Fair Strides

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Everything posted by Fair Strides

  1. 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"));
  2. For the record, it wouldn't necessarily need to be a friends-only mod if you got permission to use the .2da files.
  3. For the record, the effect was supposed to be temporary, but I forget why in the hell we made it last 10 minutes...
  4. 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.
  5. 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
  6. 9,485 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):
  7. Something tells me there's a story behind this... Is it story time?
  8. ...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.
  9. 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.
  10. Okay, but how is extraction possibly harmful? If it isn't, I don't see how there'd be a problem.
  11. 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.
  12. The feats are removed from the level-up screen, but if you already have the feat, you don't lose it.
  13. 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?
  14. 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.
  15. 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.
  16. 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.
  17. Uhhh... I know I've been up late, but how does that relate to re-tooling the blasters and feats?
  18. Sorry for the delay, I knew I was forgetting something. I'll write it up in the morning before I catch the bus.
  19. @Both of you: I took a look at both the 852nih.dlg from the .erf and the .mod and came to the same results Bead-V did; however, that was by extracting the file and then opening it with DLG Editor. I then opened the .dlg file in KT's dialog editor and saved the file. Upon opening it in DLG Editor, I got the same results RezTea had. KT's Dialog Editor isn't used because it doesn't work right with KotOR 2 DLG files and I've never used it in K1's files myself. It was pretty much the reason why DLG Editor was created. In the future, I recommend only ever extracting a dlg file with KotOR Tool and only opening it in DLG Editor.
  20. In addition to what Bead-v said, you also need to change the LinkedToModule field to the name of the shadowlands module, kas_m24aa.
  21. For whatever absurd reason, the game references the male version of the model in this, and it seems to be hard-coded from what I can tell. Copying and renaming the model to "PMBJ" made it show up in the Workbench. As an aside, I don't know how you took the screenshots. I downloaded the mod and copied all of the files (I get that there's no TSL Patcher; it's a simple mod) to the Override folder and loaded it up in-game to the default texture on the new model. I had to rename the texture to "PMBJ79" because my 2da (fresh from TSLRCM) has the female texj column reference the male texture, on account of it being the "unisex" model.
  22. By the way, I made a new Blog entry.

  23. The important thing is that you will NEVER need to use the period and the extension in scripting. Some other things to point out without actually checking the files in question (the files in the level): 1. If the DoDoorAction doesn't work, then AssignCommand(GetObjectByTag(""), ActionOpenDoor(GetObjectByTag(""))); should work. 2. If there is more than one copy of that door in the level, then the script would have probably opened the very first instance of that door. I can go over that a bit more in the next stream.
  24. You hold onto the PM I'm sending to you and Kexikus, we create a WIP thread using a condensed (think bullet-points) write-up of the ideas and general order, and then we decide via PM on a time when we can all get together to discuss the materials and where to begin, as well as who would be doing what to begin with.
  25. This, exactly this. This is why I tried and failed to use local numerics in the Pazaak Tournament in K1. I forget the particulars, but I think I was having issues with updating already-set ones when keeping track of info.