Fair Strides

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Everything posted by Fair Strides

  1. Which "older version" are you referring to? If you don't run the games as an administrator, the Windows will put the savegames in a VirtualStore folder in your Appdata. If your Saves folder is empty, check the appdata. If it isn't empty, then are you trying to get it to register cloud saves?
  2. I don't recommend ever trying to run the TSLPatcher from the override folder. Move the extracted mod anywhere but the game's folder and then you might get better results.
  3. Posting your install log could help us see exactly where it went wrong. And have you tried re-downloading the mod? Also, how are you installing it? (Are you running it from the archive? Where is the mod extracted to?)
  4. I will be going down your list one at a time: PC Response Moderation works on the Endar Spire currently, not sure how far beyond that it goes, and I'm not sure if its changes would be overwritten by K1R or not. Party on the Leviathan has a slight oversight in the installer that I will be patching shortly, but there is a script in the tslpatchdata folder called "k_plev_freecs2.ncs" that will need to be manually moved to the override folder. I am not sure, but the Endar Spire dialog should be good to go for K1R. At this time, NPC Overhaul is not compatible with K1R, due to shared level files and NPC Overhaul doing all of its changes inside the actual levels themselves and then replacing the .mod files already in the modules folder if they exist. On the Vulkar Coward Redux, that's up to you. I think the pure vanilla option doesn't actually work with K1R, though. Basically, if you want the guy to look and talk like a Twi'lek instead of looking and talking like a Human (as is done in K1R), use this mod. Ord Mandell is a fun mod, and definitely will keep up with challenging you. I haven't installed it in a while, though, so I forget how it installs. Same with Yavin IV. The next four mods I've either only used once (the Korriban Crystal Caves mod) or never (the rest), so I can't really speak on them. The entire Character Models section should be fine, but pay special attention to what Darth Parametric said. Honestly not sure how the Bastila Romance Enhancement will play with K1R, since I believe ZM90 edited her dialog file. The Sunry Murder Recording is already integrated into K1R. Black Vulkar Soundfix should be safe to use. The Cutscene mod is not actually cutscenes. It's editing the audio of the videos the game plays, but that should be safe to use. I'd be careful with the Korriban Workbench, as I recall talking to the author about it once, but I forget if that was in relation to K1R or not... Never use the Xia Tarashei mod. I am not at all sure how the K1 Enhancement Pack's stuff will work out. Weapons of the Old Republic will probably overwrite a bit of the stuff from Weapon Models Overhaul and the Vibrosword mods, and you will need to delete several .utc files (I'm not sure which ones, you'd need to ask Malkior) to work on the Leviathan and some spots afterwards. Not sure about Xiskio's Holster mod.
  5. What mods do you have? And what have you done in your game? DS/LS? Male/Female? What was your decision at the top of the Temple?
  6. Please forgive any traces of irritation, but on Steam I've already had to deal with a host of "Hey! Is it clean?!" posts and seen some people get pretty freaking arrogant and up-tight about how their testing can't be wrong... I've already said in the past that KSE is clean, but that with the programming language the OLD KPF was written in (autoit3), anything more than a "Hello World!" message is flagged as a virus. This has been a running issue with autoit3 for years, and a quick internet search will show plenty of proof to that statement. A new KPF was made and is available from the KSE on Steam Workshop. There, you'll also find a download link if you just need the new KPF. Oh, and the filenames don't match because I had someone else update the KSE upload when my net wasn't cooperating for me to do so.
  7. Move them to the main saves folder, edit them, and then move them back?
  8. I haven't tried it, but I can say that you'd be missing the content on the Endar Spire and a lot of restored content on Taris...
  9. I read earlier that they had used a KotOR head to start with, so I should think the skeleton and stuff is already there, no?
  10. Yeah, your method will indeed work. Something went wrong when I tried disabling the space suit if you were using Major Hurka, and I later dropped the ball in the testing, so this incident wasn't found...
  11. Not knowing anything about the situation, I sent sylv_o a PM last night suggesting a run through VP's HeadFixer, and awoke to a PM saying that they hadn't tried that, but would soon.
  12. Or could it be like the old lightsaber thing where you had to go load a different level and flourish it?
  13. I am overworked and in dire need of a vacation... See ya in a month! :D

    1. Sith Holocron

      Sith Holocron

      No peeking at the website and skip looking at KOTOR themed emails! ;)

    2. redrob41

      redrob41

      Thanks for MDLops 7. Now I can try getting back to "work". Enjoy your break.

