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[TSL WIP] Recruit Master Atris

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New recruitment mod in progress. I have so many ideas for this mod it's ridiculous. I know people have attempted this before and it never works out right. :mad: but I'm now here to tell you this mod is GOING to get finished, with the help of others, I can get this mod before September up and running, I know it's 2015 and it's about to be 10 years since KoTOR II's in December
(The curse of 2015 and 2005) but I propose we bring it back to life. So far the project is 23.5/100% Finished. I've got the dialogue for the recruit finished, and the recruitment script ready. The only problem is atrend3.dlg found in 262TEL, is that it is so unfinished. That pushed me back as I will have to fix it, unless someone else can fix it.:¬: Here are screenshots.




Here are some bugs I found
  • After you find Atton injured, and you go to Telos, the trigger doesn't happen, but I'm sure that's NOT the mod I'm working on.
  • The dialog is currently "unskippable" for Atris's natural dialog
  • Atris is not equipped with a Lightsaber when you confront her, I think this is because I had to warp to her location in order for the trigger to commence, referring back to bug #1 from Atton.
  • In Atris's new dialog for when she is recruited, she does not lipsync to her voice audio, I'll have to fix that.
  • Cancel
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UPDATE
*I forgot to say I want user input!
As the only thing she can do is fight for Telos's safety after recruitment!
What are some potential things she can do in Malachor V? Give as much things possible.

I NEED HELP :0

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Okay, so you know how Atton spoke with Tienn Tubb(or Tunn). So Atton chose two people to go to the Ebon Hawk, just like how on Dxun, Meetra chooses who she wants to pick to go to the enemy base, so the I need the script that changes the party leader to a party member D:

[Solved] Problem compiling script for TSL

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Hi everyone,
Recently I've been playing a lot of KotOR and TSL. For some time I've been using Achilles' Extended Force Powers Mod for K1. Every once in a while I would look around to see if anyone had done the same thing for TSL, with no luck. Finally, after years of doing basic things with KotOR Tool, I decided to try editing the script myself. I read the scripting tutorials on this forum, specifically on how to compile scripts and followed those steps. I started by trying to edit k_inc_force.nss using KotOR Tool, which was easy and I saved a copy of the altered nss for future reference. But when I tried to compile, KotOR Tool said it compiled, didn't give any error messages, but didn't produce a compiled k_sp1_generic.ncs anywhere that I could find. Next I downloaded Fred Tetra's compiler and followed the instructions as outlined in this thread. Again, the output stated that it was compiling but didn't produce a compiled ncs. I tested to ensure that I could compile other scripts by running a couple source files from other mods then testing the scripts in game, all worked as expected.

Here is an example of the changes I am making:
Code:

From:
float fDuration = Sp_CalcDuration( 30.0 );

To:
float fDuration = Sp_CalcDuration( 60.0 );

These are the same changes that Achilles' did in their mod and should have the effect of doubling the duration of the power. I haven't altered any syntax so that shouldn't be preventing the script from compiling and the compiler never returns any errors. I have tried running every which thing as administrator in every possible combination. I have a copy of nwscript.nss in both my Override folder and the same folder as nwnnsscomp.exe.

No matter what I do I can't seem to get this to compile and I can't figure out what I'm doing wrong. The scripts that I have been able to compile are much shorter than k_inc_force.nss, which is approximately 7000 lines. Could the length of the script be an issue? If there was a syntax error wouldn't the compilers return an error? Is there some magic combination of administrator rights and compatibility mode needed to get these to run?

I've placed a copy of the source script on my Dropbox if anyone would like to take a look at it.
https://www.dropbox.com/s/su899xcz02...force.nss?dl=0

Now, while trying to find a solution to this problem I may have found an alternative method that would require a little more work. Would it be possible to simply copy the sections that I want to alter from k_inc_force.nss to another file, make my edits and compile that much shorter script? Would I need to include any header info or a referrer to the original k_sp1_generic.ncs? I know that I would need to alter spells.2da to point to the new spells script for each force power that I alter (that would be the more work).

Thanks everyone in advance for any help you can provide in trying to solve this.

Help me, Obi-Code Kenobi. You're my only hope!


