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new breakthroughs in modding!

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hey guys, loooooong time no see ;) Well, I'm back, though i usually hang out more at deadlystream, I didn't want leave you guys out of the loop with the advancements I have made with:
  • bumpmapping
  • environment mapping
  • vfx
so here is a quick run through and a link to the relevent DS threads.

i have made custom bump maps work in kotor/tsl and provided the guide lines for getting them there,
Show spoiler


here is the thread with experiment.

i have made it possible to replace the cubemap textures (CM_bright, CM_baremetal etc.)
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here is the thread with experiment

i have discovered new, (actually leftover from nwn, so old i guess) functionality in visualeffects.2da, which i'm still investigating lol.
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comments & ideas are always appreciated :)

Damage Reduction

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I have a question about have damage reduction applies to dice rolls. Lets say I have a pistol with damage 1d6 (1-6) and a repeater with damage 6d6 (6-36). If both weapons struck a character wearing armor with 1 damage reduction.

Would the reduction be taken as a whole: 0-5 and 0-35 -- or would be take per dice roll:0-5 and 0-30? If the former, is there any way to make it apply per dice roll?

Problem with Ebon Hawk Textures

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I have been trying to get Xarwarz Ebon Hawk 2011 reskin to work. I have TSLRCM and the droid planet 'addons'. As well as a few other mods (some texture, some content).

Vanilla TSL Ebon Hawk worked fine with all mods, but when I tried to apply the Ebon Hawk 2011 textures, they didn't work.



This is what Ebon Hawk looks like, regardless of whether the textures are in the override or not.

I then removed ALL Mods/addons and this was still a problem.

Any help appreciated!

Making Enemies Use Shields

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Hi folks. I'm working on a souped-up hardcore mod for KotOR1 that randomizes the stats of every enemy you enter combat against. That part's done and working fine, so now I'd like to go a step further and add useful items to enemies at random.

I've got enemies chucking grenades that they're given, but for some reason I can't seem to make energy shields work right. I can add the shields to inventories no problem, but they never get used, even if I make a GN_ActivateForceField() call. I suspect there's something ridiculously simple I'm overlooking.

I wonder: are the ability flags for the shields listed in spells.2da added at spawn? Since I'm tossing the shields in dynamically -- whenever the enemies enter combat with the player -- I thought maybe that could be the problem. I looked over all of the k_def scripts and k_inc_generic but couldn't quite figure it out.

[KotOR 1 WIP] Random Enemy Enhancement and Reinforcement Mod

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Hi folks! I'm a long-time lurker on the Holowan forums who just got around to registering recently. I've come up with an idea for a mod that will hopefully increase KotOR1's replay value and general difficulty. I think the concept holds true for KotOR2 as well, but we'll see. I'm calling it the Random Enemy Enhancement and Reinforcement mod, because, uh, mods need names and "REER" is close enough to "rear" and let's be honest, KotOR enemies are generally like children who desperately need a little rearing. ;)

Right now I've got a lot of the basic scripting done and all of the features working in rudimentary fashions (much thanks to Fair Strides 2 for helping me out with some of that!). Now I'm looking for ideas from the community that might make things flashier/work better. Toward that end, here's what the mod does at present:

First, it randomly adds statistics to every enemy that you encounter and does this dynamically when combat begins. There's some level scaling involved (a higher level PC will face enemies whose minimum bonuses are appropriately higher), but you can never quite be certain if the guy you're attacking is just another chump or some monster with a bunch of Strength and a ton of VP. I like the unpredictable quality this gives to fights -- it means you have to reassess your strategy on the fly, once it's obvious that a particular enemy is unexpectedly dangerous. (It also means that saving and reloading won't necessarily make a fight easier, as everything gets re-randomized.) I think it lends some degree of realism, too; not every Sith soldier is just your average bum with a gun (or a clone of some average bum with a gun). Even in the lower ranks, there are going to be exceptional and deadly fighters. The same holds true for pretty much every other enemy. This part of the mod is methodologically similar to the old hardcore mod that Talchia created and subsequent variations from folks like Qui-Gon Glenn. Much thanks to them and stoffe, whose mods, posts, and discussions have helped a lot in figuring out the best way to script these enhancements.

