Fair Strides

Administrators
  • Content Count

    2,334
  • Joined

  • Last visited

  • Days Won

    73

Everything posted by Fair Strides

  1. Yeah, as funny as it might sound, there is NOTHING in the way of notifications for comments on the download page, whether to the mod author, to anyone being quoted, or to anyone following the piece...
  2. On the TSLRCM page: Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix
  3. I think high5 is referring to the color of her face versus the color of her leca and the rest of her head. I realize there's a bit of a headband and all, but I'm not sure if the color difference between the two parts of her head could be attributed to makeup/tattooing or not.
  4. Real Life can be a real b**** at times, you know that? I've been doing really small mods lately, but most of my time has gone over to school to get a degree to get somewhere close to where I want to be. Logan's been in the same boat between work, moving, work, medical stuff, work, oh and did I mention medical stuff? Time slips away when you're stuck doing all the more important RL stuff instead of your hobby. We don't always get to devote the time we want to. Hell, right now, I haven't been doing much because I need to go to the dentist to fix my teeth; can't really get through a day without a headache anymore. That tends to drain your motivation and creativity when it goes on long enough...
  5. Updated to fix geometry issues where the scrollbar and buttons would not be visible/accessible and I made it so the ! symbol isn't removed from file names.
  6. For the record, I have discovered the cause of the issue: a part of the name of the file was removed by the software used to pack the file into the level. I'm in the midst of fixing the software as I type this (downloading the software to edit the software as we speak). However, here is the file that has caused so much grief, and all you need to do is put it in the Override folder and then do the sequence from meeting up with Lashowe in the Valley again. k_pkor_las36!plt.ncs
  7. Fair Strides

    A Closer View

    That would be because the Combat actually has its own line in camerastyle.2da. You could use KotOR Tool to open and edit the line to match the line marked "DEFAULT".
  8. Fair Strides

    Effects Log

    I can indeed make a KotOR 1 version.
  9. 10,000 years?! Excuse me! It's only 4000 years BBY, and like 3955 or 3956 in KotOR 2.
  10. Would anyone be willing to test a small K2 mod to see if it's balanced? It lets you use grenades... ;)

    1. N-DReW25

      N-DReW25

      I could give it a shot.

  11. Fair Strides

    Effects Log

    Version 1.0

    127 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Effects Log 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Effects Log TYPE: Added Content VERSION: 1.0 DATE RELEASED: March 10, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod is a request by wedgiey1 on the KotOR Subreddit to show the current effects you're under on the screen, instead of having to guess at the arrows on your icon or go through several menus. This implementation is the best I could come up with, even if it has its quirks. What this mod does is allow you to see the items and force powers that are currently affecting you ("you" being the currently-controlled character), both good and bad. This will only show you vanilla effects, not modded force powers or items, simply because the only way to account for them is manually adding them to the script. There is a hiccup with this mod, though. The first time the dialog pops up in combat, your character's current action will be halted. I've tried to get around this, but it simply won't work. Any future times in that same encounter where the dialog pops up, you'll do a default attack. This is because making the dialog pop up somehow (I have no idea how...) empties your combat queue... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. WARNING: This mod will not be compatible with something that has the k_hen_heartbt01.ncs file. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5202-effects-log/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ wedgiey1 on the KotOR Subreddit for making the request. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed and re-uploaded, but I do request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing.
  12. File Name: Effects Log File Submitter: Fair Strides File Submitted: 13 Mar 2017 File Category: Mods TSLRCM Compatible: Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Effects Log 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Effects Log TYPE: Added Content VERSION: 1.0 DATE RELEASED: March 10, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod is a request by wedgiey1 on the KotOR Subreddit to show the current effects you're under on the screen, instead of having to guess at the arrows on your icon or go through several menus. This implementation is the best I could come up with, even if it has its quirks. What this mod does is allow you to see the items and force powers that are currently affecting you ("you" being the currently-controlled character), both good and bad. This will only show you vanilla effects, not modded force powers or items, simply because the only way to account for them is manually adding them to the script. There is a hiccup with this mod, though. The first time the dialog pops up in combat, your character's current action will be halted. I've tried to get around this, but it simply won't work. Any future times in that same encounter where the dialog pops up, you'll do a default attack. This is because making the dialog pop up somehow (I have no idea how...) empties your combat queue... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. WARNING: This mod will not be compatible with something that has the k_hen_heartbt01.ncs file. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5202-effects-log/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ wedgiey1 on the KotOR Subreddit for making the request. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed and re-uploaded, but I do request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. Click here to download this file
  13. Q: If you want to take a weekend to look at all your junk and sort it into various stages of completion, I could help you with the stuff that needs an installer.
  14. Yeah. The droids will not transition to new modules with you, even if they're set to follow you. I think this is fair so you aren't trying to bring an army with you. Well, that and I'd need to edit the OnEnter script for every level to accommodate this... :|
  15. If anything, this is just a preview. If I get ambitious enough, this could make its way into an AI Overhaul as a mechanic/feature. As for the healing droids, well anything in the game really, if you can use it, the enemy probably can too...
  16. Sorry about that. Uploading a new version now, but you can open the changes.ini in the Install1 folder of tslpatchdata and change this: [CompileList] Replace0=fs_spawn_droid.nss to this: [CompileList] Replace0=pc_spawn_droid.nss Edit: New version is up.
  17. By the way, something I realized, but don't really want to bother fixing: the droids will not follow you across levels.
  18. Looking at the files, you should just be able to drop them right in.
  19. Version 1.0