[Edit]
Well, If I had only waited about 5 mins... Quite literally after I made this post I found my solution. It was buried further down in the forum post from which I got the alternate idea. It seems I needed to extract k_inc_debug.nss and k_sp1_generic.nss to the same folder as k_inc_force.nss. Make my edits to k_inc_force.nss then compile k_sp1_generic.nss. So I was missing two other source files and I was trying to compile the wrong script. Now I feel a little silly. Once I've done a bit of testing I may post the altered script for others to use if there is interest.
Thanks again.

Question Regarding Textures

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So I have been looking at Xarwarz's HD retextures for both games, and I noticed that the majority of them tend to be upside-down. Is there a reason for this? Do they need to be put into the Override folder upside-down? When I used KOTOR Tool to extract and look at the original textures they were rightside-up.

I can easily flip them and have been doing so. I just wonder why they're all inverted and what purpose it serves.

Thanks.

Mahogany Bedroom Furniture Set

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Mahogany Bedroom Furniture Set.Bedroom furniture, sometimes called a bedroom set or bedroom suite consists of a group of furniture in a bedroom or sleeping quarters. Pieces of furniture referred to as bedroom furniture usually include: beds, wardrobes, dressers, chests, nightstands, armoires, vanities, trunks, and mirrors. There are also many variations of these pieces as furniture styles have changed through time and as individual manufacturers have put their own spin on them.referred to as bedroom furniture usually include: beds, wardrobes, dressers, chests, nightstands, armoires, vanities, trunks, and mirrors. There are also many variations of these pieces as furniture styles have changed through time and as individual manufacturers have put their own spin on them.

Recruit Darth Dementous Mod

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It's been a long time since I played it, did the Ebon Hawk problem ever get fixed? You know, the one that means you can't leave the Ebon Hawk after recruiting him, because you need to speak to Goto or something?

Trying to get BROTHERHOOD OF SHADOW: SOLOMON'S REVENGE to work

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I found Brotherhood of Shadow awhile back and it looks like a really cool mod to check out.

Unfortunately my KOTOR is moderately heavily modded and, well, despite most of the more intensive mods coming with patchers, I can't even start the initial 'prologue' quest, the rodian simply does not appear. My game is modded to the point that my own save file doesn't run without the other mods...the game crashes instead and I don't currently have a 'clean' no mod save to use as a test. I can see the Rodian with the supplied save game, just not 'my' save game.

List of mods (some may not have quite the correct name but I'll do my best)
BoS:SR
Bastila on Korriban
Carth's Fighting Spirit (Patcher)
Allronix's Dialogue Improvement
Difficulty Option
New graphics for both the Ebon Hawk and T3
Equalized Skill Points
A Darth Jaden Female Head that requires Patcher and three that do NOT
New Female Robes, which I believe are Darth Jaden
K1 Force Pack by Star Admiral (Patcher)
Darth Jaden Party Reskin - I use most, but not all of this
Darth Jaden's Jedi Robes Reskin
Juhani Clothing varients - all graphics I believe
Juhani Reskin (new items part uses Patcher)
Lightsaber Blades - all tga and txi
Lightsaber Choice v2 by Deadly Stream
A mixture of Lightsaber Hilts - all tga and txi
K1 Overhaul (Patcher)
Party Clothing by Jonathan7
Quanons Lightsaber Pack (Patcher)
Redhawke Mods
Armor Pack (5 new armors)
Blaster Droid Armor Pack
Canderous as a Jedi (Patcher)
Carth as a Jedi
Crimson Sith Items
Enhanced Lightsabers
Mission as a Jedi
Mission as a Jedi Booster Pack
Revan Sith Bastila Item Pack (Patcher)
Reven Sith Bastila Item Booster Pack (Patcher)
Sith Artifacts
Terminator Droids
Workbench Mod
Robes for Sith Korriban Students by Shem (Patcher)
Romance Upgrades/fixes for both Bastila and Carth (includes Helena fix)
Weapons of the Old Republic (Patcher)

I have some files, mostly uti files that I have modded a bit to make things mesh a bit better

I also have very minor experience with making 2da files mesh, but that's incredibly minor I'm afraid.

I have been putting BoS in FIRST and then patching all others on top of that, but clearly that is not working. I also attempted once to install BoS first and last, but still no dice.

While I have and have read the install logs from most of my patchers, I'm quite sure that trying to do even half of that manually is beyond my abilities. I've no clue how to get the 2da's and possibly the mod files to play nicely together.

