A Future Pilot 161 Posted April 17, 2018 I'd say no to that one. Fixing a bug is one thing. But while a lot of the dialogue options are indeed hokey or just plain silly sometimes, it isn't something unintended on the part of the devs Also, to address this That doesn't matter, since there's an unlockable/breakable box at the Czerka camp that contains 3 glands You make a good point regarding the dialog. I think I'll keep it out. Regarding the Tach, something that has happened to me on multiple playthroughs without thinking is having already grabbed the glands in the chest and sold them before actually getting back to Griff. I personally consider a quest that is uncompletable because of not knowing to do things in a certain order a bug. (Now this doesn't apply to things like the Manaan missions after you can no longer return there, because that's a result of in-game choices.) However, maybe the best way to correct this is to simply spawn a single tach gland in that chest if you have the quest from Griff, but don't have a gland in your inventory when entering the module. What do you think of that? Quote Share this post Link to post Share on other sites
Kainzorus Prime 206 Posted April 17, 2018 Man, I've been getting so many of these PMs asking for permissions all around lately, that I'm starting to lose track. Still granting it. 2 Quote Share this post Link to post Share on other sites
Markus Ramikin 107 Posted April 17, 2018 Ah, the sense of dejavu... *recites* "I have no problems with my mods being used as long as I'm credited." 2 Quote Share this post Link to post Share on other sites
Salk 376 Posted April 17, 2018 I received permission from blennus via email to include his Comprehensive Bug Fixes hosted on nexusmods. @The Admins: how would you like me to prove it? In my case, emails were considered insufficient. I was told to bring the modders here to confirm their permission. 2 Quote Share this post Link to post Share on other sites
Red Hessian 9 Posted April 17, 2018 I have given A Future Pilot permission to use my Desert Wraid & Shyrack Texture Fix mod. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 17, 2018 I'd like some opinions on something: It's always bothered me that once HK-47's stimuli is triggered, he claims that he is fully functional, but he doesn't have the abilities that he's granted through going through the repair process with him. Is this in y'all's opinions a bug that should be fixed, or just the way it was intended (in which case I'll make a separate mod cause it still bothers me lol). Quote Share this post Link to post Share on other sites
Thrak Farelle 8 Posted April 17, 2018 I'd like some opinions on something: It's always bothered me that once HK-47's stimuli is triggered, he claims that he is fully functional, but he doesn't have the abilities that he's granted through going through the repair process with him. Is this in y'all's opinions a bug that should be fixed, or just the way it was intended (in which case I'll make a separate mod cause it still bothers me lol). Have to say, that's always bugged me, though I think whether it's considered a bug, oversight, or just part of the game will vary depending on opinion, so if it was me, I'd do it as a separate mod, but that's just my two cents! With regards to the mod, currently discussing with A Future Pilot over PM, will update this thread with my permission once that point has been reached! Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 18, 2018 I just finished compiling the mods I've been given permission for so far into a TSLPatcher mod. I got a pretty large number of warnings like so: "Warning: Blank value encountered for GFF field label ReplyList\293\EntriesList\1\Active, skipping..." Does that mean there's an actual problem with the GFF file that it's trying to copy, or can that be ignored? Quote Share this post Link to post Share on other sites
spamspamspambot 0 Posted April 18, 2018 Blennus here, he has my permission to include my fixes. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 18, 2018 I just finished compiling the mods I've been given permission for so far into a TSLPatcher mod. I got a pretty large number of warnings like so: "Warning: Blank value encountered for GFF field label ReplyList\293\EntriesList\1\Active, skipping..." Does that mean there's an actual problem with the GFF file that it's trying to copy, or can that be ignored? It does sound like a more serious issue, but I can't really tell you what's going on exactly. Quote Share this post Link to post Share on other sites
Leilukin 276 Posted April 18, 2018 A Future Pilot has my permission to use my Human Xor Restoration mod. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 18, 2018 It does sound like a more serious issue, but I can't really tell you what's going on exactly. I figured out the issue I believe. It's a problem with .dlg files: http://deadlystream.com/forum/topic/3220-partyswap/?p=39530 I switched to Fair Strides modified version of TSLPatcher, and it fixed the issue. A Future Pilot has my permission to use my Human Xor Restoration mod. Thank you very much! Blennus here, he has my permission to include my fixes. And thanks to you too! Quote Share this post Link to post Share on other sites
jc2 581 Posted April 18, 2018 I've already given permission to A Future Pilot to use my mods in his collection. But just for the admins' sake, I'll post it here as well. A Future Pilot has my permission to use my mods in his collection, including future mods. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 18, 2018 I've already given permission to A Future Pilot to use my mods in his collection. But just for the admins' sake, I'll post it here as well. A Future Pilot has my permission to use my mods in his collection, including future mods. Thank you very much! Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 18, 2018 I now have a first draft all zipped up and ready. Does anyone feel like looking it over? Quote Share this post Link to post Share on other sites
