Jump to content

Fair Strides

Administrators
  • Posts

    2,345
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Fair Strides

  1. 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.
  2. 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.
  3. 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...
  4. Well, seeing as how it replaced the .mod files, the changes should definitely be there... Do you have any saves from before going to the Telos Academy? That would at least help Kaidon Jorn test. @KJ: I noticed that it was set to replace the .mods. Were these TSLRCM .mods to begin with?
  5. Should be where you unpacked the mod before you ran it. Did you install that mod last? And again, you might want to ask Kaiden Jorn.
  6. I'm not sure about the particulars, but you can ask Kaidon Jorn on that part. However, you could post the installlog.rtf (as an attachment to your post using the More Reply Options). And do you yourself already have a lightsaber on that character? And did you install this and then start a new game?
  7. Okay, that explains it a little bit... You have the Collection, not the original 4CD version. And can you tell me what you put in for the Registry for both games?
  8. That one uses the TSLPatcher, so it's safe to install afterwards.
  9. 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/
  10. 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?
  11. Well, what's your graphics card? And how about driver versions or the dll fix?
  12. 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...
  13. According to KotOR Tool, yes. it's PLC_invis.pwk in the models section of the bifs.
  14. Seeing as there is a placeable (.utp) file there, I would imagine the placeable's walkmesh is interfering.
  15. Oh, that just expresses the animosity perfectly!
  16. 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.
  17. Just put the number. And the int2 at the top should be int int2 = 0;
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. That depends. What is happening that you think shouldn't?
  23. Not while being able to maintain the plot/story.
  24. 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...
  25. 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?

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.