milestails Posted September 27, 2015 Share Posted September 27, 2015 I'd like to see two K1 mods: One that changes the starting class "scoundrel" to "smuggler." Just a name change in the dialog.tlk - Better matches TOR and sounds better because it is an occupation like scout and soldier. A mod that makes the PC's Bandon armor identical to how Darth Bandon's actually looks in game A previous mod on KotOR Files changed scoundrel to smuggler, but required that one replace the entire dialog.tlk file - not very convenient. Additionally, previous Bandon armor mods were complicated to install and implement. Link to comment Share on other sites More sharing options...
DarthParametric Posted September 28, 2015 Share Posted September 28, 2015 You'd have to replace an entire class of models for the Bandon armour. That would be easy in TSL, because they added an armoured robes model category (and the Bandon armour model is included in the TSL files), so you could just swap that out and add in some retextures for the other items that share the model. For K1 you'd have to sacrifice one group of models just to use the Bandon armour for a single item. Although the medium/heavy armour models are mostly just minor variants of the same thing with extra pockets or whatever, so that probably wouldn't be that big a deal. Would require a lot of UTI edits though. Link to comment Share on other sites More sharing options...
Malxados Posted September 28, 2015 Share Posted September 28, 2015 One that changes the starting class "scoundrel" to "smuggler." Just a name change in the dialog.tlk - Better matches TOR and sounds better because it is an occupation like scout and soldier. I could probably take a shot at that if you'd like. Sounds pretty simple. Though, for that matter, is there any particular reason why you don't want to attempt it? Just wondering. Link to comment Share on other sites More sharing options...
milestails Posted September 28, 2015 Author Share Posted September 28, 2015 I'm a just a groupie/idea guy/person who helps people find mods. Link to comment Share on other sites More sharing options...
Malxados Posted September 28, 2015 Share Posted September 28, 2015 I'm a just a groupie/idea guy/person who helps people find mods. Hahaha fair enough. Let me get back to you on that. Link to comment Share on other sites More sharing options...
Malxados Posted September 29, 2015 Share Posted September 29, 2015 A previous mod on KotOR Files changed scoundrel to smuggler, but required that one replace the entire dialog.tlk file - not very convenient. I think I now see why that was the case. The simplest solution to the name change would be to just edit the text of the related dialog.tlk entries (with TalkEd). However, TSLPatcher apparently doesn't allow you to edit preexisting entries, only to install new ones. In that case, you'd have to edit all the other files that reference those entries and make them instead point to your new entries. Which is all well and good (or at least generally doable), but could be a real pain depending on the circumstances. I'd be willing to go ahead and try to do that with the related .2da files (which I believe would be spells, feats, and classes) tonight and tomorrow, but I may not get to individual dialog (.dlg) files. Link to comment Share on other sites More sharing options...
milestails Posted September 29, 2015 Author Share Posted September 29, 2015 From what I remember, "scoundrel" is never mentioned in any dialog. Link to comment Share on other sites More sharing options...
Malxados Posted September 29, 2015 Share Posted September 29, 2015 From what I remember, "scoundrel" is never mentioned in any dialog. There are definitely dialog-like lines in the .tlk file with the word, though I didn't actually check if they ended up being used in the game. Link to comment Share on other sites More sharing options...
DarthParametric Posted September 29, 2015 Share Posted September 29, 2015 Line 29974: <string id="28332" sound="nm17ae04ce02086_">*ahem* Do as we say, scoundrel! You don't want to anger a shortempered Jedi!</string> Line 29997: <string id="28355" sound="nm17ae04ce02057_">*ahem* Do as we say, scoundrel! You don't want to anger a shortempered Jedi!</string> Link to comment Share on other sites More sharing options...
milestails Posted September 29, 2015 Author Share Posted September 29, 2015 Shows how long it has been since I've played! Link to comment Share on other sites More sharing options...
Malxados Posted September 30, 2015 Share Posted September 30, 2015 After a little hiccup (using TSL's .2da files... oops), I now seem to have it working. The only issue is that the original class selection screen still says "Scoundrel", but I believe that's hardcoded. As soon as you select it, though, it properly displays "Smuggler", and the feat descriptions have been changed as well. You should be able to download it here. Lemme know if you have any problems. Link to comment Share on other sites More sharing options...
milestails Posted September 30, 2015 Author Share Posted September 30, 2015 Thanks Malxados! Upload to Deadly Stream along with your other mods! As far as the class selection screen is concerned, take a look at the mod I referenced: https://web.archive.org/web/20130510170338/http://knightsoftheoldrepublic.filefront.com/file/Scoundrel_to_Smuggler;88949 http://www.gamefront.com/files/10032097/Scoundrel_to_Smuggler Thoughts on how he might have gotten the class selection screen to say Smuggler? Link to comment Share on other sites More sharing options...
Malxados Posted September 30, 2015 Share Posted September 30, 2015 Hmm...strange. Lemme poke around a bit. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted September 30, 2015 Share Posted September 30, 2015 After a little hiccup (using TSL's .2da files... oops), I now seem to have it working. The only issue is that the original class selection screen still says "Scoundrel", but I believe that's hardcoded. As soon as you select it, though, it properly displays "Smuggler", and the feat descriptions have been changed as well. You should be able to download it here. Lemme know if you have any problems. You can edit the .gui control to switch that. I believe it's just a different TLK reference. If you open the .gui file in K-GFF, each of the Controls has a sort of GUI Tag (I wouldn't edit it) that you can use as a reference to try to figure out what you're looking at. Also, if you turn on the Use TLK files in one of the menus and load K1's TLK file, that should help as well. Link to comment Share on other sites More sharing options...
Malxados Posted September 30, 2015 Share Posted September 30, 2015 Ah, thanks FS! Would I put the .gui file in the override, or elsewhere? Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted September 30, 2015 Share Posted September 30, 2015 Override folder is quite safe. Link to comment Share on other sites More sharing options...
Malxados Posted October 2, 2015 Share Posted October 2, 2015 Well, I haven't gotten very far with classsel.gui in K-GFF (which I assume is the pertinent file). Plugging in the .tlk file didn't seem to help much for some reason, and most of the fields labeled as str refs had numbers too big to actually be a dialog.tlk reference (they were all 4294967295, the maximum value of a 32-bit unsigned integer, which I don't feel is just coincidence). There were a few smaller numbers, some of which made sense and one of which was, in fact, 135, which happens to be the reference to .tlk entry "Scoundrel". I tried messing with it and saw no difference. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted October 2, 2015 Share Posted October 2, 2015 Well, I haven't gotten very far with classsel.gui in K-GFF (which I assume is the pertinent file). Plugging in the .tlk file didn't seem to help much for some reason, and most of the fields labeled as str refs had numbers too big to actually be a dialog.tlk reference (they were all 4294967295, the maximum value of a 32-bit unsigned integer, which I don't feel is just coincidence). There were a few smaller numbers, some of which made sense and one of which was, in fact, 135, which happens to be the reference to .tlk entry "Scoundrel". I tried messing with it and saw no difference. Can you tell me the "path" in the .gui file? For example: Controls->Struct 1->Text->StrRef Link to comment Share on other sites More sharing options...
Malxados Posted October 2, 2015 Share Posted October 2, 2015 Can you tell me the "path" in the .gui file? For example: Controls->Struct 1->Text->StrRef The path to the field with STRREF 135? I can't give you one that will help much, as some paths seem essentially identical in that format (see the image below; all the struct ids are 0); but its field index is 78, which you should be able to find it with. Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
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