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Ask in general and/or on https://deadlystream.com/
Let's say I want to make two mods compatible. They each have unique scripts, but have added new lines to the same .2da file (for instance, new variables to globalcat.2da). Can I just add the new lines from one file to the other file? Does the game (or a script) read a value from the 2da like:
go to 'row X' -> go to 'column Y' -> read value
or
find 'row label = desirednameX' -> find 'column label = desirednameY' -> read value
If it works like the first, I think I would need to edit the scripts to reflect the changed row numbers (haven't figured out how to do that yet). If the second, I should just be able to append lines from one onto the other.
Any pointers or clearing up misconceptions I have would be much appreciated.
As far as I know the 2da's mostly work with row numbers to point to another 2da file.
For example portraits.2da lists characters (player, party, temporarily controllable characters), a row in there has columns that point to a row number/row numbers in appearance.2da. In appearance.2da there's a column that lists the head (if not a full body model), that number points to a row in heads.2da. Scripts might be able to use the more readable row labels, not sure. I assume you didn't make up a script from scratch, so I would repeat how things are done in the original script or example scripts/functions.
In KotOR Tool and KotOR Save Editor you can sometimes pick an attribute with such a more readable label, but I think that's just for user convenience and that it still uses a number under the hood.
I've experimented with scripts, but I'm not an expert. Here's some links:
https://deadlystream.com/topic/4808-fair-strides-script-shack/
https://web.archive.org/web/20130124072344/http://www.lucasforums.com/forumdisplay.php?f=592
Okay, that makes sense. I will play around with it. Thank you so much!
My question is how can I get the best look out of KOTOR 2?
I didn't used to be. But I've become a bit of a graphics snob and while I don't expect next-gen graphics I'd have an easier time getting into the game if we were maybe XBOX 360 level pretty.
And if I install a variety of mods, how do I ensure they don't conflict?
There are a lot of mods that increase the texture resolutions, improve and/or change the textures.
Those are mostly non Steam mods. You can look on Deadly Stream and Nexus mods for texture improvement mods. As far as I know they are mostly HD planet X, HD character Y etc.
Texture replacement mods are quite straight forward, you put files in the override folder, so you would run into "do you want to replace file X?" if a mod contains the same files.
My questions are: I have both mus_s_darkshort.(wav/mp3) which one should i be using?
My gut tells me this audio cue has something to do with where the files are being pulled from and not some conflict although I could be wrong. which override folder (.../common/KotorII/override or ...workshop/content/208580/1403798020 or ....208580/1697046656)
there is a "StreamMusic folder in the original game directory and a "streammusic" folder in the workshop directory, does the game take audio files from all sources? what gets overriden, and what override file takes precedence? if i had an mus_s_darkshort.wav and .mp3 in the same folder would they conflict? And if i found mus_s_darkshort in different folders, would that also be a reason why it doesnt cue?
- Yes there's a StreamMusic folder in TSLRCM or TSLRCM+M4, but I'm not sure that's a way to replace vanilla files, they contain files that are not in the main game's StreamMusic folder, so adding files that way may work while replacing files does not. Worst case is that you have to back up the vanilla mus_s_darkshort.wav in the main StreamMusic folder and experiment with replacing that (try adding it to the mod's override/streammusic first).
TSLRCM or TSLRCM+M4 doesn't contain mus_s_darkshort.wav, so no possible conflict there.
- The files in StreamMusic have the .wav extension but they are pretty much .mp3 files with the .wav file extension. There's all kinds of .mp3 formats so not everything might work, if I turn mus_s_darkshort.wav into mus_s_darkshort.mp3 I can see some info:
MPEG-1 layer 3
160 kbps
44100 Hz Joint Stereo
So produce an mp3 like that, rename the file extension into .wav, throw it into StreamMusic.
Happy experimenting :)
If something is unclear regarding my request, please ask me anything and I will answer. Thank you :)
You can use:
https://steamcommunity.com/sharedfiles/filedetails/?id=1665859369
Thank you! But the thing is: I need something like this to have for Kotor 1, right when the Endar Spire sequence starts (basically when the game starts), when your character wakes up. Instead of the clothing the main character has, I was hoping on adding the full blown Mandalorian armor. Your mod here seems to be a Kotor 2 one.
Are you saying that this mod works for Kotor 1 too?
P.S: I have added a full blown tga file of a Mandalorian armor to replace the regular underwear of the main character, but it only gives me the armor without the helmet.
That said, the Mandalorian armor that the player can acquire doesn't really have much to do with the appearance of the Mandalorian NPCs.
I actually don't know if the mod works in K1, I only made mods that use a K1 or K2 item as the basis.
- The player character does not have a character file. Party members do, you can extract their character file with KotOR Tool and change what they are equipped with.
- You could change that footlocker/container at the the start of K1 with a script. Not an expert, but I'm sure that can be done.