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Everything posted by Fair Strides
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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
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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.
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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.
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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(); }
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In that case, a question: What exactly are you wanting and trying to do?
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In that case, I'd again check for whether the ".ncs" or ".nss" was put in.
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The second script is fired from inside the dialog, which is accessed through the script that wasn't firing.
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jc2 is mostly spot-on. You CAN use void main(), and probably should. Also, to clarify something he said, you asked if you needed the extension and the answer is no. If you were editing the mercenary.utc file, you'd put exactly the following, minus the quotes: "m_alpha". Also, as an extra insurance, I recommend changing the following line: ActionStartConversation(GetFirstPC(), "m_alpha") to the following: AssignCommand(OBJECT_SELF, ActionStartConversation(GetFirstPC(), "m_alpha"));
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For the record, it wouldn't necessarily need to be a friends-only mod if you got permission to use the .2da files.
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For the record, the effect was supposed to be temporary, but I forget why in the hell we made it last 10 minutes...
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Sorry for not replying beforehand. I usually don't during the weekends. You want to remove the Also, the color-coding talk was solely if you try to post code using the button in the post toolbar. It pops up a box with a dropdown menu and a place to enter your code. -
TSL Patcher, TLKEd, and Accessories View File Inside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders. Of note in this package are three files: 1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher. 2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts. 3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts. Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago. TLK Ed: TSL Patcher (along with ChangeEdit): A few quick "how to" examples: Insert new branches into DLG files. ( http://web.archive.org/web/20150911133933/http://www.lucasforums.com/showpost.php?p=2135535&postcount=177 ) Install a New Player Appearance mod. ( http://web.archive.org/web/20150929073207/http://www.lucasforums.com/showpost.php?p=2168405&postcount=201 ) Troubleshooting: Q: I get a RichEdit line insertion error when trying to install mods. What's wrong? A: It seems a few people have odd versions of the RichEdit DLL files installed in their system that doesn't play nice with the colored text box component TSLPatcher uses. To work around this you could try to replace the RichEd DLL files with versions that should work. Extract the two DLL files from this archive and put them in your Windows\Windows32 folder. Move existing files with those names to a safe location first so you can restore them if this causes other problems! Do not overwrite them! Alternatively, if you don't want to mess with your DLL files, you could force TSLPatcher to use a plain text box for status messages rather than the colored/formatted one. To do this, use Notepad to open the changes.ini file found inside the tslpatchdata folder that came with the mod you wish to install. Under the [settings] section, change the value of the key PlaintextLog from 0 to 1. Q: I'm not seeing any Install Mod button, and the text field in the TSLPatcher window seems to extend behind the window boundraries. A: This odd problem some people experience seems to be tied to what screen resolution and pixel density is being used in your monitor settings, but I have been unable to replicate it or figure out exactly what's going on. As a workaround you can "click" on the Install button by using it's quick keyboard command. Pressing the [ALT] keys on your keyboard should start the installation process. Q: When trying to install a mod it complains that it's not a valid installation location. What's wrong? A: Make sure you are selecting the folder the game is installed in, not the override folder, when the TSLPatcher asks you where to install the mod. Q: When trying to install a mod it complains that access was denied to the dialog.tlk file. A: Make sure that your dialog.tlk file is not write protected. This file is found in the same folder as the swkotor.exe binary. To check if it's write protected and undo it, right-click on the file, pick Properties in the context menu and uncheck the write protected checkbox. Original update history (ordered newest change first): Submitter Fair Strides Submitted 03/06/2017 Category Modding Tools
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10,818 downloads
