Fair Strides

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Everything posted by Fair Strides

  1. Ah yes... You see, I still have the files for all of this, DP. However, I got hung up waiting for someone to reply to a PM conversation about working on Mira's head model for me. I could release it without the head changes I wanted to do, I guess.
  2. Nothing new on the NPC Overhaul as far as I am aware. As for the other two mods you've linked, those should work just fine.
  3. Drop this into your Override folder, assuming you don't already have the file in there. baseitems.7z If you do already have one, then you'll need to open it with KotOR Tool. Find the row that you want to edit and then go to the "weaponwield" column. 1 = one-handed melee. 2 = two-handed melee, one attack. 3 = two-handed melee, two attacks. 4 = one-handed ranged. 5 = two-handed ranged, one attack. 6 = two-handed ranged, one attack.* *: Going by the above pattern, I would assume that 6 was originally meant to be two attacks as well like the melee counterpart, but that obviously never got programmed that way. Setting the repeating and heavy repeating blaster lines to have "weaponwield" of 3 will not turn them into melee weapons, at least as far as the feats to use and being used at range. I didn't exactly check the math on the to-hit and damage bonuses...
  4. http://deadlystream.com/forum/files/file/1176-train-the-handmaiden-beta/
  5. @SH: This is partially my fault. I'd received a PM a few days ago from ArrenKae and neglected to respond to it... @ArrenKae: I saw your PM in my email on my phone. Something unknown to most of the community is that I broke the screen on my laptop, which is the only thing I can mod on. However, I managed to dig up a VGA cable to connect it to my TV as an external monitor. That being said, I read your PM and have been too busy to respond. This is the last week before Finals for this term at the community college and I may very well fail Math. I have some homework that is due today and then need to study for my Math final tomorrow. IF I still have time left to go over everything with your current issue, I'll respond either here or in a PM.
  6. The issue is you're trying to use nwnnsscomp.exe directly. And you can't use just what I wrote above. That's just a sample of what you'd need in "a_makejedi.nss"; you'll want to use that as a base and open it. What you want to do: 0. If you don't already have it, grab the "nwscript.nss" from the "scripts.bif" of both games and put the file in the games' respective Override folder. 1. Open KotOR Tool's Text Editor. (either use the button below the menu or the menu itself) 2. Open the .nss file you want to edit or copy-paste in. 3. Edit the code however you want, then when you go to save it, make sure it has ".nss" at the end. 4. Go to the menu in the Text Editor, the option on the far right, and hit "Compile" after you set whether the script is for KotOR 1 or KotOR 2.
  7. You can use KotOR Tool to both write/edit the .nss files and compile to .ncs files. I've not used Blue's tool and the Toolset Beta is really not ready for that. I've been working on the Toolset when I can, though college eats into that a lot...
  8. @Mellowtron: I have been absolutely buried and haven't done crap for modding in a while, but here's what you need:
  9. Then I'll look at the source code for TSLPatcher tonight and see what it does before it installs the files.
  10. Try moving the installer to your main D:\ directory and running it there. If that still doesn't work, I can try to look at what TSLPatcher should be doing before it runs the install.
  11. Within the mechanics of the game, we can't do this. The game locks the stuff in unless you want to purposefully lose levels in KSE.
  12. You will want to edit the "a_makejedi.nss" file (which can be found in the "scripts.bif" file or I believe in the 003EBO.mod with TSLRCM; both can be accessed using KotOR Tool). This file is the one that actually assigns the classes to the NPCs, so it's already split up into running code for each one. From there, you should be able to use Qui-Gon Glenn's advice.
  13. If you have KotOR Tool, you can open the "damagehitvisual.2da" file. The value you will want to edit is the one in the "rangedeffect" column for the "Blaster" row at the bottom. To properly edit this, you'll want to open the "visualeffects.2da" file as well and look through it for something similar to what you want. Then you'd take the value in the "(Row label)" column and put that into the "damagehitvisual.2da" as described above. After that, you'd click in some other spot of the "damagehitvisual.2da" file and then save it to your Override folder.
  14. I feel it is important enough to mention that the chat shutting down was more of an IPBoard issue, not a Deadlystream issue, as far as I could tell from the details.
  15. A persistent issue I had, though I believe it was due to lack of updates or the graphics card. It proved harmless, as the in-game dialog is still there.
  16. Moved upstairs; no three-prong outlets for my tower... I'm not sure how long it will take to update them.