    3. Show next comments  114 more
  14. Textures in KotOR 1 and 2 usually have a variation number, so try adding "01" to the end of the texture names. "N_SithStudentM01" and "N_SithStudentF01" for instance.
  15. Fair Strides

    MDLOps

    File Name: MDLOps File Submitter: Fair Strides File Submitted: 14 Jan 2016 File Category: Modding Tools ----------------------------------------------------------------- -->-- ----------------------------------------------------------------- ------------------------- -->-- ------------------------- ----------------- -->-- ----------------- This script is released under the GPL, see the included GPL.txt. ---------------- -->-- ---------------- MUCH MUCH MUCH thanks to Torlack for his NWN MDL info! Without his info this script could not exist! Thanks to my testers: T7nowhere Svosh Seprithro ChAiNz.2da Thanks to all at Holowan Laboratories for your input and support file browser dialog added by tk102 AABB, animations, lights and emitters, and speed-up by JDNoa Calculations of vertex and face normals by VP and Fair Strides 1.0 version by ndix UR, thanks to bead-v for inspiring many of the added features, figuring out a number of critical format algorithms, and sharing the journey ----------------------- -->-- ----------------------- This is a Perl script for converting Star Wars Knights of the Old Republic (kotor 1 for short) AND Star Wars Knights of the Old Republic, The Sith Lords (kotor 2 for short) binary models to ascii and back again. Binary models are converted to an ascii format compatible with NeverWinter Nights. It can also do some other operations on models, like renaming textures and replacing meshes. ------------------ -->-- ------------------ -Automatic detection of binary model version -Automatic detection of model type -node types supported: -trimesh -danglymesh -lightsaber -skin -emitter -light -reference -dummy -model properties supported: -diffuse -ambient -shadow -render -alpha -self illumination -many, many more -supports compile/decompile pwk/dwk/wok walkmesh files along with their associated models -when reading in a binary model a text file is created that lists all the textures the model uses. -replacer function lets you replace 1 tri-mesh in a binary model with another tri-mesh from an ascii model -renamer function lets you rename textures in a binary model read the tutorials "KotOR_Tutorial.txt" and "Quick_tutorial.txt" for an explanation of how to get your models into kotor ---------------------------- -->-- ---------------------------- ------------------- -->-- ------------------- ------------------------------------------- -->-- ------------------------------------------- -------------------------------------- -->-- -------------------------------------- ---------------------------------- -->-- ---------------------------------- This script may only be hosted from sites that do not claim ownership of files they host. In other words, any site that claims "All files submitted to this site become property of the site owner" can not host this script. You are free to host this script from your website as long as the distribution contains only the files listed below. You are free to submit this script to any public download site as long as the distribution contains all the files listed below. GPL.txt icon.bmp KotOR Tutorial.txt mdlops.exe mdlops.pl MDLOpsM.pm Quick_tutorial.txt readme_mdlops_1-0.txt replacer_tutorial.txt I also ask that if you do host or submit this script to a site send me an e-mail to let me know. My e-mail address is at the top of this file. Click here to download this file
  16. Version 1.0.0

