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Everything posted by Fair Strides
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View File NPC Auto-Leveller ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » NPC Auto-Leveller 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: NPC Auto-Leveller TYPE: Modder's Resource VERSION: 1.0 DATE RELEASED: July 2, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A while back, Darth Tyren was asking me about how the KotOR 2 balances the enemies to make them tougher as you go on through the game. We then spent a few hours running some tests and digging through the files, with the end result being that the game seems to just upgrade the enemies' Hit Points and Force Points. I then theorized that one could use the extra functions Obsidian added for modifying your skills, attributes, feats, and force powers to work up a framework for levelling up the NPCs without actually assigning them levels. This is the result of that work. The heart of this modder's resource is the "fs_level.nss" #include file, where I've one main function called LevelUp and several support functions that will randomly assign feats, force powers, skill points (including support for cross-class skills), and attribute points at the appropriate times and in the appropriate amounts. I've scoured the various .2da files and the all of the default values and rules that the player has to obey are obeyed by the script as well. Also, there are 750 .uti files included. There are 50 for each class, and each item handles the defense, saving throw, and attack modifier increases that a given class would get as they level. These items are not accessible or equippable in-game, as they use the hidden creature slots (specifically, slots 14 and 15). I've shown how to use the #include file in the included "k_ai_master.nss" in the source folder. The compiled form is included in the installation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You don't have to use the installer if you're just using parts of this or adapting it, but it's an easy way to get it all set up and ready to go. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not exactly a bug, but the two slots I used may very well be used by animals like the Kinrath that have special properties to their attacks. There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5509-downloadnpc-auto-leveller/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Darth Insidious, Malkior, Markus Ramikin, Darth Tyren, and probably many others who were willing to discuss the topic with me over Skype. Darth Tyren for the initial investigative work and the idea itself. 90SK for some installer help on my Fumble! mod, whose changes.ini file I edited in Notepad for this mod. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. I would also like to be contacted before you release your mod. Submitter Fair Strides Submitted 07/02/2017 Category Modder's Resources
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Version 1.0
1,060 downloads
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Fumble! Grenades 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Fumble! Grenades - No Feedback TYPE: Added Content VERSION: 1.0 DATE RELEASED: July 7, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ So, some of you may remember my recent "Friendly Droid Kits" mod where I mentioned Malkior and I had been talking about fumbling grenades. Well, things happened, I got bored, and it boils down to "Why not?" What this mod does is allow anyone who ever uses a grenade to have a chance at fumbling the throw. Essentially, the person throwing the grenade will need to make a Reflex saving throw when they go to throw the grenade. The result of the throw is then matched up against a target DC based on the thrower's level: Levels 1-5 = DC 20 Levels 6-10 = DC 22 Levels 11-14 = DC 25 Levels 15-19 = DC 30 Levels 20-25 = DC 35 Level 26+ = DC The scaling might seem off, but it tries to account for the better-tier items and boosts you get towards the higher levels and takes into account that it should get easier to use grenades over time. Another thing this mod does is restore the Weapon Proficiency, Focus, and Specialization feats for the grenades. I've corrected the TLK entry for the description of the Weapon Specialization: Grenade feat to reflect the actual vanilla contents of the "k_sup_grenade.nss" script. I've also modified the use of the Weapon Focus: Grenade feat, since you don't make Attack rolls with grenades. Instead, the DC to save from fumbling will be reduced by 5 if you have the feat. This version of the mod provides no feedback on the results of your fumble save. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You have four options to pick from when installing the mod; these choices boil down to two separate choices The first is whether or not to print feedback to your message log on the results of the Reflex save against fumbling. The second is whether you want to install a version compatible with Shem's SEM - Super Enhanced Mod. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not a bug, but when you fumble a grenade, you won't know until it blows up. This is because the animation and model of the thrown grenade is specificied in spells.2da and takes a predefined course, namely at the person you're targeting. There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5508-fumble-grenades/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Malkior for play-testing and providing feedback, as well as the initial idea and several talks on the subject. N-Drew25 and high5 for playtesting and providing feedback/ 90SK for doing the majority of the installer for me due to ChangeEdit not liking my resolution. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. I would also like to be contacted before you release your mod. -
