Fair Strides

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Everything posted by Fair Strides

  1. Okay, tk102's tools are uploaded. Not sure if I should have to upload the Global variables comparison tool, though...

  2. It is indeed compatible. Have you tried adjusting settings like Frame buffer effects, Shadows, and Grass in the Game's Graphic Options or the DisableVertexBufferObjects=1 thing in the .ini file?
  3. You will most likely need a save from before that scene starts. If that doesn't work, I could still take a look at your save and try to fix it.
  4. Yes, this was why the mod was pulled originally. It was mistakenly re-approved before I could upload the patch. I will do that as soon as I hear back on some file from the creators of TSLRCM.
  5. Looks like somebody didn't like the LF Admins... http://www.lucasforums.com/showthread.php?t=219702&goto=newpost

    1. milestails

      milestails

      I saw that. A new wrinkle in the discourse for sure.

    2. LDR

      LDR

      Oh not this again.

  6. In place of "Template ResRef", try "Tag". The real BaoDur's tag is "BaoDur". On second thought, sending me this savegame (unedited) and a pre-training save, as well as the baodur.dlg from your override and the actual mod you're using would allow me to look at the files and throw in a fix for you.
  7. You could download ERF Edit (Modding Tools download section) and K-GFF (starwarsknights.com modding tools section) and do the following: 0. Backup your savegame. 1. In ERF Edit pen your SAVEGAME.sav file in the folder of your savegame. 2. Extract the 003ebo.sav file. 3. Close ERF Edit. 4. Open the 003ebo.sav file in ERF Edit. 5. Extract the 003ebo.git file. 6. Open 003ebo.git in K-GFF. 7. Click one of the branches and then hit the [ key. (This minimizes everything to avoid clutter). 8. Expand the CreaturesList. 9. Open each branch in this list one at a time and look for an entry called "Template Resref". 10. You will want an entry that is related to BaoDur, but make sure the Template Resref is not "p_baodur". 11. When you find your entry, delete the entire entry. 12. Save the 003ebo.git file. 13. Add the 003ebo.git file to the 003ebo.sav file and save that. 14. Add the 003ebo.sav to the SAVEGAME.sav and save that. 15. Load the savegame and see if you deleted the right entry.
  8. Put this into the tslpatchdata folder: info.rtf
  9. I've heard there's a "Bonus Chest" somewhere in the mod, but I haven't found it. Others have in the past, though...
  10. Yes! And I helped him make the Sonic Screwdriver work, so that's already done.
  11. It should be noted Xuul that 3.3.6 onwards of KSE have a .ini file, and 3.3.7 and 3.3.7a use an external program called "KPF.exe" (KotOR Path Finder) to check for both disc and Steam installations (the Steam installation is found by getting the paths of all of the user's Steam libraries and checking them in-turn for the KotOR folders).
  12. If you have a copy of 3DSMax, I have a favor to ask ya: You want to test something for me?

  13. Fair Strides

    Requests

    Depending on what mods you have from Steam, it is possible that the folder you're directing TSLPatcher to doesn't have a dialog.tlk file in it. stoffe made the TSLPatcher check for the dialog.tlk file as a safety check to make sure the path was valid. Due to the way they did the Workshop (file overwrites and load order trumping earlier files), this could cause an issue. I made a fixed version for Hassat Hunter, so I'll look into updating it. (I got permission from stoffe to modify her tools)
  14. If you aren't running the games as an Admin, I'd suggest checking your Appdata folder (type "%appdata%" into your path bar) for a VirtualStore folder. Inside that should be a folder for KotOR 2...
  15. Boys and girls, THIS is why you don't google star wars pics at 2AM! http://cyanida.deviantart.com/art/Vrook-and-Kreia-26603281

    1. ZM90

      ZM90

      So that's why Vrook is so damn grumpy. I'd be grumpy is Kriea was the only action I could get too. As for Atton's comment...well Atton is desperate obviously.

