Fair Strides

Administrators
  • Content Count

    2,334
  • Joined

  • Last visited

  • Days Won

    73

Everything posted by Fair Strides

  1. The .mod and the .rim formats are slightly different, but they accomplish the same purpose in the end. .Rim files are the vanilla resources for levels. The .are, .ifo, and .git make up the normal ".rim" file. Then all of the resources for the level (dialogs, scripts, gff files, .etc) go into a second "_s.rim" file. .Mod files take precedence over .rim files (meaning the game will use .mod before .rim if it finds both) and combine all of the resources into one file only. If you have .mod files, those are from mods or your own creation. Also, to avoid incompatibility issues, when you're making the installer you will want to try inserting the files into the .mod and doing whatever modifications are necessary (given this project, probably nothing that isn't done outside of the files). What I generally do is make .mod files of the original .rim files (so it's a vanilla .mod, basically), and will tell TSL Patcher to install that to the modules folder if the .mod doesn't already exist. Then I can install files to the .mod without fear that the .mod won't be there. The only downside is that people complain about warnings in the installation if they already had the .mod files (since I DO NOT set them to be replaced).
  2. If you open the dan14_cutscene.dlg in DLG Editor (so not KotOR Tool), and click on the top line (the file path/black line), you'll see some DLG-wide properties like skippable, animated camera, and a script to launch when the conversation is over (regardless of what happens in said conversation). The k_pdan_endcut14 is in the "Script that fires when conversation ends" slot, as well as the "Script that fires when conversation aborts" slot. I suppose deleting it from both slots will do the trick, or you can simply make a new blank script, call it k_pdan_endcut14, and compile.
  3. But it's not so rich if the person talking (LiliArch) is not familiar with Linux and doesn't use it...
  4. Took me a surprising amount of time to track down, but the script is k_pdan_endcut14 inside the level itself. It's set in the DLG file to fire when the conversation ends (and when it aborts early), and here's the contents: void main() { object object1 = GetItemPossessedBy(GetFirstPC(), "dan16_key"); int int1 = 1; object oNearest = GetNearestObject(8, OBJECT_SELF, int1); while (GetIsObjectValid(oNearest)) { SetLocked(oNearest, 1); AssignCommand(oNearest, ActionCloseDoor(oNearest)); (int1++); oNearest = GetNearestObject(8, OBJECT_SELF, int1); } DestroyObject(object1, 0.0, 0, 0.0); } So it basically locks and closes the doors to the Estate and then takes away your key forever.
  5. Think Squall might have been referring to the texture possibly being showcased in the WIP thread, not the WIP release.
  6. I've just loaded up the classes.2da and it shows the following: And here's the featgain.2da: From what I can see, the only leg he has to stand on in justifying that statement is that the order of the classes is switched around in the column order, but...
  7. When you right-click and view the code, copy all of it and paste it into KT's TXT Editor and then work away at it.
  8. Sorry for not responding sooner. My computer is currently down while I wait for my tech friend so we can hopefully figure out why the second new motherboard refuses to work (is it the motherboard, the CPU, or the RAM? It turns on...). I looked into this before I put my computer down to swap the new hardware, though. Going by the content and the name of the sound file for the dialog.tlk entry, I have to assume this is related to the private conversation you have with Bastila on the Ebon Hawk. However, audio was never recorded for this line (or at least the file doesn't exist), so I am thinking the line never made it to production or into the game itself...
  9. In addition, you can try running KSE 3.3.5 from the commandline and see what error it spits out before closing.
  10. The newer version with cloud-save support not working could be an issue with VC++ and Win10. It's happened before. Third one from the bottom of the first post: http://steamcommunity.com/workshop/filedetails/discussion/487038719/494632768623808385/
  11. No source provided, but when it says Partial, you can right-click the left pane with the gibberish and select "View Source".
  12. http://deadlystream.com/forum/topic/3921-downloadbrotherhood-of-shadow-solomons-revenge/?p=41763
  13. Xander: To help the guy make sense of what you just said, could you go back through it, add punctuation, and chop it up into paragraphs, please? As a wall of text, I almost lost my place several times.
  14. It's not that bad... I took some time to organize it a bit on my system once.
  15. I feel I should point out that there were at least 4 years worth of mods before TSLRCM came out... Most of the incompatible mods could be made compatible if the mods were remade using the TSLRCM version of files as a base.
  16. It's in the dan13.mod file. Modules folder. You can access it in KT by going to t he ERFs branch, and then modules. File is called dan13_garrum.utc.
  17. Fair Strides

    Gamefront is Dead

    Nice idea for the joke, Xuul. And I was thinking all of the actual interview, but keeping the "and here's a portion of the interview" section outside of it.
  18. Fair Strides

    Gamefront is Dead

    The "more reliable host" thing links to Newbiemodder's Korriban Expansion??? And the interview's nice. Only thing I'd suggest is putting it in spoilers for people scrolling the page.
  19. I've now updated both the Deadlystream and the Nexus Mods versions.
  20. I would have to say Jolee is my favorite in KotOR 1. He's got a gruff nature, isn't afraid to be grouchy, and he tries to help and pass on his wisdom in his own way, namely by telling of his past experiences (both successes and failures). He's also reasonable and not governed by extremes. And to no one's great surprise, my favorite character in KotOR 2 is Mira. Her overall appearance aside, Mira is a no-nonsense badass. She knows what she wants and how to get it, and because of her upbringing and environment, she's not afraid to play dirty. She's nice at heart, but she knows when it's just business and she's not afraid to speak up.
  21. Please re-read the reply above yours: | | | \/
  22. JCarter: The reason why none of those affected the damage shown on the Equipment Screen is because the Equipment Screen display takes the base damage from the baseitems.2da row, and modifies it by any upgrades on the weapon itself. But since the game doesn't try to debuff weapons (ie, what you're trying to do), it probably has code in it that ignores or simply doesn't process negative buffs.
  23. It should, but I'd install the NPC Overhaul before BoS:SR.