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Everything posted by Fair Strides
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Half of those have nothing to do with the Galaxy Map... All of those can be found in the Scripts.bif->Scripts, Source, however. For the actual Galaxy Map in the Ebon hawk, you also need these ones: k_inc_ebonhawk k_pebn_exithawk k_pebn_galaxy k_sup_galaxymap k_sup_galaxmap And for the Rapid Transit System (which you could simulate with an armband pretty easily): k_sup_gohawk k_sup_guiopen Almost all of the scripts I have listed above are in the Scripts.bif->Scripts, Source section of KT, but the ones that aren't are probably inside the Ebon Hawk's module itself.
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http://www.gamnesia.com/news/if-the-tpp-passes-it-could-be-extremely-detrimental-to-the-modern-state-of This was sent to me by ZM90 earlier on Skype, and while I'm fairly confident we are mostly safe, the talk about proprietary formats being a part of DRM (thus, reverse-engineering files to learn those formats would be DRM-Circumvention) has me pretty worried... What are your thoughts on this topic, after watching the video and reading the article in the link?
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Yeah... We'd talked about this on Skype while making the installer... (Don't kill me...) I've since removed the Error-Checking that prevented assigning blank values... I had to do it for an installer I was working on and it would have been rather difficult to do a workaround with scripts... Come to think of it, since I've both done that and removed the dialog.tlk check used to verify the paths (which crashes the installer if trying to install a mod to a Workshop folder that has no dialog.tlk file in it...), I should probably upload stoffe's TSLPatcher setup (a bundle of TSLPatcher, ChangeEdit, a custom nwnnsscomp.exe [which was done by tk102 to account for the 2DAMEMORY tokens used by TSLPatcher], the read-me, and TLKEdit).
- 444 replies
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- handmaiden and disciple
- party
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Could you please list all of your mods and tell us exactly what you were doing, saying, or clicking on before this error occurred?
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No More Messengers After Xor Ambush -- FIXED!!!
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
As stated in that fix's read-me: "This mod will fixes the problem with the second encounter with xor (Juhani plot) that was responsible for making Xor spawn only when using the Rapid transit system." It does not fix the variable not being updated, which is necessary for the other messengers to spawn. http://www.lucasforums.com/showthread.php?t=212579 http://www.lucasforums.com/showthread.php?t=154296 http://www.lucasforums.com/attachment.php?attachmentid=2451&d=1130303686 -
The bug commonly referred to as the "Juhani Quest Glitch" has officially been fixed. With the help of LiliArch, Kexikus, and several other people, I've managed to fix this long-standing bug in the game, and here's the bug, how the bug is caused, how to fix it, and how we found it: The Bug: Whenever you follow Juhani's personal dialog far enough along, you will be approached by a Twilek named Xor. He will take an interest in Juhani, but is forced to leave disappointed and angry. Later, he ambushes you outside your ship if Juhani is present, and will be dead when all is said and done. From that first moment when you get approached by Xor, you will no longer be able to be approached by any more messengers, effectively stopping the advance of others' personal quests and blocking you off from a shop later in the game. Because of the loss of this store, most players have learned to hold of on delving too deep into Juhani's past until later on, after the store is open. The Cause: The bug is caused simply because the game checks that the value of the global number K_XOR_AMBUSH is either 0 or greater than 2 when determining whether to have any messengers approach you. K_XOR_AMBUSH is set to 1 after Xor talks to you and takes an interest in Juhani. It is set to 2 after he attacks you later on. But it is never set to 3 after the attack is done! The Fix: You guessed it: you need to set the global number K_XOR_AMBUSH to 3 after Xor dies. This will allow other messengers to approach you and allow you access to a store later on. The Discovery: While looking into this bug, I went searching through the game's files for how the messengers were spawned and determined. I found out that each planet had one or two scripts for this, but not all could be decompiled. By examining the ones that could be decompiled, I was able to track the code that handles everything to k_inc_utility.nss in KotOR 1's scripts.bif. The relevant code from that file: Of importance is the following sample: int nXor = GetGlobalNumber("K_XOR_AMBUSH"); //Do not fire any messenger plots on Kashyyyk if Chuundar is dead if(GetGlobalNumber("K_CURRENT_PLANET") == 20) { bConditional = GetGlobalBoolean("kas_ChuundarDead"); } if(bConditional == FALSE) { if(nXor == 0 || nXor > 2) { This led me to investigate the K_XOR_AMBUSH global number and how and where it was changed. I discovered that it was set to 2 just before he attacked you, but that it was never set to 3 when he is dying. From there, I gathered saves from Kexikus and others and tested setting the K_XOR_AMBUSH to 3 after Xor dies. And everything works! This script is used by the game to launch Xor's death scene, but I've edited it to set the K_XOR_AMBUSH to 3 at that time as well. Simply drop it into your override folder and you're good to go! k_hxor_state03.7z
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Dealing with .utc's that share identical filenames
Fair Strides replied to Slotho Ren's topic in General Kotor/TSL Modding
Well, when dealing with UTC files that have the same name among different modules, you will have to add them to the module itself for testing, and to do it with an installer for the end-user, the installer would have to be ran multiple times. However, if each of the UTC files has the same item equipped (like a prop weapon), you could modify that item's stats instead. Just avoid that if it's an item the player could obtain through normal gameplay. -
Okay, let's go to the basics: List all the mods you have.
