Quantcast
Channel: LucasForums - Holowan Laboratories
Viewing all 507 articles
Browse latest View live

Just a quick check in with the scripters

$
0
0
I released my first mod a while back here.

I decided I wanted to update it with a way to get the new items in the game without cheating, so I found the script that assigns the advanced classes and added an ActionGiveItem command to each parameter.

*I added the stuff in red*

Code:

// This makes the PC one of the Jedi classes, depending on parameter.
// Param Count = 1, decides which class to make him or her.
// 0 = Weaponmaster
// 1 = Watchman
// 2 = Jedi Master
// 3 = Marauder
// 4 = Sith Assassin
// 5 = Sith Lord
// CFA 10-6-04

void main()
{
    // Grab the Parameter.
    int nScriptNumber = GetScriptParameter( 1 );

    // If Param = 0, then make him a Jedi Weaponmaster.
    if ( nScriptNumber == 0 ) {
        AddMultiClass (CLASS_TYPE_JEDIWEAPONMASTER, GetFirstPC () );
        ActionGiveItem(object a_robe_43, object GetFirstPC());
    }

    // If Param = 1, then make him a Jedi Watchman.
    if ( nScriptNumber == 1 ) {
        AddMultiClass (CLASS_TYPE_JEDIWATCHMAN, GetFirstPC () );
        ActionGiveItem(object a_robe_44, object GetFirstPC());
    }

    // If Param = 2, then make him a Jedi Master.
    if ( nScriptNumber == 2 ) {
        AddMultiClass (CLASS_TYPE_JEDIMASTER, GetFirstPC () );
        ActionGiveItem(object a_robe_45, object GetFirstPC());
    }

    // If Param = 3, then make him a Sith Marauder.
    if ( nScriptNumber == 3 ) {
        AddMultiClass (CLASS_TYPE_SITHMARAUDER, GetFirstPC () );
        ActionGiveItem(object a_robe_46, object GetFirstPC());
    }

    // If Param = 4, then make him a Sith Assassin.
    if ( nScriptNumber == 4 ) {
        AddMultiClass (CLASS_TYPE_SITHASSASSIN, GetFirstPC () );
        ActionGiveItem(object a_robe_47, object GetFirstPC());
    }

    // If Param = 5, then make him a Sith Lord.
    if ( nScriptNumber == 5 ) {
        AddMultiClass (CLASS_TYPE_SITHLORD, GetFirstPC () );
        ActionGiveItem(object a_robe_48, object GetFirstPC());
    }

}

I'm a total n00b when it comes to scripting, so I ask my fellow modders: Does this look right, or am I doing something wrong?

I haven't tested yet.

Cannot delete Mods

$
0
0
Hello, I was curious if anyone else was having the same problem as me with modding. I installed some mods, they worked great, but now I have decided that I want to try new ones. Well, I decided the easiest way was to delete the whole game and download a fresh installation to mod. The only problem is, when I install the fresh installation from Steam, the mods do not go away. I have tried deleting them from the steam App, my computer, everything, but the saved games and mods just re-download when I download it from steam. Any suggestions on how I can fix this?

Thanks,
Torm04

[KotOR 1 WIP] K1 Rextured Clothing

$
0
0
I'm very proud to announce that Malkior, Fair Strides and I are teaming up to make a new mod. Basically what this mod will do is replace all of the boring normal clothing/armor/robes from Kotor 1 and replace them with cooler textures, new stats for them, and other things. We just started today, although we've been talking about it for a little. Malkior's going to be the one extracting the textures, changing up the stats, and possibly some textures. Fair Strides will be in charge of the TSLpatcher, and possibly changes with appearance.2da and textures. Finally, I'll be making and testing most of the textures :D . Since I'm on a Mac, I can't really edit anything else because Kotor tool doesn't work for the Mac. There's one tutorial I tried following, but it didn't work. Anyways, here's some pictures of some textures that FS and I made just as tests:


http://imgur.com/a/RZePV#0

Edit: I would also like some people to beta test the appearances of the robes. If anyone is interested, please message me :)

Edit 2: although some clothing will look similar, most of the clothing will have new designs/textures to them.

TSL Five Dark Side transitions?

$
0
0
I'm just wondering if anyone has ever done a mod to give each vanilla PC and/or Party member 5 DS transitions, instead of the default 3? I tried using the search tool, but I didn't see anything. Does anyone remember such a mod?