    3,677 downloads

    ----------------------------------------------------------------- -->-- ----------------------------------------------------------------- ------------------------- -->-- ------------------------- ----------------- -->-- ----------------- This script is released under the GPL, see the included GPL.txt. ---------------- -->-- ---------------- MUCH MUCH MUCH thanks to Torlack for his NWN MDL info! Without his info this script could not exist! Thanks to my testers: T7nowhere Svosh Seprithro ChAiNz.2da Thanks to all at Holowan Laboratories for your input and support file browser dialog added by tk102 AABB, animations, lights and emitters, and speed-up by JDNoa Calculations of vertex and face normals by VP and Fair Strides 1.0 version by ndix UR, thanks to bead-v for inspiring many of the added features, figuring out a number of critical format algorithms, and sharing the journey ----------------------- -->-- ----------------------- This is a Perl script for converting Star Wars Knights of the Old Republic (kotor 1 for short) AND Star Wars Knights of the Old Republic, The Sith Lords (kotor 2 for short) binary models to ascii and back again. Binary models are converted to an ascii format compatible with NeverWinter Nights. It can also do some other operations on models, like renaming textures and replacing meshes. ------------------ -->-- ------------------ -Automatic detection of binary model version -Automatic detection of model type -node types supported: -trimesh -danglymesh -lightsaber -skin -emitter -light -reference -dummy -model properties supported: -diffuse -ambient -shadow -render -alpha -self illumination -many, many more -supports compile/decompile pwk/dwk/wok walkmesh files along with their associated models -when reading in a binary model a text file is created that lists all the textures the model uses. -replacer function lets you replace 1 tri-mesh in a binary model with another tri-mesh from an ascii model -renamer function lets you rename textures in a binary model read the tutorials "KotOR_Tutorial.txt" and "Quick_tutorial.txt" for an explanation of how to get your models into kotor ---------------------------- -->-- ---------------------------- ------------------- -->-- ------------------- ------------------------------------------- -->-- ------------------------------------------- -------------------------------------- -->-- -------------------------------------- ---------------------------------- -->-- ---------------------------------- This script may only be hosted from sites that do not claim ownership of files they host. In other words, any site that claims "All files submitted to this site become property of the site owner" can not host this script. You are free to host this script from your website as long as the distribution contains only the files listed below. You are free to submit this script to any public download site as long as the distribution contains all the files listed below. GPL.txt icon.bmp KotOR Tutorial.txt mdlops.exe mdlops.pl MDLOpsM.pm Quick_tutorial.txt readme_mdlops_1-0.txt replacer_tutorial.txt I also ask that if you do host or submit this script to a site send me an e-mail to let me know. My e-mail address is at the top of this file.
  17. I think you could be watching an older version of TSLRCM, then... And if you have an earlier save, you might make sure no one is poisoned, no one is injured, and no one is unconscious before triggering the cutscenes. Also, try to make sure Atton isn't near-death or poisoned after beating the Twi'lek Assassins.
  18. Trust me, join the club. The patch is installed after the mod, because it patches the mod. There've been almost no changes to the installer, the parts where it's hanging weren't even changed, some people get it to go fine, some people get stuck, all the usual workarounds have been 50/50, and about the last thing I can recommend is disabling UAC and then doing everything I recommended some posts back.
  19. I will be writing up a new pinned thread soon, I think... Google "7zip" and download that program. Once it's installed, you'll notice that "7zip..." has been added to your right-click menu when browsing your files. You'll need to right-click the .7z file (also works with .zip and .rar) and go to "7zip..."->"Extract Files..." and then either adjust your settings or just hit "Ok". You'll now have a new folder wherever your file is and your extracted files will be in there.
  20. I believe it opens a chest somewhere, but I've never found it.
  21. Fair Strides

    Requests

    You're probably aware of this, but we can't do that without the guy's permission... And he tends to be hard to get a hold of.
  22. If either of them are Jawas or Ithorians, I can tell you that is because Bioware didn't give them anything more than the necessary movement animations and a few others. Anything other than that I would probably attribute to a similar issue.
  23. In most cases, this is only a warning The TSLPatcher will not overwrite files unless told to, and if the file is being edited later, it's usually fine if it already exists. What mods were giving these warnings? What mods do you have installed? If you still have the install logs for the warning mods could you paste their contents inside
  24. That Conversation Node Error thing sounds like you have the game installed as a language other than English... K1R is only English at the moment. As to your issue here, that could be related, but if you have a save from before going to the swoop track, try deleting the tar_m03af.mod from your modules folder and then trying the swoop track. If that still fails, try warping to tar_m03mg to do the race.