    1. HK-47

      HK-47

      I'm always amazed at how many places still only have two-prong outlets.

  17. I managed to do this on a few of the menus, but the issue that had me stop was that no matter which way I adjusted the values, the game would apply an offset to the clickable locations for triggering buttons. At one point, I had to be a quarter-inch or better diagonally-upper-left of where the button was to be able to click on it... I imagine this could be due to aspect ratio, but I don't know for sure.
  18. Are you changing the .utc file and then just loading a saved game? If so, then you wouldn't see any changes; the game saves everything from the .utc file into a saved game and loads it from there. To see your changes, you'll need to use a save from before ever entering an area with that .utc file to see the new changes.
  19. Thank you for the input. I've taken another look at the Toolset and realized that I forgot to process that file type when loading levels... Also, you won't be able to load the "_loc" .mod files like you wouldn't a level. The Toolset has specific steps it goes through when loading a level and if the .are, .ifo, and .git files aren't found, it will basically freeze up until I add checks to make it cancel and warn you.
  20. You can't access the inventory of a file that exists on the map unless you open it in the appropriate editor (which can be done either through right-clicking the icon in the Area View [i think I had that functionality...], right-clicking in the Area Contents section, or through the button that shows up in the Properties section [though I forget if the "Use GFF Properties" button needs to be off for this to show up or not...]). The map is displayed at its "true" angle in the Toolset. The in-game map screen can only show maps in a rectangle view with the top and bottom wider than the left and right sides. I haven't yet looked into how the game determines the orientation, but once I do, I should be able to make the map rotate in the area view. I just don't know if it'll screw up with the coordinate system... Adding compatibility for Jade Empire might be a possibility, except for two things: 1. This is called the "KotOR Toolset", so it'd make sense to specialize it for the KotOR games' idiosyncrasies in the file formats. 2. Jade Empire's files are likely in a different (but this is Bioware, so similar) format. I'd need a lot of time to study them and see what is still true to my own knowledge... As to why the levels make the KotOR Toolset freeze, it's because the Toolset looks for particular sections of the file formats and loads files included in the level while the level is being processed and loaded. It's quite likely that it simply will not find the files it's being told it needs to find.
  21. Which unhandled error was it? One thing you can try is to go into the tslpatchdata folder and open the changes.ini file. Then you'd use a Replace All to replace the / with \. If saving this and running the installer as an admin doesn't work, try replacing the \ with / and try again. This would need to be done for both the 1.0 and 1.1.
  22. @Reztea: You've already asked for help in a new thread on everything in your post, so I will simply say to check the latest replies in that topic.
  23. A function that can greatly help you would be the ShowPartySelectionGUI one, in addition to the SetNPCSelectability function already provided by DarthRevan101. // 712: ShowPartySelectionGUI // Brings up the party selection GUI for the player to // select the members of the party from // if exit script is specified, will be executed when // the GUI is exited void ShowPartySelectionGUI(string sExitScript = "", int nForceNPC1 = -1, int nForceNPC2 = -1); The int nForceNPC1 and nForceNPC2 are numbers from the npc.2da file (though DarthRevan101 did get the order correct ). This can be done to lock a party member, but would need to be supplied every time you activate the screen through scripting. The SetNPCSelectability will allow you to remove the ability to select an NPC. If memory serves, DarthRevan101 is correct that this can be done to an already-active party member to keep them in the party. -------------------------------------------- As to changing the lighting of a level, if the level had animations on the lights in the level's models, then it could be possible to change the lighting through scripting. Otherwise, the best you can do is change the color of the fog in the level (and even then, you can't change the level of the fog... ).
  24. Try adding one more ) in front of the ");" at the very end.