Darkkender Posted July 25, 2005 Author Share Posted July 25, 2005 Originally posted by General Kenobi Buy/Sell stats for DLT-19 Long Range Rifle item. Cost is 19. I like it but it doesn't fit with the other custom gun prices. That Mono gotta love his pricing structures for his items. I'll see about making his stuff more spendy. I think he must have done it so he can have plenty of them for cheap from somebody. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 25, 2005 Share Posted July 25, 2005 Hey now, I never intended for my guns to be bought! I can't say how 19 became the price. I left the prices alone when I made the uti's. Until ChAiNz provided me with a handy storefront for my stuff, then I altered the prices to fit. (You should've used the uti's in my DL-44 mod Darkkender. ) Link to comment Share on other sites More sharing options...
Darkkender Posted July 25, 2005 Author Share Posted July 25, 2005 Originally posted by Mono_Giganto Hey now, I never intended for my guns to be bought! I can't say how 19 became the price. I left the prices alone when I made the uti's. Until ChAiNz provided me with a handy storefront for my stuff, then I altered the prices to fit. (You should've used the uti's in my DL-44 mod Darkkender. ) Are you talking about the DL-44 update you released about 3 weeks back? If so I think it was brought to my attention after 6/11 which was the plugin's cutoff for mods for me to download and add. However I'll get the new version and add it in for you. Link to comment Share on other sites More sharing options...
The Source Posted July 25, 2005 Share Posted July 25, 2005 Originally posted by Darkkender @Fuu 5-6] Took a look at the "Lost Jedi" mod. This was not a recruit mod whence you don't get to recruit them. I was also correct the lightsabers you get from the Lost Jedi cannot have there crystals changed. I will however change the sabers for MacLeodCorp since it is an issue you would like addressed. This will also be taken care of on my end as well. I made the changes, but I left them out of the mod. Actually, the mod was discontinued due to issues, and upgraded to the 'Dark Apprentice'. Darkkender - I will be releasing a patch to that mod, so I wouldn't do anything with it. There are specific changes being made. Link to comment Share on other sites More sharing options...
stoffe Posted July 25, 2005 Share Posted July 25, 2005 Originally posted by General Kenobi @Stoffe Here's what problem I have after I install USM then Holowan Plugin then HL Force Powers V2: The "Force Static Field" force power is duplicated at the top of the list of new powers and has a level 1 level 2 and level 3 version. Of course you know there is only 1 level in the actual power. That sounds odd. Did you receive any warnings (brownish orange) or errors (red) in the installer's progress log? Does the HLPlugin have any files with the same name as the force power mod aside from spells.2da? Could someone post the spells.2da file from the HLPlugin (before installing the force powers) so I can have a look at it? Hard to say what could be wrong before I can recreate the error myself. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 25, 2005 Share Posted July 25, 2005 Nope no warnings just installed normally. The real power still works just now we have that dummy one. Link to comment Share on other sites More sharing options...
Darkkender Posted July 25, 2005 Author Share Posted July 25, 2005 Originally posted by stoffe -mkb- That sounds odd. Did you receive any warnings (brownish orange) or errors (red) in the installer's progress log? Does the HLPlugin have any files with the same name as the force power mod aside from spells.2da? Could someone post the spells.2da file from the HLPlugin (before installing the force powers) so I can have a look at it? Hard to say what could be wrong before I can recreate the error myself. Hey Stoffe I'll be uploading the Patch tonight which will be relatively small and will include a spells.2da file if you want to DL that and take a look at it. However I have a hunch that may be the reason I was having a problem with the Dominate mind power by XCom that was screwing up some things. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 25, 2005 Share Posted July 25, 2005 That explains the blank icon in the light force powers range with that name. I wondered what the "." force power did 2nd from top and that's what it said "Dominate Mind" Link to comment Share on other sites More sharing options...
General Kenobi Posted July 26, 2005 Share Posted July 26, 2005 Hey DK, I found an issue with HK and his icons PO_PHK47.tga PO_PHK473.tga I've only seen one (the first) as the icon so far BUT I think the other one is just an "extra" as well Thanks, General Kenobi Link to comment Share on other sites More sharing options...