Second, the mod adds random, helpful equipment to enemies. So far I've only gone as far as handing out varieties of shields, medpacks, and grenades, but maybe stims and other gear would be helpful. There's that nifty group heal stim that would be fun to have used against you (needs some modifications, though; right now if you have an enemy use it, it heals your party, lol). It's easy to script in weapons, armor, and other gear as well, but maybe this would be going a bit overboard? I'm not sure.

Third, and perhaps the most fun so far in my testing, is the reinforcement system. Basically what this does is give enemies a random chance to call for help, causing more enemies to spawn and join the fight. It helps add unpredictability to combat -- and, again, defeats the save-reload syndrome, as you never know if the enemies will call for help the second time around, or, if they do, how many friends will show up, or even exactly what those friends will be/how difficult they are (as they, too, are randomized, statistically and otherwise). I'd like to create a wide range of templates that can be called in as reinforcements and then tie these templates to factions, meaning that the Sith will call in other Sith, underworld elements like the Vulkars/Hidden Beks will call in gangsters, Mandalorians more Mandalorians, and so on. I'm also going to include small chances for reinforcements to be mini-bosses with unusual loot which you can pick off their bodies...if you can kill them! If you can't and you die instead, you missed your shot -- since reloading won't guarantee that the mini-boss shows up again. If the community could help provide NPC templates that it would like to see included, I think that would be awesome!

I'd love to see any thoughts folks might have about these features and how to improve them. Two things have already occurred to me. One is making the reinforcements spawn outside of the player's sight (even if that just means a couple meters behind him) to break immersion less. I'm not quite certain how to do that, though; right now I've got them just popping in near the guy who called for help with a text box announcement indicating that this has happened. I'll have to toy around with using GetObjectSeen() and see what I can do. The other is the potential for XP inflation, as killing reinforcements will allow players to level up even faster. I think this can be circumvented by diminishing (or even eliminating) the XP rewards they give, but I'd like to hear thoughts on it. (I'd rather not do an across-the-board decrease.) Maybe just getting the extra loot from the reinforcements is reward enough?

Again, much thanks to Fair Strides 2 who has already been very helpful in a more limited thread that I posted here.

For humor, here's what happened when I first tested the reinforcement system and forgot to include a sanity check in the script...

Equip item to player

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I am trying to add and equip clothing to the player at the beginning of the game. The adding item part of the script works, as does the execution of the original area script, and the clothes are added to the inventory fine. However the item will not equip. No matter what I try. Increasing the delay, firing the script in different spots. I cannot get items to equip to the PC. Does anyone know a solution?

Code:

void main()
{
    object oEnter = GetEnteringObject();
   
    if ((oEnter == GetFirstPC()) && !GetLocalBoolean(OBJECT_SELF, 2))
    {
        object oItem = CreateItemOnObject("g_a_clothes01", oEnter);
        DelayCommand(0.5, AssignCommand(oEnter, ActionEquipItem(oItem, INVENTORY_SLOT_BODY, TRUE)));

        SetLocalBoolean(OBJECT_SELF, 2, TRUE);
    }
   
    ExecuteScript("k_pend_area01_1", OBJECT_SELF);
}

are i'm allowed to reskin kotor the jedi masters characters/modules?

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Hello, i want to reskin some of the TJM modules/characters and replace some models. Can i do it or is it forbidden?

Re: Starwarsknights.com - downtime?

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Hello, I browse the website Starswarsknights.com (for downloading modding tools), and I noticed it's been down for about a week now - can anyone here tell me if this site will be coming back up? Hopefully it will, because a lot of good modding tools are on this website. Thanks for your replies! :)

P.S. Sorry if I posted this on the wrong board, I tried to figure out where the best place to post this question was.

Help Changing Twilek Outfit (KOTOR 1)

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Hi All,

Happy New Year!

I would like to make the female Twilek dancers wear normal clothes. Maybe something like the Jedi robes or some armor - anything really.

