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Everything posted by Fair Strides
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brotherhood of shadow cant install
Fair Strides replied to deccy20's topic in General Kotor/TSL Modding
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. -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
@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. -
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... ).
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Try adding one more ) in front of the ");" at the very end. -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
This script would need to go in the OnDamaged script slot. Also, you will not need to set the Minimum 1 Hp setting in the UTC file, as that's done in the script with the "SetMinOneHP" function. And the "//" denotes a comment in the code, purely for explanation. No, there is no auto-level function, unfortunately. Also, you can l9ck the Party Selection screen with SetAreaUnescapable function. S value of TRUE should disable it and calling the function again with a value of FALSE should re-enable it. I don't have the modding tools on me at the moment to look up the functions at the moment, but I know the compiler isn't seeing a valid location and I don't think the 0 inside the location section is required... ActionMoveToLocation(Location(Vector(-77.5775390625, -51.8112106323242, 0.0), 213.749927975663), 0, 1.0); -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
The Local functions (not the global ones, mind you) will either return 0 or NOT 0, so FALSE or !FALSE. It's a weird quirk they seem to have. Mine was originally a typo on that, since the idea was to see if it was > 0, not In the DLG file in question for that scene (852nih.dlg, second main branch), Visas plays the 1431 Meditate2 animation, assigned from the dialog file itself, not through script. Given that, I don't know if the animation is custom to her model, or the general animation. As for your code, the following should do fine: -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Assuming this "specific door" is a unique .utd file in the level and only spawned/used once in the .git file, you can attach a script to the OnOpen slot: That should work for you. The local boolean stuff is just to make the conversation only activate once. -
According to the vanilla code, it does indeed add the extra attacks. What are you doing in your setup, such as weapons equipped, feats used, effects applied, .etc?
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This is due to KotOR Tool's UI not liking the resolution. I have similar issues with its Text Editor and have had issues with the Creature Editor in the past. You can try reducing your resolution to something like 1024x768 or similar. Also, if you have any DPI scaling going on to make things bigger, reducing that might help as well.
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Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
Makes sense to me, but it only matters if it makes sense to the game, and I don't know that it won't crash if you have the multiple constants for the Mechanics line. -
Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
Yes, you can change the names and descriptions, through either editing the lines in the dialog.tlk file or adding new lines to the dialog.tlk (which would then involve changing the references in the skills.2da. The numbers in the "name" and "description" columns refer to entries in the dialog.tlk file. In Scripting terms, that would link them all to the same skill. That wouldn't help in terms of the already-compiled scripts in the levels, but it would work for any scripts going forward. The "label" column is purely for the convenience of the person messing with the file. It's the "(Row Label)" column that's important, as that's actually the index to the row itself. Granted, it can't hurt to cover your bases and both move the row and change the "(Row Label)" column's value. -
Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
I've done some digging around in the GUI. Even if I swap the positions of the Demolitions and Persuade skills in the Character Generation Skills page, the skill points go to their original spots. The CharGen GUI is pretty hard-coded in that respect. However, I also swapped the GUI elements around in the normal Skill Info page (in the menus, right beside the Character screen) and they showed up properly there. So it's a foible with the CharGen menus that you'd need to be aware of and tell the users. -
Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
Did you swap the entire rows? Because if you had done so, Demolitions would have still been affected by INT modifier and Persuade by CHA. As to the Empathy feat itself, does it work even if you have no skill points in the affected skill? -
Bugs / Errors Reporting with M4-78EP
Fair Strides replied to Sith Holocron's topic in M4-78 Enhancement Project
Even if they were, that wouldn't be a solution. The way the texture displays on the weapon is a part of the model itself. And the weapons in this case may be part of the droid models and not spawned in by the game when the weapon is equipped. So the only way to fix that would be to edit the droid models themselves, which has its own issues. So this may be an issue you'll have to live with. -
Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
