Fair Strides

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Everything posted by Fair Strides

  1. The visualeffects.2da file is added onto by K1R, so doing yours first works. As to the spells.2da, if I recall correctly, the TSLPatcher for the No Restrictions mod should be safe with K1R. Worst-case scenario, put that one in before installing K1R. EDIT: Use this, since it uses the TSLPatcher: http://deadlystream.com/forum/files/file/20-remove-restrictions-for-force-powers-by-armors/
  2. You might try erasing your settings.xml file in the KotOR Tool directory. Also, have you tried installing just the .NET Framework 1.1 Redistributable? As to your paths, what are your paths for the games? Lastly, what is your OS and is it 32-bit or 64-bit?
  3. Well, what's your graphics card? And how about driver versions or the dll fix?
  4. Hmm... Well, what version(s) of the game do you have installed? (GOG, Mac, Steam, 4CD) I'm wanting to make sure you don't have two versions installed and are modifying one version while playing the other...
  5. According to KotOR Tool, yes. it's PLC_invis.pwk in the models section of the bifs.
  6. Seeing as there is a placeable (.utp) file there, I would imagine the placeable's walkmesh is interfering.
  7. Oh, that just expresses the animosity perfectly!
  8. In WalkSwitch, there should be a message near the top that tells you what face you have selected. Can you send me the .wok file you edited and tell me the number of the face(s) you edited? The Override folder is indeed the place to put them.
  9. Just put the number. And the int2 at the top should be int int2 = 0;
  10. Well, as far adding the int2 thing, I'd just add that at the bottom of the case block, on a new line before the break; line. And for the DisplayMessageBox thing, you might want to delete the two ?? after the int2.
  11. Yeah, that sounds about right. Also, you forgot the ] on the spoiler and the [ on the /spoiler. EDIT: This being the case, you can probably add onto your case statements by keeping the "int2" in your DisplayMessageBox function and add this to your case statements: int2 = ; And in the TSLPatcher, I think you can have it process the script and if you do #StringRefmight replace those with your new dialog.tlk entries.
  12. The spoiler tags thing isn't a button on here (no clue why), but if you write "spoiler" and "/spoiler" (without the quotes) and surround them with [ ] (without the space between them), then it should work. As to your scripting question, the DisplayMessageBox function takes a String Reference from the dialog.tlk. For experimentation purposes, you might add a new TLK entry to your dialog.tlk using TalkEd, which came with the TSLPatcher. And no, I don't know if the icon thing works, but knock yourself out.
  13. As far as Dragonrider364's issue, there is a .exe that is packaged with every TSLPatcher-friendly mod. This can be found within the mod and may not be called "TSLPatcher". The easiest way to find it is to extract the mod using a program like WinRAR or 7Zip and then checking the folder inside. You should find a file with a white and green picture, as well as a folder called "tslpatchdata". The file with the white and green icon is what you need to use.
  14. Not while being able to maintain the plot/story.
  15. In addition, I have learned that KAurora apparently does support Lights, which are called Aurora DLights in 3DSMax and GMax. This allows us to actually use light-sources similar to the floor lighting used on Taris' walkways or the Leviathan, as well as the normal lighting from something like a lamp or wall-light...
  16. Okay, I've got all the important K1R mods down that I can remember I had to do. Anyone else know of any I was supposed to do?

  17. View File Bastila on Korriban - K1R Version Bastila on Korriban - K1R Version By Fair Strides Description: This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game. Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going. In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines. Installation: Simply run the TSLPatcher and direct it to your KotOR 1 folder. Uninstallation: Delete the following files from your Override folder: k_sup_galaxymap.ncs fs_bast_disable.ncs ebo_bast_vision.dlg And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher. Submitter Fair Strides Submitted 07/01/2015 Category Mods K1R Compatible  
  18. Version 1.0

    8,335 downloads

    Bastila on Korriban - K1R Version By Fair Strides Description: This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game. Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going. In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines. Installation: Simply run the TSLPatcher and direct it to your KotOR 1 folder. Uninstallation: Delete the following files from your Override folder: k_sup_galaxymap.ncs fs_bast_disable.ncs ebo_bast_vision.dlg And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher.
  19. Most likely it's the fact that in KotOR Tool, you need to click somewhere else in the file for KT to "know" that the new data is added before it can be saved.
  20. Holy crap! I'm releasing mods again! :D P.S.: Does anyone have a save right as you're leaving Dantooine/a save from before visiting Korriban but with Bastila still available?

    1. Sith Holocron

      Sith Holocron

      When will you be lured back . . . to the Scrapyard?

