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Darth333

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Posts posted by Darth333

  1. Would n't it be much simpler to read the dialogues in a logical suite of entries/replies than to listen to a series of separated sound filles?

     

    If you get Kotor tool and editortk102's dlg editor you can read the dialogues in a form similar to this. (acutally it looks a little different: this is a pic of Kotor tool's dlg editor which does not fully support TSL for the moment but I don't hav ethe game with me right now and I cannot take a pic).

     

     

    The dlg files in tsl are located in the bifs (for party members) and the module specific stuff int he ERFs.>modules (it's easily identifiable with Kotor tool)

  2. Don't bother going to download any mods from that site, it brings up an error that it is gone. I tried it on KOTOR tab, KOTOR 2 tab and HL2 tab.

    The site is working fine. If you are having trouble accessing the site it is most likely because you have spyware in your computer. Try scanning and cleaning with ad-aware and if it doesn't work, use another browser such as firefox.

  3. No, it's really "new" areas. There is also a third bar on Nar Shadaa (the door behind the Trandoshan who tells you about the bounty hunter) and the area near Vogga's place. You'll also find a few additional rooms on Onderon but they are empty.

     

    Here is a screenie that shows the position of the unused area on Malachor (it looks just the same as the rest of the Academy: gray and red rooms, not much to see. ) - Edit: oops forgot the screenie, here it is: http://img.photobucket.com/albums/v144/Darth333/newareas.jpg -

     

     

    I didn't take a screenie of the bar.

     

    You can open all the closed doors if you download my "whereami armband" from here: http://www.starwarsknights.com/tools.php and patch it with these two files: http://mars.walagata.com/w/darth333/armband.zip . The armband was originally made for modders so they could get the player coordinates and determine the location to place new placeables and npcs. The patch adds the possibility to open any door. You simply have to stand in front of the door you want to open and activate the armband to open it (note that sometimes there are invisible doors between visible doors so you have to activate it more than once to pass the door.)

  4. Yes, of course there are warp codes: just take the name of the module and add warp before it:

    example 298TEL.rim gives warp 298TEL

     

    other codes are:

     

    warp 299TEL

    warp 801DRO

    warp 802DRO

    warp 803DRO

    warp 804DRO

    warp 805DRO

    warp 806DRO

    warp 807DRO

     

    If you run into closed doors because the areas are not fully completed, you can download my whereami cheat armband here: http://www.starwarsknights.com/tools.php and patch it with this: http://mars.walagata.com/w/darth333/armband.zip

    and you will be able to open any door with it by just activating the armband when you stand in front of a door (cheat code to get the armband is d3_location )

  5. What is this was the hk factory rebuilt? can you do that to other missing things?

     

    The Factory wasn't rebuilt. It was always in the game, simply what triggers it was cut. Not sure how but I'm sure someone can get the triggers back. As for the rest of the cut content, SOME of it is possible but without certain models, its impossible. But thats a minor problem, especially when it comes to Attons death. Atris as Traya probably can't be added back in. Atton versus Disciple, or Handmaiden vs Visa, maybe. Droid Planet- No way. It would take years for us to get that done.

    Actually I didn't verified if all the cutscenes are there but a lot of them are already scripted and it's only a matter of setting a few globals. I already posted this in another thread but the scene with Atton's death is in there: http://img.photobucket.com/albums/v144/Darth333/atton1.jpg

     

    A lot of stuff is there for the droid factory too.

     

    However both have incomplete parts and there are things that make no sense with the actual state of the story.

  6. If you downloaded the save game instead of the modules, you need to put the files in your "saves" folder.

     

    I downloaded both and moved the modules into the modules directory and the save files in the saves directory. That's what I meant...the savegame doesn't even appear.

     

    I tried everything, renamed the Savegame name, removed all files that did't appear in my "normal" savegames and so on. It still does not work... :geek:

    then just use the following cheat code: "warp 298TEL" (without quotes)

  7. Hey folks,

     

    I downloaded the savegame file, I placed the modules and so on, but the savegame doesn't appear in my "Load Game" list.

     

    Could it be possible that this is because I have the german version of the game or am I just too stupid to handle a simple savegame file?^^

    If you downloaded the save game instead of the modules, you need to put the files in your "saves" folder.

  8. The area models were left in the PC version. You don't need the savegame on the PC version as you can use the warp code. You only need to the module files. The only thing that was removed for the PC version release were the .ifo, .are and .git files for the area (roughly the files that ontian the area properties and tie up everything together)

  9. wait a sec, how exactly did you get those cut scenes to work?

    I made an armband some time ago to allow modders get the player coordinates in the game. Coordinates are useful when you want to place new stuff in existing or new areas. In kotor 1, we could use the "whereami" cheat code but in Kotor 2, since the cheat console was invisible, we had to find another way to get the coordinates.... The armband can be downloaded here: http://www.starwarsknights.com/tools.php but it is of no use if you don't mod.

     

    I simply replaced my original script attached to the armband (d3_getloc.ncs) by a script setting global variables and was able to view the scenes by simply activating the armband.

  10. Some scenes are already scripted in the game. By curiosity (I do not intend to work on this), I just fired a few existing scripts I found in the files from an armband I made. Here are some screenies I took from what I saw:

     

    From the scene where atton is alive:

    http://img.photobucket.com/albums/v144/Darth333/atton2.jpg

     

    From the scene where Atton is dying:

    http://img.photobucket.com/albums/v144/Darth333/atton1.jpg

     

    And some new areas in the Trayus acedemy:

    http://img.photobucket.com/albums/v144/Darth333/newareas.jpg

     

    (the rooms are there but they do not appear on the map - once more, I just attached a small script to an armband that allows me to open any door)

  11. And why would the script be set to that then. It sounds a little odd not to be a bug.

    Ask Obsidian... Nevertheless, from what I can see, the script (c_visas_melee.ncs) starts like this:

    int StartingConditional()
    {
       object oObject = GetObjectByTag("VisasMarr");
       object oItem   = GetItemInSlot(INVENTORY_SLOT_BODY, oObject);
       if(GetTag(oItem) == "a_robe_01")
    
         //...etc
    }

  12. Wow. I thought this sounded completely bizarre, so I tested it out, and yup: "You are his weakness - and you must be sacrificed if I am to live" only shows up if she's dressed like you said. I suppose it's a bug with the script that checks to make sure she has a melee weapon equipped (but I can't tell because it's not decompiled). One of the weirder bugs I've seen - thanks for pointing it out!

     

    Also: painful scene.

    No, it's not a bug. The script clearly makes a check to see if Visas is equipped with clothes only.

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