    789 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Friendly Droid Kits 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Friendly Droid Kits TYPE: Added Content VERSION: 1.0 SIZE - Unzipped: 959 Kilobytes, Zipped: 261 Kilobytes DATE RELEASED: March 10, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod, for me at least, started out as an idea back when I was discussing things like fumbling grenades and portable cover with Malkior. It re-surfaced when I stumbled upon and investigated the scripts the floating mines used. Then Khaledm99 on the KotOR Subreddit asked about a mod that would do something similar to what I had wondered about, so I decided to go ahead and give this a whirl. What this mod does is allow you to build a "kit" at the workbenches. This is a one-time-use item that will create a floating mine droid that is friendly to you and hostile to your enemies, a welcome change. The droid can be talked to and given orders to follow you and you can determine how close an enemy can be before the mine will go to attack. The settings are using the normal mine droid behavior as the defaults. The mine droid will not follow you (it will stay where it's spawned) and will target any enemy within 7 meters. You can talk to the droid and pick between three distances: 5 meters, 7 meters, and 10 meters. In addition, if told to follow you, the droid will follow the current party member at all times and will stop following if you enter solo mode. Also the behaviors can be adjusted on a per-droid basis. Lastly, two things: accessibility and damage. I've made it so you can't build the kits until you are level 12 AND have 15 or more points in the Repair skill (items do count towards this). As for the damage, first I'll show the vanilla damage calculations and then my own: Vanilla: 1 to ( * 4). A level 10 player could expect a mine to do 1-40 damage. Modified: 1 to ( * 4) + ( * 2). A level 10 player could expect a mine to do 21-60 damage. I've modified the damage to balance out the weakness of the mines and making the risk a bit more real compared to getting a mine in the face and only taking 1 point of damage... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You have two choices to pick from when installing the mod. The first will simply install the mod and use my modified damage calculation. The second will apply the modified damage to the rest of the mines you'd normally encounter, just to be fair. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread (http://deadlystream.com/forum/topic/5197-friendly-droid-kits/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Malkior for play-testing and providing feedback. Box for discussion of the concept and ideas in the past. Khaledm99 on the KotOR Subreddit for making the request to get me off my ass and working on the idea... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed and re-uploaded, but I do request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing.
  20. File Name: Friendly Droid Kits File Submitter: Fair Strides File Submitted: 10 Mar 2017 File Category: Mods TSLRCM Compatible: Yes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » Friendly Droid Kits 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: Friendly Droid Kits TYPE: Added Content VERSION: 1.0 SIZE - Unzipped: 959 Kilobytes, Zipped: 261 Kilobytes DATE RELEASED: March 10, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod, for me at least, started out as an idea back when I was discussing things like fumbling grenades and portable cover with Malkior. It re-surfaced when I stumbled upon and investigated the scripts the floating mines used. Then Khaledm99 on the KotOR Subreddit asked about a mod that would do something similar to what I had wondered about, so I decided to go ahead and give this a whirl. What this mod does is allow you to build a "kit" at the workbenches. This is a one-time-use item that will create a floating mine droid that is friendly to you and hostile to your enemies, a welcome change. The droid can be talked to and given orders to follow you and you can determine how close an enemy can be before the mine will go to attack. The settings are using the normal mine droid behavior as the defaults. The mine droid will not follow you (it will stay where it's spawned) and will target any enemy within 7 meters. You can talk to the droid and pick between three distances: 5 meters, 7 meters, and 10 meters. In addition, if told to follow you, the droid will follow the current party member at all times and will stop following if you enter solo mode. Also the behaviors can be adjusted on a per-droid basis. Lastly, two things: accessibility and damage. I've made it so you can't build the kits until you are level 12 AND have 15 or more points in the Repair skill (items do count towards this). As for the damage, first I'll show the vanilla damage calculations and then my own: Vanilla: 1 to ( * 4). A level 10 player could expect a mine to do 1-40 damage. Modified: 1 to ( * 4) + ( * 2). A level 10 player could expect a mine to do 21-60 damage. I've modified the damage to balance out the weakness of the mines and making the risk a bit more real compared to getting a mine in the face and only taking 1 point of damage... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You have two choices to pick from when installing the mod. The first will simply install the mod and use my modified damage calculation. The second will apply the modified damage to the rest of the mines you'd normally encounter, just to be fair. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread (http://deadlystream.com/forum/topic/5197-friendly-droid-kits/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Malkior for play-testing and providing feedback. Box for discussion of the concept and ideas in the past. Khaledm99 on the KotOR Subreddit for making the request to get me off my ass and working on the idea... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed and re-uploaded, but I do request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. Click here to download this file