If I absolutely MUST drop some of these mods to play BoS, I'll do it, but I wanted to ask first to make absolutely sure and hopefully get some words of wisdom on which mods I can keep and maybe how to get BoS to play nicely with the rest of the 'kids'. 'Cause BoS is literally the only mod that won't play ball with me right now.

I thank you in advance for your help and your time. If more information is needed, I'll hunt it down posthaste.

Brotherhood of Shadow: Solomon's Revenge Problem

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I looked through the whole of the 'official' BoS:SR thread but, seeing that the last post was last month, I'm hesitant to actually post in a thread that's probably considered old by this point.

Show spoiler


Now I will freely admit that I did not start an entirely new game when I last redid my Override (and you will probably find my other thread begging for help getting this mod working a bit below this thread.)

I backed up to Dantooine right before Jedi training out of a desire to avoid redoing Taris for the second time in less than a week. That may well be the root of the issue here. I honestly do not know. I have not at this point tried the included save file, I'm stubbornly determined to get my save files to work properly. Frankly, my tentative plans involve shuffling the BoS saves to a seperate folder and then pretending BoS doesn't exist in my current save game. Obviously, if I can find a way to get the last couple parts working, I'll still have the save files to play around with.

List of mods (some may not have quite the correct name but I'll do my best)
BoS:SR and its 1.1 patch
Bastila on Korriban
Carth's Fighting Spirit (Patcher)
Allronix's Dialogue Improvement
Difficulty Option
New graphics for both the Ebon Hawk and T3
Equalized Skill Points
A Darth Jaden Female Head that requires Patcher and three that do NOT
New Female Robes, which I believe are Darth Jaden
K1 Force Pack by Star Admiral (Patcher)
Darth Jaden Party Reskin - I use most, but not all of this
Darth Jaden's Jedi Robes Reskin
Juhani Clothing varients - all graphics I believe
Juhani Reskin (new items part uses Patcher)
Lightsaber Blades - all tga and txi
Lightsaber Choice v2 by Deadly Stream
A mixture of Lightsaber Hilts - all tga and txi
K1 Overhaul (Patcher)
Party Clothing by Jonathan7
Quanons Lightsaber Pack (Patcher)
Redhawke Mods
Armor Pack (5 new armors)
Blaster Droid Armor Pack
Canderous as a Jedi (Patcher)
Carth as a Jedi
Crimson Sith Items
Enhanced Lightsabers
Mission as a Jedi
Mission as a Jedi Booster Pack
Revan Sith Bastila Item Pack (Patcher)
Reven Sith Bastila Item Booster Pack (Patcher)
Sith Artifacts
Terminator Droids
Workbench Mod
Robes for Sith Korriban Students by Shem (Patcher)
Romance Upgrades/fixes for both Bastila and Carth (includes Helena fix)
Weapons of the Old Republic (Patcher)

I have some files, mostly uti files that I have modded a bit to make things mesh a bit better

I also have very minor experience with making 2da files mesh, but that's incredibly minor I'm afraid.

As was recomended by Silveredge himself, I have installed BoS:SR and its patch LAST, while the current save game files were started with BoS being installed FIRST (Up to Dantooine anyway).

As a further detail, aside from some 2da issues that probably arose from my decision to play with a slightly outdated save, this is the first real game-breaking issue I've encountered in the mod. I know people have played through BoS just fine so I figure that something is up, probably the nut typing on the keyboard is the issue, but I thought I'd ask nevertheless.

Thanks in advance for any help and thank you for your time.

few question for my KOTOR1 mod

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Hello I try to make a small mod and need your help.

So far I have changed a few items and it worked.

here are my actual problems (from most important to less important):

1) I have created a few new items and want them to be placed at some traders. I opened the file of a trader with the Kotor tool and saved it as a *.utm file. Now I have to open this file with gff editor and change it. However it doesn't work. I can't change anything with that editor.

2) I want that you must spend some levels in your beginning class (soldier, scout). You must not level up if you want your maximum from your hero. At the beginning there is a border. You must level up to level 2 in order to open a door.

Therefore I want that you must be level 6 or higher to become a jedi.

3) I want to make skills more usefull. for example
-grenades require a certain level in explosives or cause extra damage with explosive skill
-removing mines or opening doors with security skill should give exp (like in KOTOR 2)
also jedi classes should recieve more skill points per level up.

4) leveling up should no longer heal yourself. Even really hard battles are easy if you can level up 2 times during a fight and heal yourself.