    2. ZM90

      ZM90

      *if Kreia

    3. Kay_Sunrider

      Kay_Sunrider

      *internal screaming*

    4. Show next comments  141 more
  16. How to Add Upgrades to Your Items This tutorial is brought to you by LiliArch and Fair Strides (me). Okay, today I have great news you guys! LiliArch and I were talking one night and she put me up to figuring out how the game stored an item's upgrades, and both us of wanted to find out if it was even possible to attach upgrades to an item outside of the game itself. And the answer is yes. When I began investigating for LiliArch, we both had the idea to check a savegame to see what it had, and when I checked the saves for both games, I discovered that, once again, Obsidian had re-done (and I might very much say improved upon) something Bioware did: the upgrade slot storage. I'll be detailing the steps for adding an upgrade to an item for both games, though I must say that KotOR 2 is much friendlier to accommodate the upgrades. KotOR 1: In KotOR 1, the items have an Upgrade field that simply has a number. While this number might appear to be random (such as 8192 for the Vibration Cell in the swords or 65536 for the Scope on the blasters), the upgrades follow a simple formula: 1 x 2 x 2 per each row above and including the upgrade in the upgrade.2da = Your upgrade # What this means is simple: Row 0 = 1, and then keep doubling this number (Row 1 = 2, Row 2 = 4, .etc) until you get to your row; then double the number again and use that. Short: 1. Add DWORD field to main branch. 2. Label "Upgrade". 3. Enter combined numbers of desired upgrades (see the list at the bottom). 4. Click a new field and then save. 5. Done! Long: Here's an example .uti (item) file from KotOR 1. I've opened it in K-GFF and minimized all the branches: Now, you'll need to add the Upgrades field yourself, since none of the game's normal items come with upgrades and KotOR Tool doesn't use this field at all. To do so, right-click on the second thing in the window (the entry that just says "[sTRUCT ID: -1]" And then you'll want to select "Add Field: DWORD" Click on the added field, and then on the right-hand side, you will see some boxes. You will want to select the second box down (labelled "Label:") like so: And replace the "New DWORD" with "Upgrades". At this point, you will just need to enter the value of your upgrade into the Value box below the Label box. After that, you can click on another field in the .uti file and then save the .uti. Done! A list of the default upgrade items' (vanilla, no mods) numbers: KotOR 2: In KotOR 2, Obsidian made 6 fields to handle the upgrades, and each field has an index into the row of upgrade.2da to control what the item is. Much simpler to plug in a row number than a big number, right?! (Actually, this is probably more to do with the big influx of upgrades in K2 and the Upgrades field from K1 being a DWORD [a 4-byte unsigned integer], it could only hold a maximum value of 4294967295. In KotOR 1 Upgrade terms, this means that the upgrade.2da effectively becomes maxed out at 32 or 33 items... and it has 24 in the base game.) Short: 1. Add INT field. 2. Label "UpgradeSlot#", where "#" refers to the next slot you're adding, starting at 0. 3. Enter the index of the row in upgrade.2da for your desired upgrade. 4. Click on a new field and save the uti. 5. Repeat 1-4 as needed for each slot you want. 6. Done! Long: So, you have up to 6 fields to create, though you'll only use 2 for the armors, 3 for the ranged and melee weapons, and the full 6 for the lightsabers. The fields are all INT fields: UpgradeSlot0, UpgradeSlot1, UpgradeSlot2, UpgradeSlot3, UpgradeSlot4, and UpgradeSlot5. UpgradeSlot0 and UpgradeSlot1 are for the Armor Overlay and Armor Underlays in armors. UpgradeSlot0 through Upgrade Slot2 are used from left-to-right in order for the melee and ranged weapons. And for UpgradeSlot0 through UpgradeSlot5 in regards to lightsabers: UpgradeSlot0 = First Crystal slot (upper-left) UpgradeSlot1 = Color Crystal slot (middle-left) *THIS CAN"T BE EDITED, IT'S ALWAYS -1!!! UpgradeSlot2 = Second Crystal slot (lower-left) UpgradeSlot3 = Focusing Lens slot (upper-right) UpgradeSlot4 = Emitter slot (middle-right) UpgradeSlot5 = Energy Cell slot (lower-right) Now I'll run through the process of adding the UpgradeSlot0 field and then you can just add the rest if the item you're upgrading needs those slots. Here's an example .uti (item) file from KotOR 2. I've opened it in K-GFF and minimized all the branches: Now, you'll need to add the UpgradeSlot field yourself, since none of the game's normal items come with upgrades and KotOR Tool doesn't use this field at all. To do so, right-click on the second thing in the window (the entry that just says "[sTRUCT ID: -1]" And then you'll want to select "Add Field: INT" Click on the added field, and then on the right-hand side, you will see some boxes. You will want to select the second box down (labelled "Label:") like so: And replace the "New INT" with "UpgradeSlot0". At this point, you will just need to enter the value of your upgrade into the Value box below the Label box. After that, you can click on another field in the .uti file and then save the .uti. Done!
  17. You mean you don't want to go into the torture chamber? In all seriousness, tell me the model name and I'll see what I can do. Functionally, the only thing different should be the geometry, so directly carrying it over should work. We might lose some smoothing, but it'll animate, right?
  18. So... Why doesn't the maskless one work? If it's something simple, I could try to help.
  19. Well, I recently got an area animation to work in the Ebon Hawk, so I reckon I could do all of the ambient area animations (like speeders whizzing past or ships taking off..)...
  20. I'm the moderator who got Shem's mods up here. Due to the edits from Malkior's addon and me making the mod use TSLPatcher, I split the mod (and the Ultimate Sound Mod) into separate versions for both games. If you'll check the top of this, you'll see a thing about "K1R Comp vatible: Yes". You've download the K1 version of both of these mods... As to the crashing thing, if you're using the Steam version with the new update and you're using Workshop mods, the game gets unstable with five or more Workshop mods installed... I hope to get the rest of Shem's mods up soon, but I should be able to get all but the K2 version of this particular mod (SEM) up relatively quickly...
  21. Besides other custom audio (like from M4-78EP) skipping as well, I can't think of anything important...
  22. This "not being able to move" issue is one of the original bugs in the base game and we can't patch this bug... The only real "fix" for it is to save and re-load the game, which usually frees up the player...
  23. Well, the newest version is 3.3.7a, so you might delete KSE from you system and re-download from here on DS. Then you can try that and if it doesn't work, post the KPF Log, KSE.ini, and KSE Log files to here.
  24. That's what I suspected, but please check this thread for our discussions: http://deadlystream.com/forum/topic/3637-wrist-launcher/