Inside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders. Of note in this package are three files: 1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher. 2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts. 3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts. Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago. TLK Ed: TSL Patcher (along with ChangeEdit): A few quick "how to" examples: Insert new branches into DLG files. ( http://web.archive.org/web/20150911133933/http://www.lucasforums.com/showpost.php?p=2135535&postcount=177 ) Install a New Player Appearance mod. ( http://web.archive.org/web/20150929073207/http://www.lucasforums.com/showpost.php?p=2168405&postcount=201 ) Troubleshooting: Q: I get a RichEdit line insertion error when trying to install mods. What's wrong? A: It seems a few people have odd versions of the RichEdit DLL files installed in their system that doesn't play nice with the colored text box component TSLPatcher uses. To work around this you could try to replace the RichEd DLL files with versions that should work. Extract the two DLL files from this archive and put them in your Windows\Windows32 folder. Move existing files with those names to a safe location first so you can restore them if this causes other problems! Do not overwrite them! Alternatively, if you don't want to mess with your DLL files, you could force TSLPatcher to use a plain text box for status messages rather than the colored/formatted one. To do this, use Notepad to open the changes.ini file found inside the tslpatchdata folder that came with the mod you wish to install. Under the [settings] section, change the value of the key PlaintextLog from 0 to 1. Q: I'm not seeing any Install Mod button, and the text field in the TSLPatcher window seems to extend behind the window boundraries. A: This odd problem some people experience seems to be tied to what screen resolution and pixel density is being used in your monitor settings, but I have been unable to replicate it or figure out exactly what's going on. As a workaround you can "click" on the Install button by using it's quick keyboard command. Pressing the [ALT] keys on your keyboard should start the installation process. Q: When trying to install a mod it complains that it's not a valid installation location. What's wrong? A: Make sure you are selecting the folder the game is installed in, not the override folder, when the TSLPatcher asks you where to install the mod. Q: When trying to install a mod it complains that access was denied to the dialog.tlk file. A: Make sure that your dialog.tlk file is not write protected. This file is found in the same folder as the swkotor.exe binary. To check if it's write protected and undo it, right-click on the file, pick Properties in the context menu and uncheck the write protected checkbox. Original update history (ordered newest change first):- 1 comment
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...I have never had a file break from using the Extract button the right-hand side. Now opening the file in KT and then saving it? Oh yeah, sure.
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K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
Fair Strides replied to Fair Strides's topic in KotOR1 Restoration (K1R)
A simpler question: What did you do in the first conversation and what state was she in when the first conversation ended? Feel free to use spoilers if you want. -
Okay, but how is extraction possibly harmful? If it isn't, I don't see how there'd be a problem.
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I actually really like that hexa pattern, Q. If it looks too noisy, you could try making the hexes 1.5x or 2.5x bigger or smaller and see how the pattern looks then.
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The feats are removed from the level-up screen, but if you already have the feat, you don't lose it.
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Modifying a placeables appearance within a module.
Fair Strides replied to djh269's topic in General Kotor/TSL Modding
No, there is no "!InstallFile=0". The "!Replace=0" is simply "If the file already exists at the destination, does it get replaced before any changes are made? 0 means No and 1 means Yes.". As to your question of whether to use a fresh or an edited .git file in the tslpatchdata folder, keep this in mind: the file in the tslpatchdata folder is grabbed, then the changes in the changes.ini file are applied, then the file is put where it belongs. So if you use an already-edited file to apply the edits to, what happens? -
Modifying a placeables appearance within a module.
Fair Strides replied to djh269's topic in General Kotor/TSL Modding
Order of operations. TSL Patcher does things in this order: 1. Process and add to dialog.tlk file. 2. Install files 3. Install/patch 2da files 3. Install/patch GFF files 4. install/patch SSF files 5. Process and compile scripts @djh: Shall I assume your GIT stuff was entered in manually? There is a compare function for GFF files, that relies on selecting the original .git file (the version you used to make your edits) and then your edited version. Just eyeballing it, the format is all wrong as it relies on the fields already being there instead of being added. I recommend making a copy of your .git file and then removing your stuff from the copy. Then compare using first the copy and then the original. -
Modifying a placeables appearance within a module.
Fair Strides replied to djh269's topic in General Kotor/TSL Modding
1. Is your model named (exactly like so, character for character) "Jolee_bed.mdl" and "Jolee_bed.mdx"? 2. Are you using a save from before ever entering kas_m99aa? 3. I really, really, really recommend against just replacing the .git file in kas_m24aa, since that would invalidate any and all changes any mods installed before this make. -
SKIN:Effixian's Zeison Sha / Jal Shey Reskin 2010
Fair Strides replied to Effix's topic in Mod Releases
Effix: Jorak Uln uses a modified C_Baremetal.tga, which is a more powerful form of the original. As you're textures were designed for the original's shininess, the effect is overpowering when using Jorak's texture. Lucy: You could try editing the .txi files of Effix's mod to point to something like "C_Baremetal2" and then extract both C_Baremetal.tga and C_Baremetal.txi from KT and rename them to "C_Baremetal2" and that should work. -
Uhhh... I know I've been up late, but how does that relate to re-tooling the blasters and feats?
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