Fair Strides

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Everything posted by Fair Strides

  1. The list of missing files would be helpful, as well as what install modes you tried (Main, Full, Addon, .etc). As it is, I found the issue, and it was a limitation with the installer that had not yet been fixed...
  2. I've never had an issue with the Remove Force Powers for Armors mod here on this site...
  3. I would assume it thinks your game is installed right in the C: drive... Try deleting "settings.xml" and then start KT to see if it gets the paths correct.
  4. http://arstechnica.com/gaming/2015/11/the-ps4-can-now-emulate-playstation-2-games/?mbid=synd_moz_videogamesgen1 Sony's been hiding it for a while, but apparently they've developed their own PS2 emulator that runs natively on the PS4, and boasts a healthy emulation and positive impact on the games so far. This makes me really happy, because I have some older PS2 games (Star Ocean 3, Champions of Norath) that I wouldn't mind seeing at 60fps with anti-aliasing...
  5. In this case however...I could have missed files in the installer... I'll look at it tomorrow.
  6. This might sound like an odd request, but I need someone that has a Mac with Mac OSX 10.8 or later, or the newest OS or whatever. Very important, urgent need, regards KSE and future modding tools for Macs.

    1. 1Leonard

      1Leonard

      I have a history of making wrappers in WINE of games for windows (TSL when it wasn't released on OSX yet, for example). When I tried to run a different game using X11 it would not work on OSX 10.11, even after I installed XQuartz. I could however try it again with whatever you want me to run. See how far I can get.

    2. Fair Strides

      Fair Strides

      That's cool. Unlike a game, the only thing KSE should need installed is support for X11 (hence XQuartz), since everything else is inside the .exe.

       

      And as said before, I think the only way to obtain a KSE.app would be to natively compile KSE on a Mac, so that would be an endeavour. :) When you have everything setup, let me know and I'll send you the .exe, okay?

    3. 1Leonard

      1Leonard

      I have some time to take a look!

    4. Show next comments  129 more
  7. Just wanted to report something that I've recently found out. For some reason, if you rename a model's files, but not the model's name in the .mdl itself, and then use the models in-game, the game will crash when quitting or switching areas (presumably, the game "tags" the models by the model's file name and builds the model's elements as children of a parent named after the model's name in the file; this would mean that when the game goes to clear stuff, the two names don't match and the model can't be deleted). I've discovered this because of chopping pieces of the Leviathan up for use in a scene for K1R and the game kept crashing. I saw that the AR_Error.log/.txt file in the game's directory mentioned a name mismatch on the model and used a hex-editor to change the name in the model. Tested it in-game and voila! no more crashes.
  8. I will definitely look into where I screwed up... LiliArch also told me that I have a script in the tslpatchdata for the Party on the Leviathan! mod, but that I forgot to actually install it... :| EDIT: Actually, could you change the conversation field of the .utc in the tslpatchdata folder to "k1r_vulksur2" and then run the installer?
  9. Shem himself is no longer an active modder, sadly... I, as a moderator, uploaded his mods with permission after Filefront died, so there is no official author support.
  10. I should think the 1-8 would be an ordering of priority for when you use the "Recommended" button at level-up.
  11. You might try the "_class" columns in skills.2da. And if you open the file in KotOR Tool, then you can save it in the Override folder.
  12. Please... No thread-hijacking here. In short, yes. You'd set the Destination to "modules\" and click the "Set!" button to confirm it.
  13. Yeah, we need more tutorials that, to be frank, are written for amateurs; I say this because those tutorials would explain things in detail using basic wording. As for your question, I'll first outline how an NPC (or any object, really) is positioned in-game and then outline the two methods for placing objects in-game and their pros and cons. ... An object in-game possesses two things: a vector of three floats containing its XYZ coordinates, and a float containing its directional facing (between 0.0 and 360.0). Scripting: The first, and most common, way to spawn objects is through scripting, whether the script is launched from a conversation, entering a level, or a reaction to an event. No matter what, it's all the same basic formula: *It should be noted that in all the examples below, the marks are for example only and cannot be there when compiling the scripts* Pros: Highly adaptable Easy to access Can be used at almost any time Perfect for delayed or conditional placement Simple and universal directional facing Cons: Cannot spawn doors, triggers, sounds Module-editing (GFF Editor): Placing or moving objects in the module itself requires a GFF Editor (like K-GFF) and editing the .git file for the module. Each object has its own XYZ coordinates that can all be edited easily, but the directional facing is tricky... Cameras: A camera's facing is determined by its Orientation field, wherein the first of the four numbers (we don't edit the second or third, normally) is equal to cos( ( - 90.0) / 2) and the fourth number is equal to sin( ( - 90.0) / 2). Placeables and Doors: Placeables and Doors both use a Bearing field, and this is a radian (everything in regards to facing for everything is a radian), so ( + 90) * 0.0174532925. If you're resulting number is greater than 4.7207963267949, then you'd subtract 7.857239039871151612 and use the result. Creatures, Waypoints, and Triggers: These three all have an XOrientation and a YOrientation field, and the results for both, respectively, are: cos() and sin(). Sounds, Encounters, and Stores: These either don't have orientations, or in the Stores' case, the orientation is thought worthless. However, the Encounters can have spawn points, and these have an Orientation field that is a bearing (like the placeables and doors). Pros: Fine control Ability to place encounters, cameras, sounds, and triggers Cons: Objects listed spawn the first time you enter the level, and so this is a one-time job Complications in directional facing
  14. Then the last thing I can recommend for this issue is to run KSE as an Administrator...
  15. And have you attempted this action with the folder of the actual game itself?
  16. Did you make sure to check the "Apply settings to all sub-folders, files, .etc" box as well? And could you see if you have a KotoR folder in a folder called "Virtual Folder" in your appdata (probably "local" appdata or "roaming" appdata) and confirm its settings as well?
  17. Try going to the LucasArts folder (or wherever you installed the game(s)) and removing the Read-only access before you open KSE. This issue (not being able to write out the files) is due to the files being read-only and the system then preventing you from overwriting the file.
  18. No, I've gotten that save from the other PM. Sorry about that... The Gamorrean Axe is in the game's files, but not usually obtainable, it seems. As to the Glow Rod, I need to edit it for the 1.1, but it is available in the sewers (pretty sure it was in the 0.9 as well). The Trash Compactor puzzle was not restored, and I do not know if that was due to lack of content or a design choice by ZM90 and Fallen Guardian (since Taris was way before I joined the team). The Gamorrean HQ was not restored, due mostly to lack of content. VOs aren't the issue; it's more to do with "no idea what was supposed to be there"...
  19. Is this the updated version of M4-78 that was just released? What's the date on the installer?
  20. You could try "F:" instead of "New Volume (F:)", since the paths are by the drive, not the drive's name.
  21. Alright, listen up! :D I've got something special cooked up for the holidays, but I need at least six (no more than nine) people to beta-test it for me... Experience with the UT* files required and area-editing experience greatly preferred as well. For details, please PM me and I'll add everyone I pick to be part of the same group PM.

    1. Hassat Hunter
    2. Fair Strides

      Fair Strides

      Kinda both, but if you just test one part, that's fine with me. :)

  22. Alright, listen up! :D I've got something special cooked up for the holidays, but I need at least six (no more than nine) people to beta-test it for me... Experience with the UT* files required and area-editing experience greatly preferred as well. For details, please PM me and I'll add everyone I pick to be part of the same group PM.

  23. If you set a file's install location to "modules\", then TSLPatcher will insert the file in there. This also works with modifying files already in the .mod (like .git files).