It's always something that had annoyed me about TSL, because KotOR looked much more realistic with a gradual change to full DS, rather than the jarring changes that TSL has.

Just curious.

Need Help With KOTOR Tool editing

$
0
0
I'm in the process of making various custom equipment for a bunch of the party members cause I was kind of bored. I decided I want to make a shop that will sell all these items, not sure where I'm gonna put the shop, but I'm having problems with KOTOR Tool being unable to detect the custom items when I go into the inventory screen's custom item tab of the store file.

I was reading around and it looks like I could alter the store file using KGFF but I don't really use that and I'd prefer to use KOTOR Tool unless I really have to use something else.

If anyone could tell me how I can make my custom items appear on the inventory screen's custom items tab in KOTOR Tool I'd really appreciate it.

Need help with modding non interactive dialogue.

$
0
0
So I decided to make my first kotor mod and everything has gone pretty well. I wanted to replace the crazy preacher Gorton Colu with custom sounds and I've been able to successfully change his entire dialogue without any problems. The thing I am having trouble with however is his non dialogue sounds when you walk by him. When I replace the wav files he doesn't make any sounds, but when I just try to delete this lines from his dialogue tree he will randomly engage the main character in dialogue. Any help would be greatly appreciate!

KOTOR II Handmaiden Head Change Help

$
0
0
So basically I really dislike the way the current party handmaiden looks so I was hoping to change her to the model of "PFHC07" I did this by going through the KOTOR tool, and the handmaiden seems to be row 638, I changed her "normalhead" value to 173 which is the value I found for PFHC07 in the heads.2da file. Now it works perfectly and her head is exactly like I want it to be.

(Information obtained from http://www.lucasforums.com/showthrea...99#post2155599)



Problem is whenever a in game cinematic appears about Atris and her handmaidens, I just get a black screen and nothing happens. I can go to the menu and stuff but I can't see the buttons, its as if I get a black screen instead of the cinematic.



My thought is that something about changing the number in row 638 is stuffing up the model in row 454 which is erroring out and thus not showing the proper cinemaic?

Any help would be awesome though, thanks

Mod Compatability

$
0
0
I just got KotOR II a couple days ago, and it doesn't seem to recognize the mods I use in KotOR. I was wondering if the mods intended for KotOR could be altered and made usable in KotOR II. If so, how?

Area Modeling Effects

$
0
0
Hey guys, I know it's been a while but I do in fact still toy around with this stuff. Right now I'm working on a more "vivid" void world like the one we saw in KOTOR with the mystery box you pick up on the Ebon Hawk.

It's supposed to be something that looks like it's way on out in space on a very small asteroid. Something barely the size of a typical lot. I'm at having a few other asteroids floating around but I do have a few questions as far as adding in some nifty effects.



1. Pool of Water - How do I go about creating a nicely animated pool of water? There is a small platform which will be accessed by a bridge going across a small trench. I would like that trench to be filled with water.

2. Waterfall - How do I create a waterfall? I want a stationary asteroid which will be very close but above main asteroid you are standing on. I would like to have the waterfall come out of the asteroid above you and land in the pool of water.

3. Water Crest - How do I create a water crest as though water is beginning to rush off the edge of the asteroid you are currently standing on? I'd like to create the illusion that the water will overflow and fall right out into space.

4. Moving Models - How do I make models follow a certain path as well as rotate? I'd like to have other asteroids rotating on their axis as well as following a path as though they are in orbit around the main asteroid you are standing on.



Any help is greatly appreciated.

(K1) Furio's Be Jedi Now Mod Issue

$
0
0
On my most recent install of K1 i decided to use Furio's Be Jedi Now Mod to avoid having to use the KSE seconds after starting a game...

However, it has become abundantly clear to me that the mod alters unsafe UTP files... and i've lost my list of safe UTPs...

Here are the UTPs altered by Furio's mod... backpackoo1.utp, footlker001.utp, footlker003.utp, rsldrcrps002.utp, twlkcrps001.utp... and i'm wondering if any of those are safe to keep, otherwise i'm removing all of 'em from my override...

Furio's mod also modifies the tar_trooppack.utp, but as my own K1 Robe Stat Boost mod alters the same file i decided to skip that one...

