Fair Strides

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Everything posted by Fair Strides

  1. Sadly, the TSLPatcher doesn't support that kind of functionality and I don't particularly feel like coding a custom installer right now. However, as to the expansions, Sleheyron will be a completely separate mod, Return to Dantooine is more of a concept and in my opinion should be a separate mod, Bastila on Korriban could be done via TSLPatcher, Sand People Messiah would probably make it's way in as a part of K1R, possibly even 1.2, the Czerka HQ and Tatooine Temple, while neat by themselves, will likely be utilized by the Sleheyron mod. And the Brotherhood of Shadow Compatibility will just be part of my BoS Multi-patch.
  2. Indeed. I'll ask him before I pull the mod, since it occurs to me that some might not want K1R but would still like the enhancement. And after K1R 1.0 is out, I'll look into adding K1R Compatibility as a piece in the Mod Upload form in the K1 section.
  3. From looking at the files, it seems Fallen Guardian has already slipped it into K1R. I just need to fix peoples' Black Screen issue with it...
  4. To me, it's a bit dark, though that could always just be your gamma settings, I guess. Still, this ought be a great addition to Nar Shaddaa!
  5. Sorry for not seeing the post! :S I will definitely have a look at that one, as I never really kept track of when shields failed... Re-done content with Hurka on the Leviathan, some content for Kashyyyk, and of course the mandatory bug-fixes. Also, lipsynch for all those pesky little lines... And I'll probably be doing a massive hunt through the dialog.tlk file for typos...
  6. Indeed, though I feel I must point out that it's the K1R team, not TSLRCM team...
  7. You'll need to open the .utd in KotOR Tool and then change the Door Type in the dropdown. You'll then have to experiment with placement and the right door, as sometimes the door rows aren't named intelligently.
  8. Sith Specter has mentioned the area to me, but I currently don't know what he has planned for the layout.
  9. Granted, though we've planned to work with Sith Specter on it ever since he announced the re-boot. Multiple team members, myself very much included, have talked with him separately and in groups about the project ever since last summer, laying the ground-work for where we plan to go with this mod. And it being K1R-Compatible is practically a must now that the mod is in a usable state...
  10. Currently, no idea whatsoever. At this point, we don't even have an idea when it'll be done. First off, thanks! Sith Specter's really showed off his skills with these new renditions. And he's been humble enough to outright say that his previous versions were garbage, and that's pretty rare right there. Second off, we've discussed this, but right now we'll just have to see where it goes... Third, I won't let it die anytime soon, no matter what. If anything, Sith Specter deserves to finally see this project come to fruition. It will definitely be compatible with K1R. Nothing to worry about there.
  11. If you have an icon on your taskbar or on the desktop to launch the game, then right-click it and select properties. See what path it has set and then install TSLRCM to that path.
  12. Oh yeah? Picture Nar Shaddaa... That black ice, man...
  13. 1024x1024 or 512x512, whichever is closer to the current size.
  14. What are your system's specs? It could very well be that your computer simply can't play the game. You can: Disable Movies Disable Frame Buffer Effects Use hardware mouse Disable sound Set Textures to Low Turn V-Sync on/off, the opposite of what it currently is. Run the "Scan Hardware" piece of the Config and post a picture of the results(imgure, photobucket, imageshack, .etc)
  15. When installing the mod, did you get the warning about the "driverunanim" thing? If so, you need to either edit the appearance.2da or post it as a .zip file for someone to edit it for you.
  16. And my answer to that is that "release dates are for those that don't care about quality in mods."
  17. ZM90 IS BACK!!! LET THE WORK CONTINUE!!!

  18. Darth Insidious, would K1RP translate to K1R or is it a separate mod? Also, what is SammiDC's Dialogue Tile Fix?
  19. Eeehhh.... Yes and no about the above... I don't know what version of MDLOps KotOR Tool uses (because it has it's own MDLOps in it's install folder), but when you use it to extract models with animations, the animations all have 1 meter taken off of the Z-Coordinate... And as far as the textures, when you decompile a model with MDLOps, a file is generated in the same place as the model. It's called "-textures.txt", with "" being the name of the model file (minus the .mdl part). This text document will have every texture the model uses, one texture name per line... The hard part then is tracking down the textures...
  20. Well, just sent the BoS:SR lines off to SH and the Voice Actor... Now to wait for the lines before going through all the dialogues again... :( :D

  21. Well... Modelling is a touchy subject, given how much we don't know about the format. As far as what you're referring to, I think you could try editing those values in the ascii and then re-compiling the model... For that, you'll want to do the following: 1. Extract both the MDL and MDX from KT* 2. Decompile using MDLOps. 3. Edit Ascii in Notepad. 4. Recompile Ascii in MDLOps** *: When extracting, USE THE NORMAL EXTRACT BUTTON; DO NOT DOUBLE-CLICK THE MODEL... **: If MDLOps 0.6 gives issues in-game, try MDLOps 0.5. If that doesn't work, try KAurora...
  22. Could the format thing perhaps be MP3 Vs. WAV, or the encoding?
  23. To be fair, did you ever go past the opening sequence? You said it was the Steam version, and given that Steam likes to launch the game by itself, I'm not sure if it'd give you the launcher by default. TSLRCM just changes the assets, but doesn't include the launcher program...