Fair Strides

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Everything posted by Fair Strides

  1. Well, for me, what makes a mod really successful is the quality/execution. When I say that, I don't necessarily mean the purpose or idea behind it, but how well that idea is carried out. For example, if you make a quest in a mod: How good is the dialog (Any spelling issues, accurate punctuation, odd or "unusual" (not generally known by the masses) grammar, phrases in the wrong order?) Is the quest structured in a realistic or detailed way? (Is it too long, are the goals not really connected, are you crossing lots of areas just to grab one little piece?) Are the characters well thought out? (Backgrounds of a suitable length for their role or whether they are minor/major characters, any oddities related to the character executed well [such as a slight slurring of certain sounds, or a favored tone of voice]) Or if your mod is more for texturing for instance: Do your textures "mesh" well? (Can you tell where the seams are, do the textures tile well?) Do the textures for the area (if doing a module) all fit together well, or are they somewhat jarring where they're placed? What sort of feel do you want in the textures, and do others get that same feeling when looking at them?
  2. "Nothing is True, Everything is permitted."

    1. Sith Holocron

      Sith Holocron

      The views and opinions expressed in the above Status Update are those of the author and do not

      necessarily reflect the official policy or position of Deadly Stream and its forums. ;)

    2. Fair Strides

      Fair Strides

      :D Yes, yes, the obligatory disclaimers apply. :D But do you know what game it is?
    3. Sith Holocron

      Sith Holocron

      I had to look it up because I have never played any of them.

  3. You would need to edit a .utp file, change it's appearance in KotOR Tool to Backpack, and then add items to it's inventory from the "Inventory" button at the lower-left. Also, you will need to make the template resref, tag, and filename to be unique, and preferably all the same thing. As far as getting it into the level, since it's Peragus and thus so early in the game, you would want to add it to the .git file by opening the .git file in K-GFF, going down to the Placeables section, right-clicking one of the structs to copy it, then pasting the struct at the top of the Placeables List (right-click the Placeables List). Then you would need to change the Template Resref to the resref of your backpack. As far as the Bearing and XYZ stuff, you would need to get that from Darth 333's WhereAmI band (line up your view in first-person mode to get accurate data before using it). The armband can be found here. NOTE: I'm only posting that link because starwarsknights.com is currently down and that's basically the only place it's hosted...
  4. Well, when you go to change your pic, it says to try to have the images above 200 pixels, and when you mouse over the Browse button, a pop-up says "Formats: JPG, PNG, GIF". As far as image size, I'd assume you'd need an image whose filesize is less than the pic you're wanting. Can you link to the pic?
  5. Well, what's the size and format of the one you want?
  6. Well, what was the .txi info on the texture, and was there a .txi for the cubemap?
  7. Is it just me, or does the angle make it look like Atton is wearing a black detective hat? http://lparchive.org/Knights-of-the-Old-Republic-II/Update 7/img-48.JPG

    1. Mephiles550

      Mephiles550

      Heh, that's a nice little angle trick. Ya, I can kind of see it.

