Fair Strides

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Everything posted by Fair Strides

  1. If it matters to anyone (though it mentions nothing about how to make mods compatible when it installs... http://support.aspyr.com/hc/en-us/articles/205258020?utm_source=Steam&utm_medium=WorkshopPage&utm_campaign=KOTOR2

  2. Yeah... but doesn't that kind of character decision pro/con thing happen in RPGs all the time? Besides one or two points in a few attributes and five extra Force Points, there's no bonus to having Hanharr; conversely, besides being weak in Demolitions and thus can't pick up a mine, there is no way Mira could be any more useful. Regardless of the character's physical usefulness, Darth Tyren already laid down good in-game reasons why the two can't be in the same group. Not only would you have to make a Mira version of Kreia's Hanharr cutscene in Visguis' base, Hanharr thinks she's dead. Throwing the two of them together in the same ship, knowing that one wants to kill the other, is just a recipe for disaster and chaos, breaking the mood in some cases, and most likely requiring cutscenes involving the two of them. I don't know about you, but I don't have Mira's VA on speeddial...
  3. First thing would be confirming these bugs before fixing them. And all but the first two sound like ones that we can't touch via modding, since they have to do with the interface and it's operations rather than the game's files...
  4. Well, I can say that the .tpa, .tpb, and .tpc won't work out... The reason for this is because of how KotOR 1 and 2 do their textures, as well as the formats they support. I will endeavour to explain below: The Texture Formats: TPC -> Native format that the game's original textures come in. This format is a modified form of the DDS file format, and the game's files make use of DXT1 (if there is no Alpha Layer/channel in the image) or DXT5 (if there is an Alpha Layer/channel), resulting in a 1:8 or 1:4 (approximate) file-size ratio. In addition, this file format supports mipmaps, which are basically a series of bytes that allow varying levels of detail the closer the camera is to the texture being rendered, as well as including the textures special information (what you'd typically find in a .txi file) at the end of the file itself. DDS -> Essentially, this is the same as the TPC file format, though again, the TPC is slightly modified from the DDS so there is some variance. Both seem to support mipmaps, though I know for a fact that the DDS doesn't support the .txi information being embedded into the file. TGA -> Undoubtedly, this is the most common format used by mods. This is due mostly to the ease of access, as we don't have a TGA-to-TPC converter, and the DDS file format requires a special plugin for both Photoshop and Gimp (and the PS one can be really slow; I can't speak for the Gimp one...). This format is undoubtedly the biggest of the files, since most users will use a 32-bit version, even if there is no need for the Alpha Layer in the texture. Also, there have been varying levels of success and no confirmed reports as to the use of the RLE Compression when saving the textures themselves. The game's Precedence Order, or Hierarchy if you prefer, isn't clear with textures. We know that the game will use a texture in the Override folder, but we do not currently know if it will use a TGA before a DDS, or a DDS before a TPC, for example... The Texture Storage: The games support three texture options: Low, Medium, and High. These are controlled by the texpacks.2da, which is pictured below: First off, no; I've already tried it, and we can't seem to add our own options. The game went back to High... The first column is the row number, the second is a label for description, the third the name of the texture .erf to use, the fourth the GUI .erf to use, the fifth is the TLK reference to the text used in the Graphics Options in-game, the sixth and seventh have to do with the Graphics Engine, I'd imagine... The Texture Packs map onto the tpa.erf, tpb.erf, and tpc.erf packages in the Texture Packs folder. Each .erf package contains the same textures, though the number of pixels (and thus the quality and filesize) varies between each, and all are in the .tpc file format. Most modders extract the textures from the tpa.erf, since the letter denotes the quality level, in reverse order; tpa.erf maps to the High setting, tpb.erf to the Medium setting, and tpc.erf to the Low setting in-game. As to what the modders can do, it is entirely possible that they could downsize their textures to fit a lower quality, should they choose to do so. In this day and age, most just assume that people have good computers that can handle games like Skyrim (and thus can handle a few HD textures in KotOR...), which admittedly can be argued as a fair assumption... P.S.: Of note is the fact that the .tpc and .dds files are better in both file-size and performance, and so are highly recommended to use (hence the TGA-to-DDS Converter here) both for download size and load-time in-game...
  5. So, bought the medium-priced Pillars of Eternity deal from Humble Bundle... Now to get a computer to run it. :D

  6. Well, if it helps, the animated textures should still work the same if you convert them to DDS with the conversion tool in the Downloads section... You'll still need the .txi file of course, but the size should be anywhere from 15-35% of the original... The only downside is that you'll want to keep tga versions on-hand for editing...
  7. So, does anyone know what could make KotOR 2 freeze while it autosaves loading a module?

