Fair Strides

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Everything posted by Fair Strides

  1. You need to add everything from the Resources folder to the .mod and then save it. Also, you need to NOT delete the files after they're added. You need to keep them at least until you save the .mod file.
  2. At number 11, you set the file type/extension to .MOD. At number 12, you just name the file you're creating the same as the .rim. In this case, "end_m01aa" is the filename and it should be a .mod file.
  3. You might need to reinstall the game now if your .rim files are corrupted. To get a working .mod: 1. Make a new folder called "Resources". 2. Open the first .rim (the one that DOES NOT have "_s" in the filename) 3. Extract everything to the Resources folder. 4. Close ERFEdit. 5. Open the second .rim (the one that DOES have "_s" in the filename) 6. Extract everything to the Resources folder. 7. Close ERFEdit. 8. Move your changed files (and any new files) to the Resources folder, overwriting what's there if necessary. 9. Open ERFEdit (but DO NOT open any files). 10. Go the File menu and select "New". 11. Set the filetype to .MOD. 12. Make a new file named the same as the first .rim (the one that DOES NOT have "_s" in the filename). 13. Add everything from your Resources folder to ERFEdit. 14. Save the .mod. 15. Close ERFEdit. Then load up the game and go to the level for the first time (new game or previous save required).
  4. One of my brother's co-workers said Unity is crap (turns out he might have been basing it off of the layout/look)... But he probably doesn't know that Pillars of Eternity by Obsidian was made using Unity... :o

    1. Rovan

      Rovan

      holy hell what

    2. Dastardly

      Dastardly

      For indie developers, its a great tool

    3. Hassat Hunter

      Hassat Hunter

      Plenty of good Unity games, plenty of bad Unity games. As with most engines really...