SWTOR retexturing PROJECT

$
0
0
Hi. Im Jorak Uln - some of you guys know me already from DS, and im doing retextures for Kotor and TSL.
To reach also you guys at LF, i decided to post my activities here.
Currently different planet retextures are in the making such as TARIS and TELOS.

I would be glad if some of you could give me feedback about the chosen materials, coloring, possible changes or whatever comes to your mind.
Note that feedbacks e.g. "it looks awesome" are nice to hear but dont help me improving, please give me more detailed suggestions like "the noise on the wall is to dark" etc...

http://www.directupload.net/file/d/3...3625mi_jpg.htm

http://www.directupload.net/file/d/3...eywro9_jpg.htm

http://www.directupload.net/file/d/3...n9ulho_jpg.htm

http://www.directupload.net/file/d/3...33c6nj_jpg.htm

http://www.directupload.net/file/d/3...37byl8_jpg.htm

http://www.directupload.net/file/d/3...7dd6op_jpg.htm

http://www.directupload.net/file/d/3...v4rxpu_jpg.htm

http://www.directupload.net/file/d/3...zh2sfd_jpg.htm

Taris:

http://www.directupload.net/file/d/3...cyexg7_jpg.htm


http://www.directupload.net/file/d/3...8nsnhj_jpg.htm

http://www.directupload.net/file/d/3...wdu34u_jpg.htm

http://www.directupload.net/file/d/3...4zjdvl_jpg.htm

Lightmaps in Max 2014

$
0
0
So, I got the newest version of KAurora with the new export script. I put the script in the appropriate directory. After launching Max, I get an error message essentially telling me that the NWMax plugin has crashed.

Would it be possible for someone to update the export script to work with Max 2014?

New Modules?!?

$
0
0
I think I may have come across something today while pulling some models out of KOTOR Tool. Does anyone know about the 352 and 371 Nar Shaddaa models?

Since 351 is Goto's yacht and there are only 3 models for 352, I suspect that this may the models for the cut scene on Goto's yacht where Goto is talking with the bounty hunters and negotiating a deal to have you captured. However, the 371 is throwing a curve ball at me, no idea what it is. It also looks like a pretty substantial module too; at least 11 models plus another 100ish pieces that have the 371 reference.

If nobody knows anything about this, I'll start piecing it together to see what we have. I'm wondering if I am wasting my time or not building it when someone else already did it and it can be downloaded. :xp:

Making an amateur translation of Kotor/Kotor 2?

$
0
0
Hey guys,

I've been playing both K1 and K2 since release. Lately my brother started playing them and I noticed that some parts of the games are pretty hard to understand for non-native English speakers (especially in K2). I was wondering if it would be possible for me to translate the subtitles of the English version into my native language (Dutch).

(I know this will be a huge project but I'm at least willing to give it a try if it's not impossible).

Would this be possible in theory? Is the scripting of the game tied to the language used in the dialog trees? Is there anything else I should really know?

Also would it be possible to make a K2 translation compatible with the TSLRCM (I'd need the blessings of the original creators of course.

Also, I have all the patience in the world for this project and am willing to learn, I'm just looking for another hobby, making a translation for these games which I love would be awesome.

Thanks in advance.

Mod Recommendations For a "Rebooted" Play-Through

$
0
0
So I haven't played KOTOR in quite a few years now, although I used to play it all the time back in the day. I downloaded so many mods for it that they all conflicted with one another and rendered the games unplayable, unless I were to do some tedious cherry-picking (especially in the case of the second game). The task was so daunting that I just never did it, and as a result I haven't played the games in a long time.

I hope to do another run of both games very soon, but starting over from scratch as far as modding is concerned. The mods I know I definitely want to keep are, for the first game: the one that restores the Hutt and Master-Padawan practice duel on Dantooine, the canonical Revan head, and various reskins. For the second game: I definitely want to install the Restoration Mod as well as M478 (haven't played those yet). I'd also like to keep Stoffe's "Handmaiden Choice For Females" mod (though I've heard that someone has made a newer version of that which is compatible with the restoration mods), the influence bug fix, the Exile's canonical face (Meetra Surik), and several reskins.

I had literally hundreds of mods installed before, and now I'm starting from scratch. So, with a relatively bare-bones play-through, retaining the few mods I mentioned, can anyone recommend me any other (non-conflicting) mods for either game? And can any links be provided?