File Name: Fumble! Grenades File Submitter: Fair Strides File Submitted: 02 Jul 2017 File Category: Mods TSLRCM Compatible: Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Fumble! Grenades 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Fumble! Grenades - No Feedback TYPE: Added Content VERSION: 1.0 DATE RELEASED: July 7, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ So, some of you may remember my recent "Friendly Droid Kits" mod where I mentioned Malkior and I had been talking about fumbling grenades. Well, things happened, I got bored, and it boils down to "Why not?" What this mod does is allow anyone who ever uses a grenade to have a chance at fumbling the throw. Essentially, the person throwing the grenade will need to make a Reflex saving throw when they go to throw the grenade. The result of the throw is then matched up against a target DC based on the thrower's level: Levels 1-5 = DC 20 Levels 6-10 = DC 22 Levels 11-14 = DC 25 Levels 15-19 = DC 30 Levels 20-25 = DC 35 Level 26+ = DC The scaling might seem off, but it tries to account for the better-tier items and boosts you get towards the higher levels and takes into account that it should get easier to use grenades over time. Another thing this mod does is restore the Weapon Proficiency, Focus, and Specialization feats for the grenades. I've corrected the TLK entry for the description of the Weapon Specialization: Grenade feat to reflect the actual vanilla contents of the "k_sup_grenade.nss" script. I've also modified the use of the Weapon Focus: Grenade feat, since you don't make Attack rolls with grenades. Instead, the DC to save from fumbling will be reduced by 5 if you have the feat. This version of the mod provides no feedback on the results of your fumble save. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You have four options to pick from when installing the mod; these choices boil down to two separate choices The first is whether or not to print feedback to your message log on the results of the Reflex save against fumbling. The second is whether you want to install a version compatible with Shem's SEM - Super Enhanced Mod. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not a bug, but when you fumble a grenade, you won't know until it blows up. This is because the animation and model of the thrown grenade is specificied in spells.2da and takes a predefined course, namely at the person you're targeting. There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5508-fumble-grenades/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Malkior for play-testing and providing feedback, as well as the initial idea and several talks on the subject. N-Drew25 and high5 for playtesting and providing feedback/ 90SK for doing the majority of the installer for me due to ChangeEdit not liking my resolution. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. I would also like to be contacted before you release your mod. Click here to download this file
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
This script will simply unequip the items, not destroy them. Also, to make it work, replace the "" in "GetObjectByTag("");" with "", only don't use the marks. -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Without knowing which character (whether they're an NPC, the Player, or a party member), here's something: That is for KotOR 2. To make it work for KotOR 1, simply change the "iSlot -
Can't save UTI files properly
Fair Strides replied to Golselect's topic in General Kotor/TSL Modding
It sounds like the issue just got worse when you tried to re-edit corrupted files. You might try starting over on those corrupted ones and seeing if the issue happens with the brand-new copies. -
Blog #54 - Possible Expansion to K1 Portrait Pack?
Fair Strides commented on Sith Holocron's blog entry in Sith Holocron's Blog
I can do this in about five minutes. I just need to know which game for sure (or both). -
Can't save UTI files properly
Fair Strides replied to Golselect's topic in General Kotor/TSL Modding
A question for you, based on what you've said: have you tried editing a completely untouched .uti file, one that you haven't even opened before? It could be that a file was corrupted the first time and any further attempts to use the file just added onto it. I noticed that some of your .uti files had multiple Template Resref fields and the like. -
Can't save UTI files properly
Fair Strides replied to Golselect's topic in General Kotor/TSL Modding
Two things I recommend: 1. Uninstall KotOR Tool, then delete the KotOR Tool folder (which is in either your Program Files or Program Files (x86). Then re-install KotOR Tool. 2. Your items seem to be KotOR 2 items, but the KTGameIndex field in the .uti files is set to 0, indicating that you've told KotOR Tool the files are for KotOR 1. If KotOR Tool can't tell right off the bat which game a file goes to, it'll bring up a popup asking you which game. It's important that you select the proper game so KotOR Tool knows how to work with the file properly. I'm not saying the above will fix it or has been the cause of your issues, but there's a possibility. I also noticed you're trying to give the items text in three different languages inside the file (the description on one of the .uti files had text entered for English, Spanish, and one other language, though the actual text was written in English). -
Can't save UTI files properly
Fair Strides replied to Golselect's topic in General Kotor/TSL Modding
We need details. What system do you have? What is your OS? How are you running KT, if not on a Windows machine? Are you running as an Admin? What do you have for your options in KT? Do you have any particular files we could check as examples? -
If you have a previous save, you can reload that. If not, you can go into your Messages screen (nearby the Journal/Quest log) and re-read the conversation.
