already and the Bastila on Korriban part would overwrite a small oversight fix added in 1.2.
  11. Then you won't be able to go that route. You'll need to delete that GIT from your override and obtain or make a save from before going to Tatooine to be able to properly test it. The KotOR Saves collection's last save is just before going to the Grove.
  12. Any GIT edits only take effect the first time you've ever entered the area. The game saves a "current" copy of the GIT into your saved game. You can put the .git file in the Override for testing and that would work, but the area gets reset every time you enter it.
  13. In that save, have you ever been in the Tatooine Hangar before? I can look into it more in-depth tomorrow or the next day. Right now trying to save my bacon with the K1R installer.
  14. @JC and SS: I can see how it happened and they didn't try contacting people. Do you have any idea just how many games were on the Filefront network? I'd say at least 30 or more. There were around 250+ files for each KotOR game, so multiply that by 30 (even more for games like Jedi Outcast or Battlefront). Since they're dead-set on it being a time-related job, they didn't see themselves having the time or the effort to research the author/email of every file they pulled. (nevermind how easy a regex or database lookup would have been) @SH: With that part, I imagine being volunteers to the site would include a clause about anything you write being the property of Filefront. So if that clause existed, Filefront would technically own the content after it was written, to do with what they will/wanted to.
  15. That would be quite likely, Salk. You can probably copy a waypoint, change the tag, and re-position it in the Hangar. That should do the trick.
  16. I can send you the necessary lines any time you want, most likely within the next day or so (if not today). There will also be lines from the Caalin Ette content mixed in as well, but if you don't mind translating those, I can add that when we make that mod. Actually, the Pazaak Tournament is only "broken" in two ways: 1. Asking Ceeiia Rylo questions after you initially beat her. 2. Losing to Skirata breaks everything, since I forgot to add the script that updates the results to his "I win!" line. So don't ask Ceeiia questions and save before Skirata. By the way, I've changed Ceeiia's dialog for 1.2 so that you can only ask her questions after you've faced her. I believe I did the same with Irog, but I forget on Sykallin.
  17. Looking at the manaan level, it seems the Messenger trigger uses a .utc from the templates.bif (called "g_xor.utc") and calls that .utc's assigned conversation, which is "k_hxor_dialog". Could perhaps try that one.
  18. npc.2da, specifically the "percentxp" column. Same thing in both games.
  19. The "empty" one. The custom one doesn't have a place in the restored content mod, but will be made available as a separate mod.
  20. The Vulkar Base as it was in the 1.0 had Caalin Ette and many other NPCs that were one modder's custom content and were purely fan-made for the mod. It should be mentioned that Caalin Ette's stats were set by the modder and Caalin was literally harder than the Sith Governor at the end of the planet. I lobbied to remove all such content from the Vulkar Base (and from Tatooine) in the 1.1 version, but then people complained that the added level felt empty and incomplete... :| Actually, you were the only one to complain about the party members. However, when I investigated your issue about flourishing the weapon, I discovered an odd thing: You can only play the flourish animation if the character had a melee weapon equipped...
  21. My goal is to have both installers done by the start of June. K1R will still be English-only unless and until we get people willing to do some translation of the text (German, Polish, Spanish, and Italian I'd say are the top 4 that most people would need). You would indeed need to use the TSL Patcher installer for that route, but I'm 95% sure you could install your mod after K1R is installed...
  22. Just wanted to let everyone know that I have one last mod to integrate (Kainzorus Prime's Manaan and Korriban Music Fixes) and then... I CAN MAKE THE INSTALLER(S)!!! I will be making two installers this time: a TSL Patcher installer for compatibility concerns, and a TSLRCM-esque installer for convenience concerns. The TSLRCM-esque installer will be the recommended installer, but that will also just replace all of your files, so it's to be installed first and foremost in your mod builds.
  23. I believe LiliArch is correct. In most other remains, you can walk right over them with no collision. The Rancor and Krayt Dragon are a very different story in terms of weight and size, and the way the game has it set up, their remains have collision and force you to walk around the bodies. I mean, it wouldn't look realistic if they let you walk through a corpse that was taller than you are (not to mention how odd the camera would look...).