5) Light side mastery grants some bonus. If I am not wrong dark side mastery grants none. Therefore I want to add something.




The truth is that I prefere KOTOR 1 in form of story but Kotor 2 in form of gameplay.
Crafting is much better in KOTOR 2, you can create so much items (to do so some points in skills are needed) and upgrade really much. Laser sword 6 items if I am not wrong. However Story/Atmosphere in KOTOR 1 is much better, especially on korriban.

If there would be a KOTOR 1 as KOTOR 2 mod, that would be awesome.

The same thing is with Gothic (if anyone here knows that game). Game one has far better Story but Gothic 2 has more crafting, better KI, way more ways to improve your hero.

Help With Character Appearance

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I hate asking for help on here and waiting for a response, especially when what I'm doing demands immediate attention because I'm trying to play the game and hate delaying my playtime waiting for an answer to my question. But I'm stumped and don't really have any other choice, so here it goes.

I have reached the hunters' lounge on Tatooine where Komad Fortuna makes his first appearance. One problem: he's appearing as a Mandalorian, and he obviously isn't supposed to be a Mandalorian. I tried to narrow down which mod may have made this change, but I can't seem to find it. I have no idea whose idiotic idea it was to change Bib Fortuna's ancestor to a Mandalorian when he should be a Twi'lek, but it's annoying.

I went back to one of the earliest backups of the appearance.2da file that I have, compared it against the one in my Override folder and made all the changes so that they match the older one, but the dude still appears as a Mandalorian! I can't figure it out!

I seem to have misplaced my original, unaltered appearance.2da, which I have a sneaking suspicion may have been on my old hard drive that crashed. My only other option would be to uninstall and reinstall the game, but there's so much work that goes into modding it to the point where I have it now. It doesn't seem worth it for such a thing, but at the same time, I don't want a freaking Mandalorian Komad!

Can someone maybe send me an unaltered appearance.2da file, or read off to me Komad's line exactly as it should read, cell by cell? Or if you can offer help in any other way, it'd be most appreciated.

And please hurry. I'd like to continue with my game.




[Edit] I found my unedited copy of appearance.2da. Everything matches perfectly. I don't know what the hell is happening. I tied searching for any other files in my mods entitled "Komad" but turned up nothing. There's no Komad-type file in my Override folder either. Why is he still a Mandalorian! :(

[Tutorial] Uploading Mods to Steam

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Hey guys,

You can upload mods to the new steam workshop by following the guide Aspyr wrote here.

Mirror in case their site goes down or dies:

Quote:

### DOWNLOAD STEAMCMD.EXE ###

Mods can be uploaded to the Steam Workshop using the steamcmd.exe command line tool.

Information on the tool and a link to download it can be found here:
https://developer.valvesoftware.com/wiki/SteamCMD

### PREPARE FOR UPLOAD ###

To prepare a mod for upload, put the mod files in a folder that mirrors the folder structure of KOTOR2. For example, if your mod has a file file1.utc in \override, and a file file2.mod in \modules, move those files into a folder structure that looks like the following:
c:\UploadFolder\override\file1.utc
c:\UploadFolder\modules\file2.mod

### CREATE VDF FILE ###

Create a vdf file that contains the information about your mod. This file will be used by steamcmd.exe to upload your mod. In the example below, we have a vdf file called testworkshopitem.vdf, which uploads our c:\UploadFolder directory:

"workshopitem"
{
"appid" "208580"
"contentfolder" "c:\\UploadFolder"
"previewfile" "testimage.png"
"visibility" "0"
"title" "Test Mod"
"description" "A Mod to test Steam Workshop"
"changenote" "Version 1.0.0"
}

Notes:
appid: should be 208580.
contentfolder: The path to the folder containing your mod. Can be either absolute, or relative to steamcmd.exe.
previewfile: It must be under 1MB in size. Suggested formats include JPG, PNG or GIF.
visibility: Set to 1 to make it visible to the public. This can also be changed on the Steamworks page after it has been uploaded.

### UPLOAD MOD ###

Once the VDF has been created, steamcmd.exe can be run with the “workshop_build_item <build config filename.vdf>” file parameter. For example:

steamcmd.exe +login mySteamLoginName mySteamPassword +workshop_build_item testworkshopitem.vdf +quit

If the command is successful, a publishedfileid entry will be added to the VDF, and will contain the ID of the workshop item. Subsequent calls with steamcmd.exe for the same VDF will result in an update rather than creation of a new item as long as that publishedfileid entry exists.