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...It's pinned at the top of every page in the TSLRCM section, 9th from the top. Granted, we can probably move Xuul's guide to the KotOR/TSL General Section, as well as the one about modders not accepting donations.
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Been a while, so I apologize, but here's a file to skip that turret as well. k_ren_unkturret.ncs
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It means you added an install folder at some point, then stopped using it or never added files to it. Open your changes.ini file and change this: [InstallList] install_folder0=Override to this: [InstallList]
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...What is the error in the installer?
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Compiling Module Textures vs Putting Them in Override
Fair Strides replied to LDR's topic in General Kotor/TSL Modding
In my experience, it works out great for reducing clutter and helps cluster relevant files together. The only issue is that the game needs to load the files from the module itself. From what I've seen, this is only apparent in regards to the loading screen, so it'd be best to leave that texture in the Override folder. When it needs to find the loading screen, the game will display the default one until it has had time to pull the real one from the level. -
Try this: k_ren_levescape.ncs
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@Lucy, it could potentially be anything from a .mdl file to a .tga, .txi, .dlg, or .ncs file (or even just the appearance.2da file). At this point, your best bet would probably be to trying removing those types of files from the Override folder (just one group at a time) and trying the scene again. If one group doesn't change the outcome, throw it back in and take out the next group of files. Though, for the .2da group, it'd probably just be the appearance.2da file.
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So going off of your last post, Lucy, you did try renaming the Override folder, correct? Short of that, I might also rename the 352NAR.mod file to something different like "352NA.mod" as a temporary thing and then load a save from before going to Nar Shaddaa. Besides this, have you tried adding "Disable Vertex Buffer Objects=1" and/or "DisableVertexBufferObjects=1" to the [Graphics Options] section of your swkotor2.ini file?
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Darth Parametric: In that case, it would probably be best to indeed do the injection into the Galaxy Map script, though this could run into issues with other mods that use that script, like M4-78 and Coruscant; shouldn't take much for compatibility, though. What you'd want to do is open k_sup_galaxymap.nss and go to the void main() function. From here, you go down a ways until you see this: // Do other stuff like play movies, do stuff to Ebon Hawk // we need two movies - the planet that we are leaving, and then the dest planet // after we get those two string, we can then play the two movies in sequence // we are setting two variables on the ebon hawk. One is for the background, and the // other is for the exit module. switch(nPlanet) { This is the beginning of a switch-case statement for all of the planets. Here is where you'd probably want to change the global to handle the menus, as this is done when you travel to a new planet. The only exceptions to this I can think of would probably be the multiple skips between Duxn and Onderon, and the transition between end-game Dantooine and Telos. In the first case, I believe you were doing a menu that encompassed or stood in for both Duxn and Onderon; in the second, you could probably find a script to piggyback or a dialog (like the Kreia-Atris cutscene) to add a quick script to.
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Very true. However, the impression I got from Darth Parametric's original purpose was that the menu would change after you completed a planet. Were that the case, then I'd suggest tapping into the Galaxy Map's script and in all likelihood using the K_CURRENT_PLANET global int before the planet change would occur. If it is instead to show the current planet you're on, we could still tap into the Galaxy Map's scripts, just at the point after the planet change.
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GetModule() returns the object reference to the level itself, just like you'd refer to a creature or an item, or a placeable. For any of this to work, going off of the level you're in or were in at the time of this scripting, you'd need GetModuleFileName(). If you're in "001EBO.mod", the function would only return "001EBO".
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...Then doesn't that last comment negate all of this talk about K_LAST_MODULE, which is the module you had been in, not the module are currently in?
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I see no difference from here in the execution of the OnEnter and the OnExit, so I would suggest a test using an OnExit and a conversation warp. Probably just a simple SendMessageToPC in the OnExit and then see if it shows up in the feedback log. As to the OnEnter itself, the only way this would work for getting the last, or previous, module would be if it also checked for the nearest door/trigger so that you knew which warp point was actually used to get to this module.
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As in, the K_LAST_MODULE in the global strings section of the savegame? If so, then it must be a hard-coded change Obsidian made, since I see no mention of the k_sup_guiopen script being called in any way in the levels...