I cannot locate the file name for the dancer's outfit. I've downloaded Kotor tools, MDLOps, etc, but I cannot locate the dancer's outfit! Plus the MDLOps tool has been erroring out on certain models.

My understanding is this is all I need to do:

1) Determine the dancer's outfit file name
2) Make a copy of another clothing file (Such as the Jedi robes)
3) Rename the Jedi robe file to the dancer's outfit file name
4) Place the Jedi robe file copy named as the dancer's outfit file into the override folder
5) The Twilek dancer's will be wearing the Jedi robes.

I'm not modifying the model or anything, just need the file name of the dancer's outfit. Any help would be appreciated.

Thanks,
Jake

Problems on savegames before KSE editing

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Hello my friends.. how're doing..?

I just finished KoTOR a long time ago (2009 :p) so now I downloaded the game iso to play this amazing game another time.

Now I'm using KSE to do some editing, after a while (13H of gameplay).. just after the Jedi Trials on Dantooine I started to do some editing with KSE to improve the Force capabilities. I'm planning to finish the game with the Dark Side selection this time.

The problem is after I do the editing on my PC.. everytime I try to access the POWERS menu the game hang.. finish and I got a windows message about application crash. I read some tips.. tried another saves.. editing but everything failed.

I'm not a master on KSE so I cannot figure out what's happening with my saves.. so I'm asking for some help.

Some details that I need mention:

-> I just completed Taris.
-> Completed the Jedi Trials on Dantooine.
-> Have the Star Forge quest to initiate.

Can you guys just take a look and tell me where I'm failing PLEASE ..?:cry6:

THANKS in advance for your help guys!!!

Getting sound files

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Hi! I might not be in the right thread, but I'm trying to extract the sound files for the sith holocrons you find in Atris' chamber, and I don't know where they are, or what they're specifically called...

Also, I can't seem to play as of the sound-files in the "streamvoice" folder, them so I can tell what they are.

Any help would be nice! Thanks! :thmbup1:

Republic Uniforms

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I apologize in advance if this thread is in the wrong area. It at least appears to be where I want to go to ask questions about mods, but I may be mistaken.

Anyway, I've re-installed KotOR I after a long time for the nostalgia factor it brings, though it took a while to get working on Windows 7. And with the game, I went out and scoured the KotOR modding scene for mods to improve the game in places I felt it could use improvement.

One of these place is the fact that the player, though they are supposed to be working with the Galactic Republic, do not have a Republic uniform in their starting footlocker. This has probably been talked about before, but hear me out. It also bothered me that Carth, a republic soldier/officer, wasn't wearing the red and yellow of the Republic Navy, so I got the 'Carth's Republic Uniform Plus' modification. After a while, I began thinking; it's normally impossible to add in the republic uniform without over writing the appearance of a certain armor-type, but in this mod Carth get's his uniform without this normal penalty. How is this? And is it possible to create a re-named version of Carth's uniform for the Player-Character?

EDIT: For reference, here is the Carth related mod: http://knightsoftheoldrepublic.filef...orm_Plus;90597

How to find font data file?

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New to site, I am trying to translate this game into Chinese. It's pity that still no Chinese translation of this game,I guess it's because technical problem, a lot Chinese players can't play this game just because language barrier.

I haven't done such work before, but someone at least try. By my understanding, I need find game built-in font first. I used Kotor Tool but I couldn't find font data file. Anyone can help with this? Or please tell me how to start? Thanks in advance.

K2 Main Menu

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Hello Everyone,

I don't know if this has been asked before or what, but I'm just gonna throw it on here. In terms of modding,
is there a way that the music for the main menu can be modified to a different song? I have been working on
a project for quite some time but every time I have have to reload the game and test something out, the same
boring music comes up every time. Well anyways, that's all I want to know right now.

Thanks,

Multiple Installs

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I wasn't quite sure where to post this but I recently purchased the games off of Steam and I was wondering if it is possible to create multiple instals? Essentially copy/pasting the entire directory so that I can have more than once "install" of KotOR 2.

