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N-DReW25

MOD:K2 Style Dialogue for T3-M4 [K1]

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K2 Style Dialogue for T3-M4 [K1]


K2 Style Dialogue for T3-M4 [K1]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.2.0 Release Date: 04.03.2022

Installation:
Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder

Uninstall:
Remove or Delete the files from your Star Wars Knights of The Old Republic override folder

Description:
Even if you've played the game for less than a day, you might've realized by then that the party member T3-M4 is rather lackluster and is overall useless in your journey across the galaxy.
In Obsidian's sequel, T3-M4 is improved by a long shot when compared to his first appearance in Kotor 1. This mod aims to recreate some of the new improvements from Kotor 2 for Kotor 1.

What does this mod do? It does the following:

* You can ask T3-M4 for Computer Spikes outside the Ebon Hawk.
* T3's Computer Spike Dialogue can be repeated meaning you can get the maximum amount of Computer Spikes from T3 in a single dialogue sitting.
* T3 can now be used as a portable Workbench.

Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.

Incompatibilities:
Would be incompatible with any mods which modify T3-M4's main dialogue.

Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
 
Special Thanks to:
Sdub: For requesting this mod be released as a standalone mod
Salk: For rewriting the Workbench script and pointing out some issues with the DLG file
ConansHair: For pointing out bugs in 1.1.0
Bioware: For such an amazing game
Obsidian: For improving the character T3-M4 in their sequel
Fred Tetra: For Kotor Tool
Stoffee: For TSLPatcher
Everyone who downloads the mod!

Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


  • Submitter
  • Submitted
    01/28/2022
  • Category
  • K1R Compatible
    Yes

 

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5 minutes ago, Salk said:

Hello!

I noticed that there is a bunch of orphan nodes in the .dlg file about building a lightsaber. I guess they can be safely removed?

I thought I did remove it, by any chance does the lightsaber building stuff have a non existent conditional? Because if it does, I might've used that non existent conditional to lock off the Lightsaber content.

 

It will be safe for you to remove the Lightsaber stuff from the DLG, it's full of orphan nodes as it's incomplete anyway. This mod was intended for my K1GI mod, however, a user requested the K2 dialogue features be added to K1 so I tried to remove my lightsaber content from the DLG and published. Obviously my attempt at removing the lightsaber content didn't go under *your* radar. 🤣

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No, no conditional.

Only orphaned lines.

By the way, I might have found an issue with your .dlg file.

After R13 there is one entry only (E4). R13 says: "I'll put this to good use. For now, there was something else I needed."

The problem is that you can ask T3-M4 to construct a spike even outside of the Ebon Hawk now and E4 has a conditional script that checks that you are aboard the Ebon Hawk (I corrected this locally).

Oh and one more thing. Your script k_pt3_upgrade.ncs decompiles as:

void main() {
    if (((GetGlobalNumber("K_CURRENT_PLANET") == 50) && (GetGlobalNumber("G_FinalChoice") == 1))) {
        SetNPCSelectability(0, 1);
    }
    ShowUpgradeScreen(OBJECT_INVALID);
}

What is the if part for? Is it really needed?

Thanks! :cheers:

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