    1. Rece

      Rece

      Well that's what happens to me with that one BoSSR module.

    2. Hassat Hunter

      Hassat Hunter

      I have no idea... are you trying to auto-save on a 'no include' module?

    3. TheDarkChocolateJedi

      TheDarkChocolateJedi

      If you are using one of the older TSLRCM versions and the red dancer twilek loads instead of a normal twilek which is very likely, it you are using or testing an older TSLRCM version that is.

  8. That would depend on how you're testing. For one, save the files to the Override folder. After that, you need to load a save from before ever seeing the person. So for Atton, a new game would be a yes. For Mira, probably just before you first go to Nar Shaddaa is good.
  9. Ooohh.... I love the colors and designs on those last three!
  10. Ah yes... I've only played the NTSC (US) versions of the games, so I haven't seen the International content yet. And I was halfway through reading a review of it when my brother said, "Oh just go ahead and get it!" And then I showed him the SD-HD half-screen comparison video that Gamestop had up...
  11. Yay, someone else likes them! I just bought the FF X/X-2 HD Remaster, but I'm waiting on the PS3 to show up...
  12. I always interpreted those scenes as Atris being like a child when they're told not to talk to someone, or to not listen to anything someone says...
  13. You... did talk to her, right? She found a weird holocron (SITH) and studied from it while hiding in the Enclave. That at least explains the master and laigreks. And she mentioned that she saw someone (Vrook) earlier but hid from them because she didn't know them or their intentions... She was also probably passed up for training, since she is naive enough about the Force to not recognize Sith teachings from the holocron...
  14. The thing is, they insert files into the .mod modules or edit existing ones to add them to the level. The only other way of doing it would be to hijack the behaviour that happens when you enter a level, which can be a BIG source of incompatibilities...
  15. In a way there is. If you know the location of the specific placeable (which you might need Darth 333's WhereAmI Armband for; SWK is down so try Filefront), you can use this to get the placeable: object oFootlocker = GetNearestObjectToLocation(OBJECT_TYPE_PLACEABLE, Location(Vector(, , ), 0.0)); And then you can add items to it with: CreateItemOnObject("", oFootlocker, ); for each of the items you want to add. This would all have to be in one script.
  16. Hey! I found out the cause of the Juhani Sidequest Glitch!!! But I need a save to test my fix...

    1. HK-47

      HK-47

      Query: When must the save be?

    2. Fair Strides

      Fair Strides

      Preferably, with Juhani's sidequest active, meaning that Xor has approached you but you haven't yet confronted him at the Ebon Hawk. And this should definitely be pre-Leviathan, though if it can be just before the Leviathan (for example, right at the third Star Map), that would be great. :)

  17. View File RGB-BGR Converter This conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format. This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...). Submitter Fair Strides Submitted 07/11/2015 Category Modding Tools  
  18. Version 1.0

    757 downloads

    This conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format. This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...).
  19. You can try changing the node the effect is at by editing the k_inc_force.nss: // This is the one used by the Death Field // You can change this to a different node like the ones below: // NOTE: BODY_NODE_HAND should be used to attach to the 'handconjure' node. int BODY_NODE_HAND = 0; int BODY_NODE_CHEST = 1; int BODY_NODE_HEAD = 2; // NOTE: BODY_NODE_HAND_* should be used to attach specifically to either the left or right hand. The // nodes used with be 'lhand' and 'rhand'. int BODY_NODE_HAND_LEFT = 3; int BODY_NODE_HAND_RIGHT = 4; effect eBeam = EffectBeam(VFX_BEAM_DEATH_FIELD_TENTACLE, OBJECT_SELF, BODY_NODE_HEAD);
  20. It should be, since it uses the TSLPatcher, but it won't move M4-78 on the map. And if it screws up, the unedited galaxymap_p.gui should be in the backups folder.
  21. That would be our fault. That content was linked to the alternate way of getting into the Sith Base (getting a passcard at the party) and we didn't restore it due to the player then being able to skip getting T3. I'll probably make that a separate mod soon.
  22. Reminds me of Malificent from Sleeping Beauty...
  23. That's pretty interesting, man. So, what will the feats do for the robes, or am I reading this wrong?