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Everything posted by Fair Strides
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Cast Storm/Death Field forward instead of upward
Fair Strides replied to Kainzorus Prime's topic in General Kotor/TSL Modding
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); -
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.
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My all-time favorite non-SW forum thread: http://forum.bioware.com/topic/480476-why-havent-anyone-done-a-game-like-nwn-since/
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The Bribing of Sarna or Yun Genda
Fair Strides replied to aslanruler's topic in KotOR1 Restoration (K1R)
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. -
Reminds me of Malificent from Sleeping Beauty...
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[WIP] Kainzorus Prime's Robe Model Reskin Project and More
Fair Strides replied to heyorange90's topic in Work In Progress
That's pretty interesting, man. So, what will the feats do for the robes, or am I reading this wrong? -
Okay, but... 1. What were your character set-ups? 2. Were you or any of your party members using the new lightsabers? 3. Did you try it multiple times with different lightsabers? 4. Have you tried it with the normal, original lightsabers with the mod installed? He needs some sort of a starting point, otherwise you just told him, "Hey, we lost the watch back in Ukraine! Find it!"...
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So far, it seems like we've fixed all the major issues. Still some tidying up to do in the Vulkar Base and other places (just minor things, like making a door inaccessible while still being able to select it) and besides that, I'm actually just currently thinking that people haven't gotten very far. In all honesty, the lack of bug reports is scaring me.
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Problem converting to Bink for movies
Fair Strides replied to tjsase's topic in General Kotor/TSL Modding
Could be a formatting thing within the .avi files, but also do you have the latest Rad Video Tools? And did you make the new ones from scratch? If so, was there a reason you couldn't convert the .bik files to .avi and edit them? -
Then you might want to check out this... http://deadlystream.com/forum/topic/2887-coming-soon-sleheyron/
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Never thought I'd be seeing Spongebob around Star Wars... But it fits.
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Those look amazing KP!
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Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
Sorry for taking so long to get back to you. The forums don't notify you if a post is edited, so I didn't see your file until around 7PM. At that point, we had to leave for a barbeque and a fireworks show. This script might work, though you'd need to fiddle with the 0.0 on the Location to get it facing a realistic way... -
K1R and BOS: Solomon's Revenge Compatibility
Fair Strides replied to 04dknight's topic in KotOR1 Restoration (K1R)
Though it has not been confirmed yet, by all accounts it should be compatible, given the way it installs and the files it affects. Again, this hasn't been confirmed yet, since no one remembers to report back on their experiment... -
Yes, that was expected. (I should have put that in the read-me...) I shipped a non-modded (not even K1R) version of the Leviathan level, that way if you didn't have K1R, the mod could still be applied properly... Hence why it's entirely separate from K1R but complements it as well.
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Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
Well, you could send me the script (fresh from DeNCS) and the changes you wanted and I could at least take a look at it. -
Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
If it makes you feel better, you can make the placeable not de-render by either adding two "lookat" dummies, one off to either side of it, or by not including a "lookat" dummy... -
Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
I think the CreateItemOnObject just adds it to Inventory, which the waypoints don't have. Worst-case scenario, you could just make a placeable version of the lightsaber. -
Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
Are you sure? // 243: Create an object of the specified type at lLocation. // - nObjectType: OBJECT_TYPE_ITEM, OBJECT_TYPE_CREATURE, OBJECT_TYPE_PLACEABLE, // OBJECT_TYPE_STORE // - sTemplate // - lLocation // - bUseAppearAnimation // Waypoints can now also be created using the CreateObject function. // nObjectType is: OBJECT_TYPE_WAYPOINT // sTemplate will be the tag of the waypoint // lLocation is where the waypoint will be placed // bUseAppearAnimation is ignored object CreateObject(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE); -
Okay, question before recommendation: Did you ever restart your computer after you installed anything? Recommendation: Try installing the games in their default location, and KT in its default location. And restart before trying anything.
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Okay, and in this folder is there a folder called "data"? The .bif files are located there. Have you tried uninstalling a game and then seeing if the issue still applies to the other game? If that happens, you might try taking the space out of the "Kotor I" or "Kotor II" part.
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Changing how schematics are used in SLM
Fair Strides replied to Kaidon Jorn's topic in Work In Progress
You might add a SendMessageToPC(GetFirstPC(), "I fired!"); to the script. Also, going by the Z-coordinate, you're spawning the item about 80 CM off the ground, so it might or might not be visible with the cameras...