This is so I can have a separate installs for KotORII that I can use for The Jedi Masters mod and the upcoming Revenge of Revan mod that won't interfere with the base game.

I know I could do this for the CD installs but I'm not quite sure if its the same thing for the Steam installs.

K1 Pazaak card textures

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Hi, I was wondering if anyone knows what the textures used for pazaak cards in play is called. I searched for it but couldn't find it.

If it helps, I'm pretty sure they're called "pcards_..." in TSL and are located in the gui texture pack, but I can't find them in K1.

I only found the textures for the cards in your inventory: "ii_pazcard_XXX" where XXX is a number but that's not the one I'm looking for.

Any help would be really appreciated. Thanks :)

Need help with installing mods

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Hey guys, i'm new to the forums, made an account for this specific question(s)!

I'm a currently learning programmer (Python), know the basics/some fundamentals.
So I get the concept of files (somewhat) for the mods to work..

I wanna start off by saying, I don't have the TSL whatever it's called.
Yes, I did try to install it multiple times. I just don't really understand how to install/use it..

Even so, I did end up modding my KOTOR1 and KOTOR2(Have NOT played yet, playing KOTOR1 first) already.
Basically if there was an installer that came with the mod, I just used that: SteamApps > Common > swkotor. That's where I just hit install to usually for mods that have the installer.
If there was no installer, I read the ReadMe.txt files and it usually just stated to unload files into Override folder (Which I did).

Now, i'm running into a few problems.
Yes, I realize I modded my games pretty "Messy", which is causing problems:

1) Some of the sounds are gone.. IE) When I gain Light or Dark points, there is no 'music' for that part, which is sad :( . Does anyone know where or what I can do to fix that?

2) Installing mods to the first KOTOR, there didn't seem to be really any "DO YOU WANT TO REPLACE(OVER-WRITE) THIS EXISTING FILE?", which meant, I wasn't really over-writing files (or mods). That being said, when I installed KOTOR2 Mods, I had TONS of "DO YOU WANT TO REPLACE(OVER-WRITE) THESE EXISTING FILES?". Which if I had to guess, I messed up a bunch of mods (Haven't played kotor2 yet). I just basically want to know how do I install these mods in a certain way where I don't run into this problem, and all my mods work?

3) Is it possible to have every single mod work? (since alot of mods over-write other mods' files) I use about 15-25 for EACH Kotor1, Kotor2.

THANKS! Sorry if I seem like a noob, I THOUGHT I would be using Nexus Mod Manager, just like Skyrim/New Vegas, which would have been ALOT easier..

Help with nwscript.nss, please!

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First post on a forum ever! I have a question about nwscript.nss, so i assume this is the right place. If not, I apologize! All righty, i installed the Yavin IV TSL Patcher Update mod, that adds yavin IV into the game. An issue that came up was that the install log said that there was already a nwscript.nss in the override, and skipped it. I was wondering if the one that came with the mod needed to be in there (I assume it does, as scripts control everything) and is there a way to get it in there?

Any help appreciated! Oh and good morning/evening depending on where you are!

I guess I should say that this is for kotor 1!

Romance/Gender options?

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I looked around to see if this had been asked before or if there was a tutorial, but I couldn't see one - if this has been asked before, it was a long long time ago. Basically, I was wondering if someone could give me a rundown on finding/editing the game's gender options - i.e., removing gender checks before romance to allow for bisexuality, writing a new romance that could be restricted to only one gender, having NPCs make sexist remarks. I have some idea of what code I would need to change, but I don't really know where in the game to find that code. What I'd really like is a tutorial on how to make something like the Fem!Revan/Bastilla mod, but anything you can do to point me in the right direction would be much appreciated.

Looking for a couple mods..

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Hello, i used to have them years ago, when i was playing kotor, but now i forgot how they were called, and can't find them anymore...
The first mod im talking about adds some merchants of jedi stuff to dantooine (they sell revan robes, and jedi robes in general).
The second mod makes th character level reset when he becomes jedi, so that he could reassign levels to be a full leveled jedi.

Thanks for the help!
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