Remember though that you can't add working passive feats like what the skill focus would do. Certain kinds of passive feats are possible though, by editing the relevant scripts. If you edit the scripts that control grenades, you can add feats that affect the damage or whatever of the item by manually scripting it to be so. This isn't possible with skill checks, since the game does it as a hard-coded action. As for the game crashing, it seems to really hate giving a custom jedi class. Non-jedi classes will place nice just fine. As to this one, that would need some testing. For starters, do the skill focus feats even work in the first place? Another thing is that we don't know how they work. If I were to guess for myself, I'd say the game has it hard-coded so that the bonuses are given to hardcoded skill numbers. These would be 0 to 7 to represent a row in skills.2da and that's where the bonus would go. A way to test that would be to swap Persuade and Demolitions rows in skills.2da and see if the Empathy feat boosts the Demolitions skill. -
Bugs / Errors Reporting with M4-78EP
Fair Strides replied to Sith Holocron's topic in M4-78 Enhancement Project
That is likely because the weapons are part of the droid models but use the same textures as the real weapons. It's been known to be the case before and likely is here as well. -
Question/Advice about Skill Modding (and other stuff)
Fair Strides replied to DylanRPG's topic in General Kotor/TSL Modding
The simplest way for me to respond is probably going to be a one-at-a-time method. 1. Sadly, the 30-point allotment is hard-coded. You can get around it with the Recommended button as you've discovered, though. 2. You can remove skills, and the game will recognize far more than the vanilla eight, but the GUI will only recognize eight skills because that's all the game's .exe was programmed for. So you could revise the skills.2da to remove the unused/combined skills' rows and just use your own. Unfortunately, you could potentially run into issues where a script isn't possible to de-compile and you happen to need to change a skill check in that script to get around this. 3. In a round-about way, you could do so. The game has four "hidden" inventory slots that are not represented in the GUI. These slots are the CARMOUR, CWEAPON_L, CWEAPON_R, and CWEAPON_B slots in nwscript (I presume these to be "Creature hide slot", "Creature left weapon", "Creature right weapon", and "Creature bite weapon"). You can use scripting in the start of the tutorial level (in the script that adds equipment by level, for instance) to add the required item to the player's inventory and equip it via scripting, since the player can't access the slots in-game. 4. Your guess is correct in how you'd go about doing that. I can probably get a good tutorial going throughout the week and have it up either during the week or the next weekend on all the tools and where to start. 5. The skill focus feats are in the files, but I don't know if the game's .exe was coded to recognize them. Sadly, we cannot actually control what the "passive" feats (any feat that you can't physically use) do or make our own, as the effects of "passive" feats are hardcoded into the .exe. 6. Sadly, the only way to do this would be to boost the CON score, but that'd be for every level. There's no way to do this so that it only affects the first level at character generation. 7. Unfortunately, the attribute progression is hardcoded into the .exe as well. 8. New classes are definitely possible, though I believe we've always had trouble with doing the spellcaster classes and the game crashing. 9. There is a way to limit which spells are available to which class, which would allow a psuedo-Talent system, but for it to actually work, you'd need to keep the three-class system Bioware implemented. So it'd be a toss-up between "Jedi character progression" and "Specialized access to powers". -
Does anyone have the CSLU Toolkit installed on their computer? If so, I need a package of it. The installer website is no longer around.
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You do me a slight disservice here, DT. Surely I would have planned better than that? The function that resets a creature's stats is coded up and ready (minus the fact that I just realized it doesn't actually take feats, force powers, or skill points away, nor does is grant them like it should), but it is never actually executed. The k_ai_master.nss and fs_level.nss never actually call the function. The function can be called, but it isn't currently. That means that any stats will remain as they are and only get increased from there. Also, it's not like I go "Okay, the Strength score is Random(19) + ( / 4) points." I only ever add onto stats, not take away. It'd be literally impossible to randomly set a stat to 0. While that does indeed seem credible, I have two questions: 1. How long and hard was that to actually figure out? 2. Do you know how the game decides which row a creature should use?
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Okay, the reason why the mod (and my Fumble! one) is still not updated is because I'd really like to be able to get ahold of stoffe or anyone that knows her permissions. My understanding is that I have permission to edit her tools willy-nilly and that her mods can be uploaded at least to DS (I forget if she said anywhere KotOR-related or if that was some other modder), so I don't know if I could release an updated version that's compatible with her Improved AI, since I need to use pieces of her mod to do so.
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First question: What mods are you using? Second question: How can you tell it's this mod specifically that's causing the issue?
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Problem with KotOR Restoration
Fair Strides replied to Golselect's topic in KotOR1 Restoration (K1R)
Also, if you had copied the dialog.tlk file that was shipped separately with K1R that patched some vanilla stuff, that was an English dialog.tlk file. I'd need your dialog.tlk file to switch the language back to Spanish (it wouldn't change the actual text/characters shown, but it would make the game read it properly). -
Sorry for the issues guys. It's my fault for trying to rush the installer. I'll have them corrected by the end of the day and a new version uploaded.