Markus Ramikin 107 Posted September 7, 2010 (edited) First of all, the contents of the zip are a huge mess, there are duplicate zips there. I don't know if you're aware of it. More importantly: • Installation started 2010-09-07 13:38:51... • Installing unmodified files... • Adding file plc_gencrps5.utp to the Modules101PER_s.rim archive... • Adding file dead_miner.utc to the Modules101PER_s.rim archive... • Adding file dead_secoff.utc to the Modules101PER_s.rim archive... • Replacing file g_tresgencorp004.utp in the Modules101PER_s.rim archive... • Replacing file g_tresgencorp005.utp in the Modules101PER_s.rim archive... • Replacing file g_tresgencorp006.utp in the Modules101PER_s.rim archive... • Replacing file g_tresgencorp007.utp in the Modules101PER_s.rim archive... • Replacing file g_tresmillow012.utp in the Modules101PER_s.rim archive... • Replacing file g_w_qtrstaff002.uti in the Modules101PER_s.rim archive... • Adding file plc_gencrps3.utp to the Modules101PER_s.rim archive... • Adding file plc_gencrps4.utp to the Modules101PER_s.rim archive... • Error: Unhandled exception: Access violation at address 00005C31. Read of address 00005C31 (0) Any ideas? Edited September 7, 2010 by Markus Ramikin Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted September 7, 2010 Disabling read-only? Has it been that long that you forgot that? 0_0 Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted September 7, 2010 First of all, the contents of the zip are a huge mess, there are duplicate zips there. I don't know if you're aware of it. Not really a huge mess, I just zipped it twice. If you want a fix though, you might as well just wait for an update. Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted September 7, 2010 (edited) VP: Just mentioning it because it looks unintended... and potentially confusing as one is not initially sure if both peragus fixes are the same version and which one to use. Not a big deal, just notifying. Hassat: hm... the word "forgot" would apply if I ever knew that before; this is the first time I ever encountered that problem when installing a mod. Which is interesting, doesn't TSLRCM mess with module files itself? And yet I don't remember getting errors with that one. Okay, giving it another go... ...seems to have installed. Guess I'm restarting my DS playthrough. Edited September 7, 2010 by Markus Ramikin Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted September 7, 2010 (edited) Looking good so far. I like the new corpses, for sure. And Coorta corpse and the other two guys having the right faces. It's fun to have a collapsible weapon this early on. But hm, the Prototype Beacon is lacking a description. Which is a shame because there's potential for cool there. Holy crap, the heavy laser is overpowered Not that I mind, it's fun. EDIT: Those new weapons: heavy lasers, beacons - there's a lot of them loading everywhere. Maybe too many? Hm, problems: - Ugh. The corpse in the hangar bay sub level, from which you get the "Datapad: Peragus Depot Survey" as T3, is wrong. It's decomposed and dessicated as hell. In fact it's not even a miner corpse, it's exactly like one of the Sith corpses on Korriban. - When I enter the Dormitories from the Asteroid Exterior, there's a miner image in the first room, still standing but not interactive. I imagine he was supposed to fall over and be a corpse, before I got to open the door and see him, but he didn't. EDIT: I quicksaved and quickloaded, and that fixed it. Edited September 8, 2010 by Markus Ramikin Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted September 8, 2010 Looking good so far. I like the new corpses, for sure. And Coorta corpse and the other two guys having the right faces. Not everyone has the right faces... the holograms for instance... ugh, that's going to take a long time. It's fun to have a collapsible weapon this early on. But hm, the Prototype Beacon is lacking a description. Which is a shame because there's potential for cool there. Dammit! That's supposed to have a description! Ugh Holy crap, the heavy laser is overpowered Not that I mind, it's fun. EDIT: Those new weapons: heavy lasers, beacons - there's a lot of them loading everywhere. Maybe too many? Yeah, thought I'd go crazy and fill up lockers with 'em. The next version will have that stuff fixed. Hm, problems: - Ugh. The corpse in the hangar bay sub level, from which you get the "Datapad: Peragus Depot Survey" as T3, is wrong. It's decomposed and dessicated as hell. In fact it's not even a miner corpse, it's exactly like one of the Sith corpses on Korriban. - When I enter the Dormitories from the Asteroid Exterior, there's a miner image in the first room, still standing but not interactive. I imagine he was supposed to fall over and be a corpse, before I got to open the door and see him, but he didn't. EDIT: I quicksaved and quickloaded, and that fixed it. That'll happen occasionally, but I don't know why. In fact, that's part of the reason the dude in the fuel depot is that placeable instead of a miner (it did that ALL the time with him) Thanks for the input Markus. I've had a few ideas for improvement, and I think I'll need to put them into action for sure now! Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted September 8, 2010 (edited) Always a pleasure. The guys in the fuel depot - originally, in the vanilla game, it was a normal clothes guy. If you can't get the miner corpse to work right, maybe just leave him as he was in vanilla? even a civilian is vastly better than a Sith corpse... Edited September 8, 2010 by Markus Ramikin Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted September 8, 2010 (edited) Always a pleasure. The guys in the fuel depot - originally, in the vanilla game, it was a normal clothes guy. If you can't get the miner corpse to work right, maybe just leave him as he was in vanilla? even a civilian is vastly better than a Sith corpse... The point was to get rid of normal clothes guy lol, but hey don't worry about it. I have an idea for the new version. I hope it will work... Might as well try it out now. I'm at Peragus in my current playthrough. Edited September 8, 2010 by VarsityPuppet Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted September 13, 2010 The point was to get rid of normal clothes guy lol I know that. But the Sith corpse isn't an improvement. Looking forward to your new idea! Quote Share this post Link to post Share on other sites
VarsityPuppet 1,085 Posted September 13, 2010 I know that. But the Sith corpse isn't an improvement. Looking forward to your new idea! They are an improvement over a 'ghost' model of a miner. Plus, if I remember correctly, didn't the droids there have flamethrowers? Quote Share this post Link to post Share on other sites
MrPhil 58 Posted September 13, 2010 didn't the droids there have flamethrowers? Aye sir! And "cryo projectors" too! Guess a mix of both should be able to damage a body this way. Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted September 14, 2010 (edited) What are you talking about? The vanilla model in the particular place we're talking about is a normal civilian corpse, right? and there is no hologram recording of him dying so there is no inconsistency. Edited September 14, 2010 by Markus Ramikin Quote Share this post Link to post Share on other sites