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Everything posted by Fair Strides
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I would assume yes it would work now. I just need to get one or two more things working with VP before I could think about releasing it.
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The offsets could very well be there, but I could try compensating for that in 3DSMax. As far as Headfixer, it works by hex-editing specific spots in the binary model, spots whose position doesn't change between models. I'd need to ask VP what the new values are, but there is also the issue of finding out where the hex-edited info lines up in the ascii model/MDLOps' compiling process. Short answer: Headfix is still needed, since right now trying to find where its binary data is in the ascii/compilation is not an easy thing.
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On her body model, the hip/waist is the most noticeable part. Running Mira's head through MDLOps once to decompile and once again with no edits yields this: Before (Compiled with MDLOps 0.5 and then ran through VP's Headfixer) After (Compiled with the new MDLOps and then ran through VP's Headfixer) As you can see from Mira's upper lip, things still aren't quite perfect. VP and I want to add another extra leg or two to the calculations that will hopefully fix that issue.
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Before: After:
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KSE is a .exe, so it should be running as a program... Notepad and the like shouldn't be opening it. It's downloaded as a compressed file, so you'll need 7zip or something similar to unpack it.
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You would download all of those, every last one of them. Then google "7-zip" and download the right one for your OS (32-bit = x86, 64-bit = x64). Then right-click the bos_sr_1.0.part01.rar and "7-zip" should be in the right-click menu with an arrow beside it. Mouse over it and then in the foldout, select "Extract Files" and finish it off with clicking "OK". Then you'll need to also extract the bossr_patch_1.1.7z. When everything is done extracting, you should have two folders: "bos_sr_1.0" and "bossr_patch_1.1". Go into the first folder and click on the .exe to start installing the mod. When that is done, go back one folder and then go into the patch's folder and do the same thing.
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To tag along with Kexikus' points, let's say part of your quest has two or more possible outcomes/p[tions? How would you keep track of which outcome/option was achieved? You could either check the entry id of the quest, or if wanting to check the results after the quest has been finished, you would need to use global number or booleans (booleans are 0 or 1, no or yes). So you would need to set the global number or boolean at the time the event happens and set it according to what needs to be recorded. As an example, take the given scenario: ========================================================================================== Your ship is boarded while you're away on business and you come back to find it's being occupied. You go in and fight your way to the cockpit. When you confront the person responsible, you can do one of the following: 1. Kill him. 2. Pay him off. 3. Reason with him. ========================================================================================== If you wanted to use the guy later on in the quest if he survived, you'd want to check to make sure the player hadn't killed him.
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Then I must inform you that I originally uploaded the mod here as a .7z, of which the 1.1 still is. I separated it into 100MB chunks for easier downloading, resulting in six 100MB parts and the seventh part being about 63MB. And I just downloaded everything the other day and installed BoS:SR, so I know the downloads work. All you need to do is download all seven parts and then start extracting just the first part. WinRAR/7-zip should unpack the rest as it processes everything.
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Not sure what you mean on the first one. Unlike Creatures, the other entries in the .git file aren't glued to the ground's Z-coordinate. So, if you drop the Z-coordinate on your fires, they will spawn in lower.
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How about language of the game, TSLRCM, and M4-78EP?
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Every time you re-try, are you loading a save from before entering the fuel-lines after the harbinger? If not, T3 won't show up because the level's already loaded, I believe.
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Well, I know what I'm doing when I wake up later... (It's 1:58AM here) Going off of VP's "more info" link, I should be able to add this to both MDLOps and KAurora quickly, so we could be seeing minor updates soon.
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If we were to go that route, I could edit NWMax to print out the vertex normals in the exporter... As it is, doing it in 3DSMax could possibly be done: https://www.opengl.org/discussion_boards/showthread.php/128451-How-to-calculate-vertex-normals?p=966252&viewfull=1#post966252
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You also want to change the tag and template resref inside the file to match...
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What mods do you have, since unless he was using a healing item, it's never been encountered before.
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Can't get Jolee walking anywhere with a script
Fair Strides replied to Kexikus's topic in General Kotor/TSL Modding
In that case, try adding the following before you try telling him to move: SetCommandable(TRUE, oJolee); AssignCommand(oJolee, ClearAllActions()); And then you'd probably want to DelayCommand your movement action by 0.5 to avoid colliding with the ClearAllActions. -
Can't get Jolee walking anywhere with a script
Fair Strides replied to Kexikus's topic in General Kotor/TSL Modding
Going by the dialog with the bad guy in that level, I'd try Jolee's tag as "jolee" instead. -
Pazaak tournament, no prize received
Fair Strides replied to Xr900's topic in KotOR1 Restoration (K1R)
Please paste the "For K1R" questions here and answer them. You can find the questions here: http://deadlystream.com/forum/topic/3952-k1r-11-impressions-and-bug-reports-read-me-first/?do=findComment&comment=40985 -
You're most welcome. This is not currently used in RoR's production, though initially RoR areas were used by Logan for testing purposes. Also, anyone who wants to help with documentation, I WILL NOT TURN YOU DOWN!
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I cannot commend you enough for the foundation you've laid down before announcing your project, as well as the planning and thought you've put into it and the resources you've already gathered.
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Download:Brotherhood of Shadow: Solomon's Revenge
Fair Strides replied to Fair Strides's topic in Mod Releases
When did you download the mod, and have you tried compatibility mode and running as an admin? -
Which game? Which version? Where is it installed? What exactly is your process when operating KSE?