  21. The Toolset as it is now is currently a beta program and I actually have it torn apart to fix some stuff. There's no definitive guide yet because the program isn't currently done. And what you're trying to do is currently not entirely within the Toolset's capability. But I'll try to answer the posted questions: (Any time you see marks, they are used to outline where something goes. When you go to use the info, the marks should not be in your work.) 1. I don't fully understand what you mean by changing models around. As far as linking two levels, you'd have to edit a default one, unless you could find a spot in a level to reasonably transition to another level. 2. That is done in one of two general ways: A ) Changing the Faction of the creature itself in its file to "STANDARD_FACTION_HOSTILE1". This can be done for already-spawned creatures (the ones shown in the Area View when you open a level) by toggling the "Display GFF Properties" button in the toolbar across the top of the screen to be active and clicking on a creature icon. Or you can open the creature's file by right-clicking it in the Area Contents frame (by default, the lower-left section). B ) Through scripting using the function/command ChangeToStandardFaction, like so: ChangeToStandardFaction(, STANDARD_FACTION_HOSTILE1); 3. The actual stores themselves are .utm files, where the inventory of the .utm file is the store's wares. The stores are opened through the following function/command: OpenStore(, GetFirstPC(), , ); 4. The Toolset isn't really equipped with the functionality for this, but you can use KotOR Tool and this tutorial. 5. The quickest answer to that is this: 1. If there is no .mod file for the level, copy the two .rim files for it and rename them (for the one with the "_s", keep the name the same as the file without the "_s" and add the "_s" at the end). THE NAME OF THE FIRST .RIM FILE MUST BE SIX ( 6 ) CHARACTERS. 2. Extract the heartbeat.ncs from 211TEL_s.rim using KotOR Tool and open this in a hex-editor. 3. Search and replace "207TEL" (without the quotes) with the name of your new level. 4. Assuming you have a waypoint in your new level that has "######_Swoop_Return" (where ###### is anything you want) for a tag, you can replace all instances of "211TEL" with the name of your new level.* 5. Save this hex-edited .ncs file and use ERFEdit (available in the Modding Tools section of our Downloads) to add it to your new "_s" .rim file. 6. Save the new "_s" .rim file using ERFEdit. *: This will get you most of the way to where you need to be. You'd also need to add the following to the globalcat.2da file: name column type column ######_SWOOP_MIN Number ######_SWOOP_SEC Number ######_SWOOP_MSEC Number
  22. Before you do that, please post all the files we've been talking about so far. If there's an issue with them, it can be found and fixed before anything else might be damaged.
  23. You would open the .utc file in KotOR Tool, set the Conversation to "m_alpha" without the quotes, then save the file to the Override folder. Nothing else is changed. The "m_alpha.nss" shouldn't be required at all. Your .dlg file would be called "m_alpha.dlg" without the quotes and also in the Override folder. Nothing else is done. That should work just fine. If you don't already, use Google and follow the steps to make sure you have file extensions being shown when you look at your Override folder. If you see "m_alpha.dlg.dlg" or "mercenary.utc.utc", you'd need to remove one of the ".dlg" or ".utc" from the filename, respectively.
  24. I should warn you of several things: 1. Any file in the templates.bif could be re-used and customized on a per-level basis and stored in that specific level. Editing any such copy of a file and putting it in the Override folder would overwrite every single use of that file, which often includes custom stuff. 2. In KotOR 1, the .dlg files were stored in the templates.bif and in each level. In KotOR 2, some .dlg files are in the templates.bif, but the .dlg files for a specific level are in the ERFs section of KotOR 2 in KotOR Tool. Each level has it's own file, which is named after the level like so: "_dlg.erf" without the marks. 3. You can edit and create dialogs with the DLG Editor in the Downloads section, under Modding Tools. This is the usual method, and required for KotOR 2, since KotOR Tool doesn't support aspects of the .dlg format that were added in KotOR 2. 4. As has been mentioned, if this is to be the default conversation, then enter this as the .utc file's Conversation in KotOR Tool or K-GFF or whatever. Then you can use the default script "k_def_dialogue01". Alternatively, if you've entered the dialog as the .utc file's Conversation, you just need code that says this: void main() { BeginConversation(); }