  8. Well, your issues are linked, in a way. The first issue is that the texture itself is animated. On the PLC_FrcDist01, no one as far as I know really understands the proceduretype water, but the width and height of the water is 32x32 and the speed is four, so I have to wonder if the texture is cut-up into 32x32 squares... On the PLC_FrcDist02, the texture is cut-up into 4 frames, and then the frames are ran at 16 frames per second, meaning that the whole thing loops four times per second. As to the second issue, to make the Force cages glow, the blending additive is used, which goes off of the Alpha channel and seems to inverse the coloring of the Alpha Channel. That's why it's so effective in Holographic textures like my Holo-Roster. While I don't know if they mix, you might try removing the blending additive from the txi file (or just put a ; in front of it to "null" it) and at the top put: "envmaptexture fake_blend" and then make a texture named "fake_blend.tga" (or .dds if you convert it) with the same alpha channel (possibly also use the alpha channel as the base texture in addition to the alpha channel) and put the blending additive in the fake_blend txi. Then you MIGHT be able to get around it... Though this hasn't been tested...
  9. I believe you want the PLC_FrcDist01 and 02, though I think the 01 is played while it's shutting off and the 02 is the normal one. The models are the PLC_FcCage and PLC_FcCage2, and the placeable.2da rows should be 151 and 173, respectively. Both are animated, so here's the .txi files if you want them: PLC_FrcDist01: PLC_FrcDist02:
  10. Well, it could probably screw up his game later on down the line...
  11. Hey guys! Sorry not updating, but things have been goind pretty slow lately around my place as far as modding goes (too busy with IRL stuff). I should have the Pazaak Tourney done by the end of the week, and then it's on to Taris before tying up some loose ends. For Taris, I'm about to play through the Vulkar Base to see what all I need to fix. So, besides the Computer Console on the first floor (need to disable the option for turning off the turrets) and the Vulkar needing lipsynch (this has been done), what other issues are there for the Vulkar Base?
  12. I was actually meaning the Kreia Confrontation scene.
  13. If it's a matter of adding to the cutscene, I'm sure I could help you with that...
  14. Well, personally I'm not familiar with what all happens on Malachor V (having had computer issues every time I got close with TSLRCM), but if memory serves, the Handmaiden-Disciple thing is relative to gender and an influence check between the romanceable NPCs, right? In that case, you could possibly just run these fights back-to-back as cutscenes...
  15. Well, as far as wanting to increase the credits gained from containers and what-not, you should only have to edit k_inc_treas_k2 and k_inc_treasure and re-compile a few scripts. Additionally, the k_inc_ scripts are not usable by themselves. You will need to re-compile the scripts that use them for them to have any effect in-game. In k_inc_treas_k2, the random loot is given a label composed of the item's template reference followed by "[]", without the quotes and a number substituted in. However, the way the Credits thing works is that the random loot thing uses the "g_i_credits015" and "g_i_credits014" templates, though the first one is more common. The first has a stack size (amount) of 1 and the other 5000. This is level-based, no doubt. Example code: So, it all comes back to the SWTR_GetQuantity thing, and the initial amount is equal to 10 x the item level ( minus 1) + random number between 0 and 49 + 20. Here is the SWTR_GetQuantity thing in k_inc_treasure (the only thing you should have to edit in the file): ,,, So, what you could try doing is either edit the g_i_credits015.uti and making the stack size way higher, or you can try adding a number to the following line in SWTR_GetQuantity: I would add the following right after iCount (and before the ")" mark): + . After that, I'd save k_inc_treasure.nss to the KotOR 2 Override folder. Then, I'd compile k_inc_treas_k2.nss and save it to the Override folder. After that, I'd go through and compile the following scripts without editing them: k_plc_tresciv.nss k_plc_tresdrdlow.nss, k_plc_tresdrdmid.nss, and k_plc_tresdrdhig.nss k_plc_trescorlow.nss, k_plc_trescormid.nss, and k_plc_trescorhig.nss k_plc_tresmillow.nss, k_plc_tresmilmid.nss, and k_plc_tresmilhig.nss k_plc_tresrakat.nss k_plc_tresshalow.nss, k_plc_tresshamid.nss, and k_plc_tresshahig.nss
  16. I agree wholeheartedly with this, VP! I'll work myself on fleshing out some guidelines and "best practices", but let's see what I can post here... (I'm going to try focusing more on things that apply to both games) 5. Avoid Override Clutter This one is rather simple: if it doesn't need to be there, don't put it there. The list of files that need to be in the override folder (or optionally sub-folders in KotOR 2's case) is as follows: .2da, .mdl (and .mdx; the mdl and mdx files only need to be in the Override if they are not models that make up levels), tga*, dds*, and txi* *These files most modders will install to the Override folder for ease-of-access. It's easier to get at the files here than extracting them from the level files... Lastly on this rule, the only other time you should add a file of any type to the Override folder instead of the level file is when the file in question is or will be used in multiple levels without changes. Otherwise, the file should be added to the level itself. 6. If making new levels, make them friendly: The game prioritizes the .mod level format and so uses it before using the .rim level format. Because of this, if you intend to let others use your level files, it's a lot nicer to use the the .rim format originally so that others can throw changes in a .mod file. This allows users of the newer copy to quickly uninstall the new changes if they desire. It also works great for testing a level, as you can use the .rim thing to "backup" a level at a point that you want to keep it before trying something different and are not sure if the changes will stay...
  17. Yeah, the moderators have to approve them. No worries, it's up now.
  18. Hopefully I didn't sound snappy when I wrote that...
  19. Okay, the cut Vulkar Base was used as a part of the Mining Facility. Haven't actually played BoS:SR in a while.
  20. Not that I can recall at all, unless it was the Hutt's Office. The cut Taris level was used as the Mining Tunnels, though.
  21. Theoretically, yes this could be restored. To do so, we would need to edit the k_ai_master.nss and then re-compile the k_def_combend01.nss and optionally the k_def_spawn01.nss and k_def_userdef01.nss. The reason why we need to mess with the scripts is because we can only add attacks via scripting.
  22. As far as that is concerned, you are correct, Hassat. LiliArch, Malkior, SH and I were talking it over with Darth_Sapiens in the chat room a few months back and we think we tracked down the issue, but a playthrough is required to see... Might shoot him a PM his way, perhaps?
  23. Now I'm REALLY wishing I had a PC that could run it... I'm just such an action-adventure RPG-er at heart...
  24. This site perhaps? http://deadlystream.com/forum/files/file/503-kotor-save-game-editor/ And I know for a fact that Filefront still has it... http://knightsoftheoldrepublic.filefront.com/files/Knights_of_the_Old_Republic_II/Utilities/Save_Game_Editor;10245