Fuu Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by General Kenobi <snip> Here's what problem I have after I install USM then Holowan Plugin then HL Force Powers V2: The "Force Static Field" force power is duplicated at the top of the list of new powers and has a level 1 level 2 and level 3 version. Of course you know there is only 1 level in the actual power. It shows up in game but doesn't do anything even if you've trained in it. a "dummy power" I guess you'd call it <snip> [/b] I got this as well... but I never installed USM....just the Holowan Plugin than the HLFP mod....... but this "dummy" version was there even before I installed the USM... it was useable, but they always saved, plus it has no name or description, just an icon <I know this sounds redundant im just saying how it was for me>. Haha I got bored with it saving every time and thats when I installed the HLFP mod (Kudos Stoffe !). I never got any errors in the patcher when I installed HLFP though..... hmmm Link to comment Share on other sites More sharing options...
General Kenobi Posted July 26, 2005 Share Posted July 26, 2005 The Shadow's Double Saber shows only the white square when your equipping it. Might be missing Gen. Kenobi Link to comment Share on other sites More sharing options...
mattcrowston Posted July 26, 2005 Share Posted July 26, 2005 Hey Darkkender great job piecing all the mods together. I love the launcher music and all the loading screens. You have most of my favorite mods in here. One of the best ones in my opinion is the Handmaiden For Females mod by Stoffe. Now when I play the game as a female. I get handmaiden as a party member on Telos. But when I get to Dantooine and go in the ruins I still recruit Disciple right over Handmaiden. I would like to keep Handmaiden. Just wanted to let you know about this. I am sure you probably got tons of stuff to check out and tweak. I appreciate all the work you've done along with everyone else here. MattC Link to comment Share on other sites More sharing options...
General Kenobi Posted July 26, 2005 Share Posted July 26, 2005 Hey DK, I don't know if this is a problem or not or a kewl Easter Egg but I found the HK issue. It is his custom HK only capacitor armor. It also serves as a disguise to turn him into the new version. If you thought that up Very KEWL Link to comment Share on other sites More sharing options...
Darkkender Posted July 26, 2005 Author Share Posted July 26, 2005 Originally posted by General Kenobi Hey DK, I don't know if this is a problem or not or a kewl Easter Egg but I found the HK issue. It is his custom HK only capacitor armor. It also serves as a disguise to turn him into the new version. If you thought that up Very KEWL Well if your refering to HK having a different paint scheme. That is just an element that comes from the painted droid armor mod. As to the 2 different photo's that is actually an element that is supposed to be that way. When you go to choose your party members that will be traveling with you the 2nd photo PO_PHK473.tga is what you see on the right hand side. @mattcrowston -- I'm not sure how the handmaiden for females mod handles the Disciple joining the party. I've never actually played a female character far enough to test out this mod element. @GK -- thanks for the catch on the Shadows double saber I'll have it fixed in the next patch. @Fuu -- Are you refering to a set of 3 force powers at the bottom of the powers list that have no name or description? If so That is from Boinga1's force explosion mod. It points to blank entries in dialogue.tlk. I plan to write entries in the tlk file since there was none before . The fix for this will be in the 2nd patch. Link to comment Share on other sites More sharing options...
Darkkender Posted July 26, 2005 Author Share Posted July 26, 2005 I have posted the patch up at pcgamemods. Here is some details of what it fixes. This is a Patch for the [TSL]Holowan Plugin v1.03/1.04/1.05 This patch fixes various bugs that have arisen from the first release. The bugs are listed below. * Spells.2da dominate mind spell was causing foul ups with other force powers. Removed this power due to this fact. * Items were only in the one build menu for the Holowan Items workbench. * The exile general uniforms were missing there entries in appearance.2da. * The dlt19 rifle was not priced properly. Replaced with the more upto date versions in the upgrading dl44 mod. * Fixed the Uthar & Bandon photo mixup. * Fixed the photo mixup for one of the female heads that was also occuring. * Fixed the Lost Jedi Lightsabers so that you can swap out the saber crystals.(this is a temporary fix) * Removed the hoth robes from the dock officers corpse to be more in line with the updated version of the mod. * Fixed visas robes so that they can now be upgradeable. * Updated GK's Tai Pei selectable PC skin and photo. * Fixed a texture glitch with Mav's Katana. * Fixed the Disiples dialogue file. * Removed the sith battle simulation conversation options from the security console dialogues. tou can find it here http://www.pcgamemods.com/14599/ Link to comment Share on other sites More sharing options...