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This I can confirm, having set up the Patcher for Kainzorus and looked it over two times after the initial setup. BUT just for good measure, let's look again, shall we? EDIT: 30 minutes later. The Clone Wars Armor mod is impossible to conflict with the game, since it only adds onto the appearance.2da, modifies a Republic Corpse on the Harbinger (the corpse is only used here and nowhere else in the entire game. And the corps is just a loot one, nothing special), and the rest of the files are added content. The ONLY way you could get conflicts is if you had the following files from another mod: Textures (Doesn't matter if TGA or DDS) ia_Class9_090 through ia_Class9_092 ia_Class9_094 through ia_Class9_121 iw_hvrptbltr_066 iw_ionrfl_080 w_ionrfl_080 Models w_HvRptBltr_066.mdl and .mdx w_ionrfl_080.mdl and .mdx Modified files rsldcrps002.utp
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I need to contact Aspyr about how to fix the Audio-Skip bug, since I've partially solved it on my system...
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Can you send me all the files for that module? If I can compile the ascii with KAurora and compare that with your working version...
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Well, if we can pinpoint the settings for the AABB node in the binary mdl, I could look into adding that to KAurora. And I know that some people have been looking into why it won't support animations, so there's that as a possibility as well... If we can find these pieces, then I could look into updating KAurora to support these, which would at that point make MDLOps obsolete except for the "export to ascii" and the Replacer tool. Well, and the data viewer. But I reckon we could add the export to ascii pretty easily...
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If he can get me all the data format in the mdl's binary, I could try adding it to KAurora.
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Hmm... While working on K1R, I saw that custom items from the override and in the module's own files worked on placeables and creatures, so I should think it'd work on stores, too...
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How far we have come... http://forums.obsidian.net/topic/26615-pc-mods-to-kotor-2/
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KOTOR 2 Music Volume Problem [Steam Version]
Fair Strides replied to Guibaesa's topic in General Kotor/TSL Modding
Just like the audio skipping bug that so annoys you, we cannot fix it because it is a problem caused by Aspyr when they re-compiled/updated the game. Real simple solution for you: Use the legacy version from Steam or just grab the GOG version... -
*sigh* Let me pull out the C code, commandline, manual on machine code, and a C-Compiler... *cries himself to sleep from the torture*
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I'm a programmer and I haven't worked on games, but... That quote was from the uninitiated, ignorant group of critiquers who really don't know what they're talking about...
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Tools you will need: DLG Editor by tk102 KotOR Tool by Fred Tetra K-GFF by tk102 Concepts I'll be covering: Global Variables DLG Editing Action Scripts (Scripts that do something and then stop) Conditional Scripts (Scripts that check something, or several things, and then return 0 or 1) I will mostly leave the DLG Editor to you to learn, but some things I will mention: NPC lines are Red, Player responses are Blue. Entries are NPC, Replies are PC. Paste Node as Copy adds a reference to the entry or reply, instead of a new instance (moves the dialog to that entry's or reply's section, and helps reduce file-size by avoiding needless duplicates). When you select an Entry, the Speaker part is the tag of the creature (or placeable or door) and is what the camera will focus on. If blank, the game will use the object the PC is talking to (so leave it blank by default). Some concepts for you about DLG nodes (a node is anything in the DLG file, regardless of whether it is an Entry or a Reply): The Script part is the Action Script that will be ran when that node is used in-game (if it's an Entry, it's when that line shows up; if it's a Reply, it's when that line is activated or used). When you put a script in, don't add the ".ncs" part. The Conditional part is the Conditional Script that will return 0 (FALSE) or 1 (TRUE), which will determine whether that node shows up or is available in-game. When you put a script in, don't add the ".ncs" part. The VO Resref part is the file in the StreamVoice folder, and is also the name of the .lip file used for lip-sync (animates the mouth as the character talks). The Sound part is the file in the StreamSounds folder, and is used for alien VO. You need to check the Sound present box, though. A quick way to have "First-time you meet them" dialog is to make two main Entries (two entries right off the black filename line at the top of the dlg) and have the top one be your first-time dialog's starting point. You'd enter "k_con_talkedto" as the Conditional and "k_act_talktrue" as the Script. Now, here is a sample script that you can use as a template for your Conditional Scripts for the dlg files to make certain dialog only appear at certain points in the quest: int StartingConditional() { // And DO NOT leave the < > marks. // == means equal // <= means number on the left is less than or equal to // < means number on the left is less than // >= means number on the left is greater than or equal to // > means number on the left is greater than if(GetJournalEntry("<tag of the quest in the global.jrl file>") == ##) { return TRUE; } else { return FALSE; } } Besides this, I'd say to use KotOR Tool's Text Editor for scripting, and be sure to select KotOR 1 in the Script menu to see all the functions you can use (the empty text line above the list can be used to search for functions).
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3.3.5 onwards should work, but 3.3.3 will too. Some people like to install two copies of KotOR 2 and apply TJM to the second copy, so KSE basically adds it as a new branch in the list. In 3.3.7a, there is a .ini file supportff built-in. After you run KSE for the first time, you can go into this file and change TJM_Installed to 1 and TJM_Path to the path to wherever you installed TJM.
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Guys, guys, guys! http://steamcommunity.com/sharedfiles/filedetails/?id=323101932 I WANT IT!!! I will get a computer just to play it!
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@134340Goat: Have you tried switching Bao for Handmaiden before you load the module with the scene? You've just said that you switched Bao for her after your party was already disabled, so... @Darth Tyren: What are the odds of adding this to the armband as a pre-dialog check that helps determine whether to start the DLG? // Checks for the area *not* being unescapable if(GetAreaUnescapable() == 0) { }
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- handmaiden and disciple
- party
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Well... What are the odds of re-texturing M4-78 from the M478EP mod? http://deadlystream.com/forum/files/file/579-m4-78-enhancement-project/