    4. Show next comments  102 more
  5. For the first question, I'll re-quote my last two paragraphs: As to your next question, you will need to: 1. Open heads.2da 2. Find a twi'lek head (take note of the gender) 3. Check the row's value for the head column (for example, we're using row 61 and 62, female and male respectively) 4. Make a new row in heads.2da, and make sure you change the row number 5. Give the head entry the name of your texture/model. The head column is the model and neutral/LS texture 6. Add in names for DS transitions if you want. (Immediately after the head column, we have most evil and it progresses to least evil) NOTE: KEEP THE HEADS.2DA OPEN! 7. In KotOR Tool, go to BIFs->Models.bif->Aurora Models, find, and extract the .mdl file for a twi'lek head (twilek_f and twilek_m for example) 8. Go to the Aurora Model Extensions branch and extract the .mdx files for a twi'lek head (again, twilek_f and twilek_m for example) 9. Rename both the .mdl and .mdx to whatever you put in the head column in your new row in heads.2da 10. Go to ERFs->Texture Packs->swpc_tex_pac_a.erf->T and extract twilek_f01 or twilek_m02. SAVE THEM AS TGA FILES!!! 11. Rename the textures to whatever you put in the head column in your new row in heads.2da, BUT KEEP THE NUMBERS!!! Note: Change the number on the male twi'lek texture, if your head is male, to 01. 12. Click somewhere else in the heads.2da file and then save it to your override folder. 13. Put the row number of your new row in heads.2da into the normalhead column for your new row in appearance.2da. 14. Lastly, click somewhere else in the appearance.2da file and then save it to your override folder. That should do what you need, but if the head shows up white or something, then you'll need to hex-edit the model, which I can walk you through if necessary.
  6. In the appearance.2da, each row has lots of model# and tex# columns, with the occasional tex#evil (replace "#" with a letter). KotOR 1: You have letters A through J; A = Underwear/nothing equipped B = Clothing C = Armor Class 4 (should be Light Armor type 1) D = Armor Class 5 (should be Light Armor type 2) E = Armor Class 6 (should be Medium Armor type 1) F = Armor Class 7 (should be Medium Armor type 2) G = Armor Class 8 (should be Heavy Armor type 1) H = Armor Class 9 (should be Heavy Armor type 2) I = Used by all three Jedi Robe variants (Normal, Knight, Master) J = Star Forge/Revan armor KotOR 2: You have letters A through N; A = Underwear/nothing equipped B = Clothing C = Armor Class 4 (should be Light Armor type 1); Also acts as the Miner Uniform D = Armor Class 5 (should be Light Armor type 2) E = Armor Class 6 (should be Medium Armor type 1) F = Armor Class 7 (should be Medium Armor type 2) G = Armor Class 8 (should be Heavy Armor type 1) H = Armor Class 9 (should be Heavy Armor type 2) I = Normal and Restrictive Jedi Robes J = Star Forge/Revan armor K = Armored Flight Suit section L = Dancer's Outfit (females) / Unused (males) M = Zeishon Sha / Jal Shey armors N = Jedi Knight Robes N = Jedi Master Robes For you to have a Twi'lek that doesn't look like the other Twi'leks (and wears the clothes like the party members do), you'll need to copy a Twi'lek row (270 for female or 269 for male, just as examples), paste it as a new row at the bottom, and then change the model#, tex#, and tex#evil columns to match what one of the party member or Player (any of the P_FEM_ or P_MAL lines) say. If you want some extra personalization on your Twi'lek's armor/underwear, you can make the tex# and tex#evil columns whatever you want (less than 13 or so characters) and then edit the player's textures and save them as the custom names in the new appearance.2da row (VERY IMPORTANT!!! leave the numbers on the end in the filenames or the game can't find the texture!).
  7. 1. Open KotOR Tool.2 2. Open camerastyles.2da (could be camerastyle.2da) 3. Change the Ebon Hawk row to match the Default row (specifically, the distance, height, and pitch entries) 4. Click on another section of the .2da 5. Save to Override folder. 6. Profit.
  8. I have no idea, but what's in one of the .txi files that won't animate the texture? (.txi files can be opened in Notepad)
  9. All I see in the visualeffects.2da line is a mention of 1703 in the progfx_dur column...
  10. If it helps at all, I think the "I need healing" thing is part of his party member dialog, disciple.dlg.
  11. I was actually afraid I was leaving a bad impression as a short-tempered jerk...
  12. ... Did it work? Did it fail? Is it still white? I've got no info to go off of, here... I'll assume you're leaving the part where it didn't work off, so I'll advise to try taking the "10" off the texture's filename, leaving it as "PFBQM". And if that doesn't work, try "PFBQM01"
  13. Have you tried something different, like renaming the texture and texa to PFBCMC with no numbers? If that fixes it, I would assume the game texture-swaps when the model is rendered, and needs the textures to be the same length.
  14. Okay. But what about my first question? What is the name of the texture? Also, what exactly do you have in the modela and texa columns for your line?
  15. What is the name of the texture? What item (if any) are you equipping to see the texture?
  16. Also, make sure you read the read-me PDF for TSL Patcher. And a big thing about it is to use the files you want to be compatible with as a base (for example, use TSLRCM's .2da files or the DLG files in the override to do your content, and use those as a base file for comparison when making the TSL Patcher installation).
  17. You might send Rece a PM about this, as I helped him get BoS:SR "working" on his Mac version (I forget what I did and Rece had an issue with a door never loading a module, so we didn't get a full test). Also, this issue seems to be Mac-specific, so it's rather hard to diagnose.
  18. Ah. It wasn not very clear when you said "So I managed to change the colors of the buttons and button texts, but NOT the color (nor the blinking) during mouse-over!" whether you were referring to buttons, text, or both, so I assumed we'd start with the basics. And there's no entry in the Hilight settings to control the text. As for the music, I think you'll just need to rename your music file to the sion one. Though, I noticed a "mus_main" in the ambient music .2da, so maybe rename your tune to that?
  19. Here's a picture where all I did was change the Color field for the Hilight on the Load Games button to 1, 0, 0. No other changes were done. This was done on the mainmenu8x6_p.gui file. The doc that I gave you on the GUI sub-sections: read what it says for EDGE and CORNER and then look at the Hilight section again. (You might also need to extract and view the textures with alpha channel turned on as well to get the full idea)
  20. You might need to change the texture used for the Hilight on the buttons to one that's yellow. Assuming the Highlight section of the .gui file has had its Color field changed with no result. Also, try setting PULSING to 0
  21. In any event, it was the site owner himself who locked the thread and made that message. It's a lot easier to find a specific request if it has its own thread, and especially when you're trying to search a dozen or more pages of a thread for a request that only has two or three relevant replies...
  22. For this you might need to contact Hassat Hunter (search the Members section) or wait for him to reply here.
  23. I will need you to send me the packaged up workshop folder for the 1.3 version. I should be able to reverse everything he did and make a TSL Patcher version from it, but if I need the 1.11 files, I'll be sure to let you know. Also, to avoid any permission issues with distribution, please PM me the archive/package (preferably in a .7z file) instead of adding it to this thread.
  24. As I said earlier, you need to extract the files from both of the .rim files for a level. One of them only has those three files.
  25. I don't watch LPs (since I could just play the game myself...) and again, I don't really bother to memorize the fixed-loot containers and the random-loot ones don't need remembering. I may need to take a moment to explain some things without just dumping a lot of info on you: The game's levels by default have their resources split between two .rim files per level (.rim and _s.rim) in the modules folder. Modders can pack all the resources for the level into a single .mod file (creating a new one from inside ERF Edit) and the game will use the .mod file instead of the .rim files. This allows modders to affect and override areas without messing up the original copies. You can get ERF Edit here. You would need to extract all the files from both of the .rim files into a folder, make a new .mod file (with the same name as the first .rim file. For example, "end_m01aa.mod" instead of .rim), and then import all the files from the folder you made. After that, you can add your edited files once you're satisfied with their performance from the Override folder. After you add them to the .mod, you need to erase them from the Override folder. This way, you won't have issues with the game re-using the files. That is definitely likely. I hope to be able to help with making this less of a panic when it comes time to making the installer. I did see that when I read the thread (before I posted in the thread). A lot of this could be done with just the files in the Override folder, but a lot of it will rely on putting files back into the levels (hence my explanation of that process above).