Everything posted by tk102
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KOTOR2: Dialogue
If you're interested in looking at dialogs and/or the TLK file, try downloading KotOR Tool. (Download site, discussion site)
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Making the game harder
Take look 5 posts up from yours.
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Making the game harder
Try Beancounter's Hardcore Mod (click) or Achilles' Game Balance Mod (click)
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Fun with editors
Glad to read this thread.
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About mods.
I am its daddy.
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Any top-notch mods for K2 ?
Oh please don't remind us of that one!
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Programming languages
In industrial work, you'd be surprised at how much can be accomplished with Visual Basic 6 or VB.NET. Because VB is such an easy language to pick up, you're likely to have a co-worker available to back you up if you're on vacation. Now VB knowledge in and of itself probably will not land you a job, but it will probably help you in whatever job you do get that uses a computer. Oh yeah, and for cross-platform communications, I'd recommend Perl.
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C# : The Future?
For raw speed use ASM to generate your DLLs. Then call them from any high level language.
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Savegame-editor
If you have any further trouble that you are sure that you can attribute to KSE, however, please do the following: make a file called kse.log in the same directory as KSE. Then make your edits with KSE and forward the .log file to me at the email address contained in the kse-readme.txt
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Nar Shaddaa: Ratrin and the hidden compartments
I *just* reuploaded v1.1 of this fix. So that symptom should no longer be present.
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Nar Shaddaa: Ratrin and the hidden compartments
Ah, I didn't know about this bug. I've attached a fix. It seems there was a comparison in the original script that checked whether the EnteringObject of the Ebon Hawk was the FirstPC. This comparison would fail and the secret compartment would never spawn. Edit: Decided to remove the GetLoadFromSaveGame() condition from fix. v1.1 reuploaded. hidden_compartement_fix1.1.zip
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Bug fix: Jedi Enclave dialog
Hey Master D, it took me about 5 minutes to make this fix and about 5 minutes to post the information for others. If you want to make a stand, that's fine. If I want to provide information, it is also fine. I'm not out trying to fix all the bugs in the game -- I'm just playing the game right now for my first time. And since I know a bug when I see one and know how to fix it, well that's what I'm going to do. Then as an afterthought, I figure, maybe someone else will benefit from this... so I post the info. Do whatever you want, I really couldn't care less.
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Bug fix: Jedi Enclave dialog
Ok Master D. You just sit right there and play your game as-is. Maybe post a complaint every once in awhile. Sounds good. In the meantime, a couple of us will try to provide Obsidian with some useful feedback that they can actually use if they decide to release another patch.
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Bug fix: Jedi Enclave dialog
This has been posted at Holowan Laboratories forum Another bug that I just discovered the hard way. This is supposed to be a very important dialog. Unfortunately there is a dead-end in the dialog tree It occurs in 650jedi.dlg (in 650DAN_dlg.erf) at Entry 215. You choose followed by and this takes you to a dead end. The fix: Add the following replies to Entry 215 in order: Reply 210 Reply 223 Reply 21 Reply 217 Reply 194 Reply 13 Place the modified 650jedi.dlg in your Override folder and restart the game from an earlier point.
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Small bug fix: One of Dxun's Ancient Terminals
(This is a copy of a thread posted at Holowan Laboratories here) I came across this bug last night that I had to fix. Thought I'd share it. One of the ancient terminals on Dxun has a dialog that asks you put in the arithmetic operators for the equation The trouble is, if you input the wrong operator and later choose to leave the terminal alone, too bad! A local boolean gets set and there's no way to reset it. So even if you come back later and put in the right answer... boom! To fix, simply extract puzz_se.dlg from 411DXN_dlg.erf. Open it up it DLGEditor and on the first Entry branch, enter: Script #1: a_local_reset P1: 50 Save this in your override. (It is unique.)
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Endless Sith Assassins on Dxun
Hey thanks everyone. It's refreshing to feel like a newbie again and have people come to your aid.
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Endless Sith Assassins on Dxun
I installed the patch last night while in the jungles of Dxun. When I was ready to leave for Onderon with Mandalore, the Sith Assassins attacked. The problem is, they keep re-spawning and the battle never ends. This is my first play-through, but I understand there is supposed to be some conversation with a Mandalorian that says something to the effect "We can take care of the rest here, you get to Onderon..." Has this happened to anyone else?
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Unable to upgrade items...
Sounds like you're using a version of KSE prior to v3.0.8. The current version is 3.2.6 available from http://www.starwarsknights.com/tools.php
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To Devs: Syntax error in nwscript.nss
This is a follow-up to my previous post: http://forums.obsidianent.com/index.php?showtopic=28723&hl= First I would like to publicly thank Obsidian for correcting the syntax described in the above thread for the U.S. PC versions of KotOR2: TSL. Unfortunately it seems that many non-U.S. versions still contain the syntax error. For the normal player, this means nothing. For those who wish to compile their own scripts for the game however, this is something of a nuissance. Please consider including this a fix for this issue in your next patch rollout for non-U.S. versions. Thank you for your time.
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Save Game Editor
Your requested link: http://www.starwarsknights.com/tools.php
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To Devs: Syntax error in nwscript.nss for KotOR2
I understand nwscript.nss *has* been fixed for the PC version. Thank you Akari and Obsidian Entertainment. That is great customer service.
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To Devs: Syntax error in nwscript.nss for KotOR2
Akari, Thank you very much for responding. After experiencing the icy walls of the Bioware forums, it's very refreshing to a modder to get a response from a dev.
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To Devs: Syntax error in nwscript.nss for KotOR2
Hello Developers, I would like to make a request for a patch (assuming it isn't patched in the PC version): In scripts.bif, the file nwscript.nss has a syntax error that prevents modders from being able to compile new scripts without manually fixing it ourselves. The details can be found here: http://www.lucasforums.com/showthread.php?s=&threadid=142901 I was considering creating a patch of my own, but I remembered that the Update feature of KotOR1 checked the validity of chitin.key before allowing the update. Assuming there is a similar Update check for TSL, a homebrewed patch would confound it. Therefore it would be better if this small fix could be rolled up into the one of the first patches. (Of course, maybe you've already fixed this in time for the PC version!) I know this is probably way down on the list but it is very small fix.
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Savegame Editor
Thank you for that information Akari.
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Savegame Editor
Hi, I just released KotOR Savegame Editor v2.07 over at http://www.pcgamemods.com/5862/ Hoping that minimal revisions will be necessary to make it work for KotOR II...