Fair Strides

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Everything posted by Fair Strides

  1. @Malkior: Thanks for the info! Is there a higher-res version? I almost can't read the names... @MrPhil: Thanks to you as well! I wasn't sure about any map being accurate!
  2. Out of curiousity, I ran a search on Google for a star wars galaxy map, given the 240+ books, all of the comics, and the tv shows shaping the galaxy. I found this, and was wondering if the community at large would find this reliable as a map? Note: According to the scale, and going to the nearest 1/4 of a square, the galaxy as depicted by this map is 135,780.75 lightyears across at it's widest point. An Old Republic Dreadnaught can do 0.4 past lightspeed in Hyperspace, which amounts to 420,000 km/second. In the end, assuming the Galaxy's "Standard" time is a 24-hour earth day, following the earth calendar of 7-day weeks and 365-day years, a lightyear is 1,284,594,519,600,000,000 km long, which is one quintillion, two-hundred eighty-four quadrillion, five-hundred nineteen trillion, six-hundred billion kilometers. ... At 796,448,602,152,000,000 (Seven-hundred ninety-six quadrillion, four-hundred forty-eight trillion, six-hundred two billion, one-hundred fifty-two million) miles across, that's a HUGE galaxy!!!
  3. In Handmaiden.dlg, the scripts check the 003_Hand_Fight global numeric to see which tier to offer the player. However, if the player isn't a high enough level, the second parameter in the dialogue, then the fight is denied. The third tier is unlocked at least after level 16 or 18...
  4. One can insert files into a .mod using TSLPatcher...
  5. @Malkior: What SIC was referring to was an item property called Disguise. It switched the appearance of the wearer to the line in appearance.2da marked by the Disguise effect. @SIC: It is possible to make a script run constantly, but it's effectiveness depends on the script's actions. If you make the hearbeat script do nothing but launch another script, you're set. This would work: void main() { ExecuteScript("<Name of script>"); DelayCommand(<time>, ExecuteScript("<Name of script>")); } Just repeat the DelayCommand until the 6 seconds are up. Have the executed script do what you want done. Also, replace with the duration in tenths of a second(ie: 1.3, or 0.8)
  6. Well, with that reskin, I might actually use it as an armor! Seriosly, that re-skin is really good. It reminds me of something, but I can't put my finger on it... Wanna think about releasing that as a separate mod?
  7. Could you PM me about how you got the models smaller and in-game? I tried once, but the game didn't accept the changes...
  8. Thanks for handling that, HH. I am not around DS as much as I am around LF, and for some reason DS hates me. When we had the login issues with the new server changes, I had Tyvokka switch me from my yahoo to my gmail. Incidentally, my email notifications still go to my Yahoo, so I didn't know about the new posts in the thread. *sigh* Man, I hate it when it seems like I drop people like this...
  9. I have news, friend. The Day/Night mod, while almost dead and certainly dormant, might just have a few sparks of life in it. Check your PMs.
  10. ... ... WOW!!!!! This, fellow modders, is what happens when one finds themself suffering from modding withdrawal... Still, Malkior, this looks amazing. I really like the detail you did to the characters. Correct me if I'm wrong, but the Handmaiden's original looks didn't have much detail on the hair, with little contrast, right? Either way, I really liked how the Handmaiden looks. The Boma looks super scary and now looks like something I wouldn't want to stare down the teeth; a vast improvement. You're attention to detail is once again expressed with the detailed Czerka signs and boxes. A really great job, man.
  11. I like how you have k1 pics for a k2 mod...
  12. That makes a heck of a lot of sense, man! Only suggestion is to have the droids stay behind to watch over the PC, which would allow the game to commence with the crucial parts HK, GoTo, and the Remote play.
  13. Another thing is to try disabling you antivirus. There've been reports of that working. EDIT: Also, I checked your save. For a typical LS save, those numbers are: 000_Jedi_Found:4 000_Jedi_Kiled:0 For Ds, It'd be the same only the second would be different. Your save has them as follows: 000_Jedi_Found:5 000_Jedi_Kiled:3 So, I'd suggest changing the top one to 4, and if that doesn't work, change the bottom one to 4 as well. If you can't get KSE to work, I can do it for you.
  14. What was it like when you guys first started the project? How did you find "cut" content? Looking back on it all, what are your thoughts on the result?
  15. Working on it. Anyone know how to use SetPlayableCharacter or whatever it is that the devs did when making a party member the leader on the Leviathan or the Party for the Dxun tomb? When I try it, the game freezes and crashes...
  16. Have you thrown the .txi in as well? You can get the info using this.
  17. Also, I believe a high awareness and/or Intelligence...
  18. Those are illegal to discuss here and so this thread should be closed...
  19. Two things to say here: 1. Feel free to Skype me anytime for help with modding. As I've said, the only parts that scare me are custom modules and skinning. Apart from those, I can help with pretty much anything you need. Skype is fair_strides, btw. 2. As for you last part about having to enter the module from a save before you ever went there, that only applies to editing the .git, .are, and .ifo. Anything else, not really. The exceptions are if you changed/added something that is only in place after an event you've already done. An example is making a script that spawns an item, but having the script activate when you talk to the Serroco Leader in the Refugee Sector on Nar Shaddaa, only you killed him already. You'd need a save from before killing him, not necessarily from before entering the module. As an aside, if you want somethin to happen when you enter the module, you can always rename the OnEnter script, make a script with the original name, edit that, and add the following line: ExecuteScript(<New name you gave the old OnEnter script>); This will allow you to edit what happens when you enter the area without affecting the normal events.
  20. Hmm. Would anyone want a mod that makes a mine go off like a thermal detonator?...
  21. Well if you could go stealth, why didn't you lay a crap-load of mines?
  22. ... ... ... He said he never made Atton a Jedi...
  23. Hmm. I understand where you're coming from a lot, SIC. I have run into that modding wall more than a few times, but it keeps giving me bumps of wisdom and sending me back to KotOR/TSL. I actually don't find these games hard to mod at all. The parts about it that scare me are custom modules and weird scripting errors that make me want to hide the modding tools somewhere. I understand the scripting very well, just the game tends to have other interpretations at times. I actually got into programming from these games. You know the KotOR Save Game Editor? The author, Tk102, released the source code with the tool, so I searched google for a symbol from the source code, found Perl, and started reading. I haven't touched the Fallout games, but I know a few fanatics. Out of curiosity, what would you look for in the way of module-editing tools? Hope you don't get burnt out on these games. Also, there's a popular skinner named Vurt, who also made the leap to game design. He's the main texturer on Kenshi. Google it, will ya?