stoffe Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by mattcrowston Now when I play the game as a female. I get handmaiden as a party member on Telos. But when I get to Dantooine and go in the ruins I still recruit Disciple right over Handmaiden. I would like to keep Handmaiden. That mod was released prior to Obsidian releasing the v1.0b patch for the game, and has only been extensively tested with the first version of the game. With that version I know that the Disciple will not join if the Handmaiden is already present in the group. He will return to Khoonda instead. It's possible that Obsidian changed something with his dialog or scripts in the v1.0b patch that is messing up this behavior. Since I don't have the v1.0b patch installed myself I don't know, and I don't have access to the updated game files so I can make sure everything still works. (Since my game works just fine with the first version I never saw the need to update to 1.0b... "If it aint broken don't fix it" and all that...) Thus it is entirely possible that the Handmaiden for All mod is incompatible with the v1.0b game patch. There's only one other person who has reported this problem to me, but then it's entirely possible that you two are the only ones who use that mod (with the 1.0b version of the game at least). Link to comment Share on other sites More sharing options...
Mav Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by Darkkender To anybody else out there watch out you may be thanked next. *cough* me... *cough* ... lol...j/k, congrats on the release man, may there be many more mods in your future Link to comment Share on other sites More sharing options...
mattcrowston Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by stoffe -mkb- Thus it is entirely possible that the Handmaiden for All mod is incompatible with the v1.0b game patch. Thanks for the reply stoffe. But I am in the same boat as you. I have never had a problem with TSL either, and have never used the 1.0b patch. I have used your mod pretty well everytime I have played a female in TSL. Thats at least 4 times through(I'm a slave to the game). Anyways, thanks for all the effort MattC Link to comment Share on other sites More sharing options...
stoffe Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by mattcrowston Thanks for the reply stoffe. But I am in the same boat as you. I have never had a problem with TSL either, and have never used the 1.0b patch. I have used your mod pretty well everytime I have played a female in TSL. Thats at least 4 times through Hmm... The other 4 times you've used it was with that mod directly, and then it worked like it should? Are you only getting this problem with the version that is included in the HLPlugin? Don't know what to suggest if you use the original version of the game. I use the Handmaiden mod myself (The Handmaiden annoys me slightly less than the Disciple) almost every time I play, and it has never clicked for me yet. Link to comment Share on other sites More sharing options...
Tupac Amaru Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by mattcrowston Now when I play the game as a female. I get handmaiden as a party member on Telos. But when I get to Dantooine and go in the ruins I still recruit Disciple right over Handmaiden. I would like to keep Handmaiden. Seems the Disciple's dialogue files got mixed up in the HLPlugin. Both disc_enc.dlg and 602disc_enc.dlg contain his lines for module 602 (Khoonda). I have used the handmaiden mod with the patch and the Disciple hasn't joined my party. Link to comment Share on other sites More sharing options...
stoffe Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by General Kenobi @Stoffe Here's what problem I have after I install USM then Holowan Plugin then HL Force Powers V2: The "Force Static Field" force power is duplicated at the top of the list of new powers and has a level 1 level 2 and level 3 version. Of course you know there is only 1 level in the actual power. I've looked into this a bit further now, I downloaded the HLPlugin patch and got the spells.2da from it and used it to update it with the force power mod. I couldn't see anything out of the ordinary with it, so I downloaded the full HLPlugin and got the spells.2da from that too just in case Darkkender had fixed the problem in the patch. Same there, everything appears to have been added as intended, no problems I could spot. However, I did notice a number of other problems in the HLPlugin spells.2da that are unrelated to the Force Powers mod, but maybe is the cause of the mentioned problems: 1) There are 5 entries in spells.2da for XC_* (Xcom?) powers (index 283 to 287), but those powers have no name or description assigned, nor do the impact scripts they reference exist within the HLPlugin. One of them has a custom icon, which does not exist in the HLPlugin either. The first of these powers become available to all classes at the start of the game, and the fifth become available at level 6 to all classes. (The remaining three appears to be item-activated "powers" and won't show up on the force power GUI screen.) 2) The 2nd tier version of the FORCE_POWER_EXPLODE power has the Darth333 whereami armband "power" as a prerequisite to learn it. The 3rd tier power in addition has the first XC power as a prerequisite to learn it. Since the D3_LOCATION power isn't a learnable power (but triggered by an armband), those two Explosion force powers would theoretically never become available. * * * That said, I have no idea why the High Level Force Power mod does not work with the HLPlugin. Are you absolutely sure these problems with "dummy" force powers didn't show up with the HLPlugin before you installed the Force Powers mod? If not, you are likely seeing the above mentioned broken XC powers, which have nothing to do with the Force Powers mod that I made. Link to comment Share on other sites More sharing options...