Hikifroggy 1 Posted April 19, 2018 administrators really need to make a official thread or pinned topic for approved mods so people don't have to keep asking for approval or will just turn into another disasters like last time...people can approve or disapprove mods anytime they want under the thread or pinned topic like a list of approval for future references Quote Share this post Link to post Share on other sites
Canderis 180 Posted April 20, 2018 administrators really need to make a official thread or pinned topic for approved mods so people don't have to keep asking for approval or will just turn into another disasters like last time... people can approve or disapprove mods anytime they want under the thread or pinned topic like a list of approval for future references No. People want to grant permission on a mod-by-mod basis. There is also no easier way to see which permissions a mod has received than keeping it in that mod's thread. 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,341 Posted April 23, 2018 A Future Pilot has my permission to also use Kandon Ark Fix and Male Sith Archeologist Restoration. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 23, 2018 A Future Pilot has my permission to also use Kandon Ark Fix and Male Sith Archeologist Restoration. Thanks for the post! Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 24, 2018 So I'm working on the bugs reported by Mr. Ardvark, and I'm trying to figure out why Belaya attacks with her fists. She has a lightsaber in her inventory, but she doesn't draw it for several combat rounds. If I place one in her hand from the get-go, she'll attack with it right off, but then she's holding a lightsaber for the dialog. Does anyone have any ideas what's up with that? Quote Share this post Link to post Share on other sites
L0ki194 82 Posted April 24, 2018 I've got a slight suggestion if you don't want Belaya to hold a lightsaber while in dialogue. Perhaps you could script it so right as she yells "For Juhani!" she equips and draws her lightsaber. Looking at a youtube video, I don't think "For Juhani!" is a separate line though, so you might have to splice it off the one voice clip and make it play separately after. Quote Share this post Link to post Share on other sites
A Future Pilot 161 Posted April 24, 2018 I think I could actually attach that to the script that makes her an enemy. Thanks for the idea! A side note to other mod authors, If a dialog (or .are, or .ifo, etc.) calls a script what is the better way to deal with things: 1. Change the dialog file to call your custom script file, then call the original script from your custom script or 2. Change the name of the original script and name your custom script the same as the original. Then call the original from your custom script. The benefit number 2 has IMO is one less file to modify. However, you then have a custom script in your Override folder that is named the same as an original script. Thoughts? P.S. In this particular case, I can decompile the script file. But I'm moreso thinking about when I can't. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted April 24, 2018 So I'm working on the bugs reported by Mr. Ardvark, and I'm trying to figure out why Belaya attacks with her fists. She has a lightsaber in her inventory, but she doesn't draw it for several combat rounds. If I place one in her hand from the get-go, she'll attack with it right off, but then she's holding a lightsaber for the dialog. Does anyone have any ideas what's up with that? I think I fixed that by using DelayCommands when equipping her weapon: void main() { object oPC = GetFirstPC(); ChangeToStandardFaction(OBJECT_SELF, 1); DelayCommand(0.4, ActionEquipMostDamagingMelee()); DelayCommand(0.5, ActionAttack(oPC, 0)); } I can't remember if that actually worked but that's what I did^^ And for your second question: I'd go with option 2. While that puts a custom script with a vanilla name in the Override, it has the advantage of not touching dialog files. The reason for why I find that advantageous is that TSLPatcher can easily run into problems with dlg files and I think that's why many people just copy their edited dialog files into the Override instead of using TSLPatcher and then you'd run into incompabilites if you were to edit the dialog for your script. Unless your mod is installed last but I don't think anyone is going to do that with an unofficial patch. Quote Share this post Link to post Share on other sites
N-DReW25 1,341 Posted April 24, 2018 So I'm working on the bugs reported by Mr. Ardvark, and I'm trying to figure out why Belaya attacks with her fists. She has a lightsaber in her inventory, but she doesn't draw it for several combat rounds. If I place one in her hand from the get-go, she'll attack with it right off, but then she's holding a lightsaber for the dialog. What's wrong with that? Many Kotor NPCs talk with a lightsaber at hand during dialogues. Quote Share this post Link to post Share on other sites
Thrak Farelle 8 Posted May 3, 2018 It's great to see things working out here so positively! Looking forward to giving it a try my next playthrough (which will probably be after the summer, no way can I fit a proper KotOR playthrough in my life before then!) A Future Pilot has my happy permission to include my Droid Feat Gain Fix in the K1 Unofficial Patch 1 Quote Share this post Link to post Share on other sites