Getting TSL Patcher in 2015

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Hi everybody

Havent played Kotor II since some years, i've just decided to remake it as Steam reminded me of thousand hours of fun on this amazing game <3

But i'm encountering a problem, there are some mods that are not on steam workshop that i want to use for my next Kotor II run(s).

First question : Will it work properly ? :D

And then, some of them are requiring the use of TSL patcher, that is not on this computer anymore.
Put i cant find it on the internet now that starwarsknight is down :/
Can anyone help me on this ? Thank you

Now that Filefront is down...

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What will happen to the mods?

To the best of my knowledge, there wasn't any warning of the shutdown, so I dont know if the admins over there were able to compile the mods into safe keeping. If anyone has them, we really should try and compile them somewhere like the Nexus/DeadlyStream so they are kept safe.

(Anyone else feel like Atris? (Must keep and hoard all the artifacts!) But this time we'll give them out to the community. Or hoard them. Or hoard the community.)

need kotor 2 armband mod link

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all online links i found are dead.

K2 Saves

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Wasn't really sure where to put this, but I need something from someone haha

Does anyone have saves for TSL with only TSLRCM 1.8.4 and M4-78 1.2? Preferably with all companions would be the best or nearly all companions.

All of my saves are gone for some reason, and I need to test out new mods. So, if you guys would be so helpful, that'd be great! Anyways, thanks again all! :)

I would ask all your help. And got a mod if anybody wants it.

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Hello! I would like the community at large to help me pick some skin mods. See, I want to play through again but I'm switching my save between my laptop and my brother's android. It's worked well enough for save editing, but I theorize that if I simply use skin mods on my laptop it won't cause issue if I move the whole dealio over. So to that end, I want to reskin as many npc's and animals and droids (you get what I mean) that I can. Nothing too hi-res, just ones that are different enough to be noticeable. I thank all who read this and those who help all the more so.

Normally I'd pick my own, but since mod sites for this game disappear like Jedi during a purge*, I ask the fans for their choices. Plus, it's just more fun this way.

*Speaking of, I have Mekal's Shore's of Death and Evil Temple mods if anybody wants them. They were (kinda) hard to find even back a few years ago, so I always backed them up.

Mods and the recent Steam Update

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I am trying to update my mods so that they are compatible with the recent update to KOTOR 2 on steam.

My main problems are with the audio files (I think).

When it's time for an NPC to speak, the game just skips the line. It flashes up for a millisecond, but the audio file doesn't play.

This is normally what happens when there is no audio file, so I'm thinking that the issue is with the game not reading it.

I've converting the audio file to a few different formats, but with no luck yet.

Has anyone encountered similar problems?

Hmmm

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I got half way through my play through of KotOR 1 when I had a thought. Could I use the KSE to change a party member's class, just to make them different? I tried to do so just with the change class option, but it didn't work. Has anybody got a quick way to alter them?

Looking for Skinners

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Hey guys, I know it's been a while but I've been doing some heavy modding of late with much more to come. With that being said, I need some help from a skinner or two. I forgot how much I suck as texturing and have some work that I could use someone more talented than myself. I am need help with NPCs, heads, and areas. If anyone is interested, just let me know and we will get started.

Weird Dantooine Enclave Happenings

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I am using the Dantooine Enclave (650dan) for a project I'm working on. The only thing I did was hex edit the area for use in my mod and now I'm trying to place doors / triggers and waypoints so that I can travel in between each module I'm using for this planet. However, I cannot keep the game running this module long enough to get any information necessary to continue to mod it. The game sometimes loads it up just fine while others it will crash upon the end of the loading process. Sometimes while I'm running around inside of the area I get a nasty buzz in my audio feed and my character freezes only to suddenly appear on the far side of module as though I was running straight ahead while it was frozen.

The only thing that I notice unusual, besides the crashing of course, is that sometimes the player appears to be invisible. I believe that this is caused by one of two things; either the vine texture is resting in between the character and the camera blocking visibility of the character yet showing the walls and floors beyond the character or same concept but with a lighting effect instead of the texture.

As one can imagine, this is making modding very frustrating and I can imagine even more so if it were being played. I have never had this happen to any other module before, has anyone had this issue before?
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