Thanks!

Help! Trying to learn some basic editing for Machinima...

$
0
0
So I want to start a Machinima series of Kotor. I can use the vanilla cutscenes, but I need to use scripting, camera modding, and basic map editing to make it how I want.

I've made a concept teaser trailer just for fun, and I really want to make a series a reality.

So what I want to learn right now is how to control the camera (static and moving), removing certain things from a map (T3 and the mines on the Ebox Hawk exterior in the Prologue), and how to script a look-alike character to do basic things (make him fight another creature, walk, run, etc.)

Can anyone help me? If I could be pointed towards resources that I could learn these things in, like a written guide, that would be fantastic. I am very new to programming and the sort.

Need Help on Altering and Fixing an Existing Mod

$
0
0
Hi, this is my first time posting, so please forgive me if I say or do something stupid. I did look through the Forum Rules, so I *should* be set.

I played this game long ago on the Original Xbox, and loved it, and got it for PC a few years back, and I replay it once in awhile. I was looking to spice it up with a few mods, but...

I have been having issues with a mod I downloaded, and I was hoping someone here could help me out. The mod is "The Sith Lords: Full Force Mod Pack 1", by Team Hssiss.

The issue I have stem from the Force Powers Screen. Usually, my Power Trees are mixed up, an example being that there is a Tree of "Force Enflame, Force Combustion, and Force Destruction" but according to the ReadMe and the Spells.2da, it isn't supposed to be. If it could be made into one, that would be fine, or just separate as I think that is how it is supposed to be. Another issue is that it looks okay, but I click on an icon, and a different power comes up, like I clicked on "Force Storm", but it came up as "Force Destruction." It seems that something is overwriting, at least that is a newbie's opinion.

I'm a bit too new to this to fully understand what I am looking at, but I tried looking into the Spells.2da and dialog.tlk and tried to make a few changes there, but I wasn't able to do anything. Actually made it worse, to be frank.

As my Title says, Fixing and Altering a Mod. For the Altering part, I was hoping to be able to remove a Power Tree (3 Powers) from it, as I did not want to see/use them. Just like with fixing it, I tried to remove these, and it still didn't work, sadly. The Tree I am trying to remove is the "Sith Alchemy" one, that has "Create Life, Create Life II, and Transform" in it.

If anyone could help me out, I would appreciate it. I can provide my game/save files if need be. Whether someone can teach me how to do these things for myself, or do it for me, I wouldn't mind either way.

This is a link to the mod on Filefront, in case someone needs it.

Thanks in advance to any who try to help!

KOTOR 1 Crash on movie transition

$
0
0
I'm not entirely sure if it's related to mods, but it appears that every time my game attempts to play a movie the game CTDs.

I have a catastrophe of mods installed that are related to gameplay/textures etc, but I'm not sure that any would actually affect the cutscenes. The only mod that does affect them is AK151's Sound Improvements for certain cutscenes; I installed this mod specifically to test whether my files were corrupted, however the new files that I copied in did not play either.

The only workaround I have is to disable the movies and then look it up on youtube - any help is really appreciated, I can post my mod list if anyone thinks it might be related.

Starwarsknights Down.

$
0
0
We all know of http://starwarsknights.com/tools.php, and we all know it has all the resources to making mods. Unfortunately the website has been inaccessible. But don't fret... I will guide you toward going "way back" to when the website was active:thmbup1:
1. Please direct yourself here.
2. Please copy "http://www.starwarsknights.com/tools.php"[NO QUOTES] and paste it into the obvious text box and press enter.
3. Now you see a whole bunch of years, a calendar, etc.. basically it looks crazy. What you need to do is look for the most vibrant time of the website, and direct yourself there, which if I'm not mistaken is "2007".
4. Select March 23rd.
5. You now have access to the website, and you can now download whatever you need to make your mod.:(:)

**NOTE
All you need to do is click download on whatever you're attempting to get, no futher action is reqired as Wayback Machine will do it for you!

Texture References

$
0
0
Would anyone know a convenient way of grabbing a custom module's texture references? I am using one of Quonon's custom modules and all the were thrown into a single folder. I want to hex edit it but I have no idea how to grab all the texture except by taking a few of the override folder and see if anything is missing once I load it up in the game.
Viewing all 507 articles
Browse latest View live