Darkkender Posted July 26, 2005 Author Share Posted July 26, 2005 All of the entries for xcom's spells were all adjusted to not show up is why alot of those have blank descriuptions. Part of this was because of problems with his mods I am however working on including them full fledged in the next patch. As to the force explosion problem nice catch there. I can now have that fixed as well. Tupac Amaru Seems the Disciple's dialogue files got mixed up in the HLPlugin. Both disc_enc.dlg and 602disc_enc.dlg contain his lines for module 602 (Khoonda). This may have been resolved with the patch. There had been a mix-up with stoffe's mod and the USM and I had used the wrong dialogue originally which was the one from stoffe's mod. @Maverick187 I was wondering when you would pop in. @Stoffe Um hate to burst your bubble but the handmaiden for female pc's actually has a folder that you included with it to be 1.0b compatible. I can send you a copy of your own archive if you don't believe me. Link to comment Share on other sites More sharing options...
Fuu Posted July 26, 2005 Share Posted July 26, 2005 Ok so I put the patch in override and then loaded up a save game in the enclave before I unlock the door and talk to disciple..... ack. When I walk in it still puts the camera in front of a closed door, plays "admiral, I have found the exile", and then puts the camera just inside that door (? I think) to show two mines........ hrmmmmmm do I need to start a new game for the changes to take affect? I'm confused. I noticed that if you put a "color crystal" (in my case a pink one) into Darksword the blade changes but never goes off. hope this helps ya Link to comment Share on other sites More sharing options...
stoffe Posted July 26, 2005 Share Posted July 26, 2005 Originally posted by Darkkender All of the entries for xcom's spells were all adjusted to not show up is why alot of those have blank descriuptions. At any rate I can't see any other problems after I updated the spells.2da files from the HLPlugin with the force powers mod, so there is little I can do about it. As a last resort, could someone who has this problem post their spells.2da file (after install of the force powers) so I could have a look at it? If I can't figure anything out from that either the mods will have to be concidered incompatible. Originally posted by Darkkender @Stoffe Um hate to burst your bubble but the handmaiden for female pc's actually has a folder that you included with it to be 1.0b compatible. I can send you a copy of your own archive if you don't believe me. No, there's a folder in the archive that contains a fix made by Tupac Amaru that fixes one (1) game-stopping bug that was cause by the Handmaiden mod and patch 1.0b. (The one that happens when you enter the Telos Academy). It is possible that there are other incompatibilities since I haven't tested the mod with v1.0b (as I don't have that version installed). I can't make any promises that it's v1.0b compatible since I haven't tested it. Seems like from the above post that this problem does not necessarily come from such an incompatibility though, but I don't know. Never had the problem myself, so I can't tell if it only exists in the HLPlugin version or if it can occur in the original mod as well. Link to comment Share on other sites More sharing options...
Darkkender Posted July 26, 2005 Author Share Posted July 26, 2005 Originally posted by Fuu Ok so I put the patch in override and then loaded up a save game in the enclave before I unlock the door and talk to disciple..... ack. When I walk in it still puts the camera in front of a closed door, plays "admiral, I have found the exile", and then puts the camera just inside that door (? I think) to show two mines........ hrmmmmmm do I need to start a new game for the changes to take affect? I'm confused. I noticed that if you put a "color crystal" (in my case a pink one) into Darksword the blade changes but never goes off. hope this helps ya Do you have handmaiden already? If so that would be why. Now your saying the Pink Lightsaber doesn't turn off? Is this the pink crystal you can create at Darkkenders Workbench? How does the crystal work in another lightsaber hilt? @ Stoffe thanks for the clarification on that 1.0b compatible folder. However The fixes in the 1.0b patch probably didn't effect anything major in relation to the Handmaiden for female pc mod. However it looks like I might have to come up with tweaks for those who don't want to lose disciple as above. Link to comment Share on other sites More sharing options...
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