    2. Fair Strides

      Fair Strides

      Very shortly, to be sure. :)

       

      And scratch that on the save, guys. It turns out I had a Quicksave that was perfect for testing... :D

  21. View File Party on the Leviathan! Party on The Leviathan! by Fair Strides Description: This mod came about as a way to realistically restore cut content that K1R couldn't restore. Juhani had some dialog that played specifically on the Leviathan, both for normal players and for a romanced Female PC. However, normally you can't ever talk to Juhani on the Leviathan and there was no real way for K1R to include the content without breaking immersion/not sticking to its goal... So, I had the idea to spawn the entire party (except Bastila and Carth, obviously) in the Detention Block after you're rescued. Here, you can talk to all of the party members, though only Juhani has any new lines here. And right as you leave the Detention Block, all the party members will run off around the corner ahead of you (You did tell them to get their gear and head off...) to get to the Hangar and free the Ebon Hawk. This mod is both compatible with K1R and does not require K1R to be installed! Installation: Simply run the TSLPatcher and direct it to your KotOR folder. Uninstallation: Delete the following files from the Override: fs_party_free.ncs fs_party_go.ncs fs_party_run.ncs fs_party_kill.ncs fs_party_go.dlg fs_party_leave.utt k_plev_freecs2.ncs And if you did NOT have a mod that added/modified a lev_m40aa.mod file in your modules folder, then delete the lev_m40aa.mod file from your modules folder. If you DID have a mod that added/modified the lev_m40aa.mod file in your modules folder, then replace that file with the lev_m40aa.mod file from the backup folder in the same folder from where you ran the TSLPatcher. Credits: ZM90 for discussion. Submitter Fair Strides Submitted 07/01/2015 Category Mods K1R Compatible  
  22. Version 1.1

    7,005 downloads

    Party on The Leviathan! by Fair Strides Description: This mod came about as a way to realistically restore cut content that K1R couldn't restore. Juhani had some dialog that played specifically on the Leviathan, both for normal players and for a romanced Female PC. However, normally you can't ever talk to Juhani on the Leviathan and there was no real way for K1R to include the content without breaking immersion/not sticking to its goal... So, I had the idea to spawn the entire party (except Bastila and Carth, obviously) in the Detention Block after you're rescued. Here, you can talk to all of the party members, though only Juhani has any new lines here. And right as you leave the Detention Block, all the party members will run off around the corner ahead of you (You did tell them to get their gear and head off...) to get to the Hangar and free the Ebon Hawk. This mod is both compatible with K1R and does not require K1R to be installed! Installation: Simply run the TSLPatcher and direct it to your KotOR folder. Uninstallation: Delete the following files from the Override: fs_party_free.ncs fs_party_go.ncs fs_party_run.ncs fs_party_kill.ncs fs_party_go.dlg fs_party_leave.utt k_plev_freecs2.ncs And if you did NOT have a mod that added/modified a lev_m40aa.mod file in your modules folder, then delete the lev_m40aa.mod file from your modules folder. If you DID have a mod that added/modified the lev_m40aa.mod file in your modules folder, then replace that file with the lev_m40aa.mod file from the backup folder in the same folder from where you ran the TSLPatcher. Credits: ZM90 for discussion.
  23. View File Vulkar Coward Redux VULKAR_COWARD Redux By Fair Strides Description: This mod is in reply to requests that the original vulkar coward that you encounter in the Vulkar Base Main Level be put back in, in place of the restored Vulkar we put in his place. This mod is fully compatible with K1R and gives the user three different options for how they want the original coward restored: 1. Original original, with no K1R changes applied. 2. Original appearance, but with K1R dialog and with English VO as well. 3. Original appearance, but with the K1R dialog and with Twi'lek VO like the original. Installation: Simply run the TSLPatcher and select which verison you want to install. Uninstallation: Overwrite the tar_m10aa.mod file in your modules folder (from the main KotOR 1 folder) with the tar_m10aa.mod in the backup folder the TSLPatcher will create in the folder it is run from. Credits: People for requesting this in the first place. Sith Specter for discussion of possible options, even though I went a bit beyond what he'd suggested... Submitter Fair Strides Submitted 07/01/2015 Category Mods K1R Compatible  
  24. Okay, now as a moderator, I need to warn you about double-posting. Rule 8, Section 6, and the supplementary thread. As to your question, you shouldn't have to. That's only needed if you're running multiple "spells" from the same script (like in k_inc_force). Since this is a separate script entirely (assuming you're not putting k_inc_force as the impactscript in the spells.2da), then that isn't needed.