Fair Strides

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Everything posted by Fair Strides

  1. Fair Strides

    Requests

    You are right. The only file that needs to be recompiled, after you've moved the k_inc_force.nss to the override folder, is k_sp1_generic.nss. Basically, it's a wrapper script, since it launches a function in k_inc_force called Sp_RunForcePowers, which is a huge switch-case statement that checks the SpellId and then runs the statement until it finds the number, then launches the code that goes with that number...
  2. Sorry for the late response; I had to perform CPR on my computer before it lost too many brain cells... I absolutely LOVE the avatar! Mira's always been the one in TSL that I identify with, so it's kinda an epiphany that she should be my avatar... An excellent job on the avatar, SH, and THANK YOU!
  3. Sorry for the late posting, but you said you used music from TOR?... Isn't there a porting issue here, or did you make music similar to it? Note: In case it matters, I wouldn't say using a sound recorder with the music playing in TOR counts as making it yourself...
  4. To be fair, RedRob's skin in question was most likely released with the RoR demo, which was far from a modder's resource... Also, by RedRob commenting so, I can assume the Riven_Fall did not ask permission to use the skin, which is generally frowned upon, as the original author of such taken content can see it as a slap in the face and thus has every right to feel insulted. Whether or not the above was the case, it's in large part a matter of interpretation on the part of the original author.
  5. Or the door placed there was always in the 'open' animation, and the scripts for the visions set it to 'closed' for the duration to make sure the PC couldn't escape. It's what I would do...
  6. When you install that mod, it is very important to set the install location to the root folder, which by default is: C:\Program Files\LucasArts\SWKotOR2
  7. Now I am SO tempted to remove mine for a week... SH, use your imagination, SH...
  8. Exactly. It's the same thing with the Disciple's Holocron stuff. There's not enough to follow the definition of "restoration", and needs more of an "adaptation"...
  9. *SIGH* Bioware can't spell..

    1. Hassat Hunter

      Hassat Hunter

      Ah, yes, the spend hours to find out it's a really simple stupid mistake.

       

      Haven't we all been there?

       

      I could probably share a lot of TSL stories like that if I had a better memory :)

    2. Mandalore

      Mandalore

      If I remember correctly, the reason you couldn't get invited to the Sith party on Taris was because they'd got the gender checks the wrong way round in the dialogue.

    3. Fair Strides

      Fair Strides

      This sounds like we should start a thread. The "Bioware's Poor Grammar" thread.:D

    4. Show next comments  228 more
  10. Thanks, SH, for that shameless plug.*smiles dryly*
  11. Well, I'm just concerned about the modules themselves. Taking all of this into consideration, would you guys say I can use these in TSL if I replace the majority of the textures i a major Hex-edit+reskin?
  12. I can help on the TSLPatcher, Kainsorous. All you'd need to do is send me all the files, including the current changes.ini, and I could make it all ship-shape.
  13. So, was the modelling custom, or was it already in K1's files? The answer's important, since it determines if I can run it through MDLOps for use in TSL...
  14. Logan23's the best guys! He got my TSL to work!!!:D:D:D

    1. Fair Strides

      Fair Strides

      You realize how big the read-me for that thing is, right? Who would take the time to read down that far?:)

    2. Fair Strides

      Fair Strides

      Oh yeah, it's finally woking up to the fact that it can work on my system!:D

    3. Hassat Hunter

      Hassat Hunter

      Well, you should atleast read the install section of the readme. Everyone should. Instead of not, and misintalling and then complaining to me about it :(

    4. Show next comments  228 more
  15. It's actually a texture, oddly enough. Legal.tpc, and you can use Kotor Tool and Gimp to make the alpha layer(you'll see it in Gimp) completely black, then save it as a .tga in the override. Then the texture will be completely black/not there. You can do the same thing with leclogo.tpc.
  16. I move for a vote of No Confidence in modder/moderator Sith Holocron! :D:D
  17. http://www.lucasforums.com/showthread.php?t=201655
  18. I could throw a hack into MDLOps for you that would output the hex data to a file, as you click on the node. The only downside is that you will have to click on each node and there's no safety against clicking the same node twice, so the output could get very screwy very fast...
  19. If it helps, slogging through the ASCII for where the "frameend 0 0 0" was, I found it attached to the dummies for the where the thrusters are(the actual thruster deal with the flame and what not is controlled elsewhere), which were placed about six inches from the thrusters on the swoop. In the mine models... I can't remember what it was attached to, but I know it was a dummy. ... Maybe... maybe the frameend thing means when to destroy the element/not show it in-game?
  20. I'm sorry, but the video is marked as private, so can't be seen... As an aside, did/have you done any of my mods? Some are a bit funny, some are just there for modders. In particular, if you do my dancing mod for Kotor 2, try using it on both genders, specifically Atton for males...
  21. You'd need to decompile the model and mess around a little bit in GMax or 3DSMax. I can't really help in that department, sorry. Also, I like your signature. It really was a good book, wasn't it?
  22. As an aside... Man, I took the time to make a dancing mod, okay?! Mind you, I accidentally used the armband on Atton during testing and fully expected the game to crash! Seeing Atton actually dancing pretty much had the same effect on my brain...
  23. Yeah, I figured that.*sigh* My only guess on it is that it tells the game where to read the frames from next? But the 0 0 0 reminds me of X Y Z... And the issue isn't MDLOps, but NWMax. I don't think people want to go digging into that can of worms... I think if we take it out of the ASCII, import the mdl into GMax/3DSMax, work on it, export, and then add it back to the same positions, it should be fine. However, I have no idea...
  24. ...Maybe it's just the file size itself, but this could be a classic example of speed inequality between languages. It seem it'd be longer then a second to do it in Perl, though that could just be because I'm not too aware of the format and there's a big difference between the GFF files, say the .are and the .fac; the size and complexity are very different.
  25. Well, the most current info, while I buy myself time to dig into the guts of MDLOps' source code(it is Perl, so I'm on my own here), The two sources of info on it I've found are by the maker of MDLOps himself: http://cchargin.home.comcast.net/~cchargin/kotor/mdl_info.html and some guy I don't know named Torlack(from 2002, so it's for NWN. You'll need to copy it and make an html document on your computer and then paste the info in there...): https://github.com/xoreos/xoreos-tools/blob/master/docs/specs/torlack/binmdl.html