Fair Strides

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Everything posted by Fair Strides

  1. I could look into this, but I'd need to get a hold of stoffe (not impossible) and ask about patching the mod.
  2. Might try renaming your Override folder and moving all of the .mod files out of the modules folder. K1R is the only mod I know of that would edit ebo_m40ad, so I'm not sure which of your mods adds that file (though I'd hazard a guess at Recruitable Mekel or Recruitable Kay). As it is, I can't help out much here.
  3. Then for the sake of argument, please list all of your mods, with links where possible.
  4. Going by the fact that ebo_m40ad exists, I will assume you're using K1R. Could you please copy the questions from here and past them in a reply to me in this thread? And going by the "Fichier" in the picture you linked, I'm assuming you're playing a non-English KotOR...
  5. Do you have any of these files in your override folder? ebo_carth.dlg lev40_carth.dlg ebo_carth.utc ebo40_carthtlk.utt k_pebn_pophawk.ncs k_pebo_advcarth.ncs If so, you might try removing these files temporarily. If that doesn't work, then try removing or renaming the ebo_m40ad.mod file in the modules folder (found in the main game's folder) to something random like "fake" and try again from just before leaving the Leviathan.
  6. GetObjectByTag applies to objects in the level itself. If you want to get an object that is inside someone's inventory, you can try this: void main() { string sTag; object oItem = GetItemPossessedBy(GetObjectByTag("<tag of creature, placeable, or store>"), "<tag of object>"); if(GetIsObjectValid(oItem)) { sTag = GetTag(oItem); } else { sTag = ""; } } And you've already found out how to get an item that is equipped.
  7. That is because 1200 in a dialog file points to a custom cutscene animation. Were you to look at the file's name entry in DLG Editor, you would see four stunt list entries. These are models used by particular participants (I would assume by Tag, but no promises) during the cutscene, and anything like 1200 or 1250 references an animation to play from the "stunt model". Given that, it's dialog-only animations.
  8. ...Any ideas or examples of where this can be seen in-game so we know where to start looking?
  9. Closing ERF Edit will not save the file. ERF Edit etiher cannot switch between formats or handles it poorly if you try to change formats with a file already open. The constant closing and reopening gets you in the mindset of "resetting" ERFEdit when switching file formats. But the real reason for re-opening ERFEdit and only working with one ERFEdit open at a time is because on Windows 7 and higher (not sure about Vista, but the issue is not there on XP) there is a glitch where drag-and-drop from ERFEdit to your system fails if you try to perform more than one drag-and-drop operation, even if it's the same ERF Edit. You need to re-open ERFEdit every time you want to drag and drop stuff.
  10. M4-78 wasn't affected in the least. Just end-game behavior on Malachor. And as the second link says, I'm needing beta testers for the newest version. One tester found no problems, and waiting for the other to reply back.
  11. Reason why it's unavailable: http://deadlystream.com/forum/topic/1644-g0-t0-overhaul/?do=findComment&comment=38598 Progress on it being fixed: http://deadlystream.com/forum/topic/1644-g0-t0-overhaul/page-2?do=findComment&comment=43868
  12. The closing of ERFEdit is what is "resetting" it. You can't save the .mod with resetting it. You might go back to my original instructions and read them word-for-word, line-by-line. Everything that's been discussed since then was mentioned or walked-through in those instructions (hence why there were so many). The basic idea is this: Extract all files into one folder. Close ERFEdit, open new ERFEdit, make new .mod file. Drag all files from the folder into the ERFEdit. Save. Done.
  13. Fair Strides

    Kotor Apeiron

    You say it has all these permissions, but no source for the claims?
  14. Mostly because people don't take the time to do so, to put it simply.
  15. Well, if you have a save from the Beach scene, I could play from there with a few minor files from you (possibly). Basically, I can check to see what levels are used after the beach scene and then can start looking for scripts.
  16. So... Is she hostile just after Bastila leaves, or is she hostile at the Beach?
  17. The itemclass column seems to be the "base" of the texture name, with "i" added to the front for the icon and some numbers added to the end for the texture/model variation from the .uti file (numbers also added to the end for the icon texture name).
  18. Sadly, adding the upgrade slots is not possible without changing the item's type (which would make the armor not be armor...).
  19. Oh, the many possibilities... Actually, what she's proposing would be quite possible. You'd just have an unruly number of almost duplicate .utc files trying to account for all of the feat and force power combinations (she's proposing MANY different .utc files and switching the party member's out with the proper one by checking the feats and force powers the party member has)...
  20. I had honestly forgot about it with all the stuff I've been doing... It definitely crashed the game on my end too, so I opened it up in ERFEdit, extracted all of the files to a new folder, and closed ERFEdit. I then re-opened ERFEdit, went to the File menu, selected "New", and made an "end_m01aa.mod" file with the extension dropdown thingy set to .mod as well. After that, I just dragged all the files back in, completely un-modified, saved, and loaded up the level in-game. Everything worked fine. Given that, I think you skipped some steps from my detailed walkthrough somewhere. The .rim and .mod files have different data in them, so ERFEdit needs to be re-opened (thus, "reset") when switching between the file format it's working with. https://www.mediafire.com/?ktsov4gz7ebkufs
  21. No issues should arise, as far as we currently know.
  22. Okay, that's the fourth or fifth status update I've seen along the lines of "Ack! is not good enough for !"... What is going on, people?!

    1. Domino5555

      Domino5555

      Probably Brotherhood of Shadow.

    2. LiliArch

      LiliArch

      Probably my fault for starting it...

  23. Nothing planned for TSL. That being said, I've kicked around ideas in the past.
  24. No more new content. We're really just bug-fixing for now (which won't be for much longer, as the mod really works great already). And as soon as one of the original modders that worked on it has some free time, we will be re-doing and updating some of the custom levels to make use of new techniques that weren't possible back then. Also, it will be a 2.0 version with everything combined into one installer.
  25. If memory serves, you should be safe. Other than the message about your ruined map under the Jekk'Jekk Tar, I can't think of anything important.