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12-09-2010, 11:10 AM
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#41
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Just wanted to post a quick update.
I have finished most of the mod now but just have the last couple of globals and journal entries to link together in the jawa's dialogue.
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is there going to be a tls patcher because if not it will be not compatible with my over mods :/
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I will most probably add this yes.
Thanks
TB12
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12-10-2010, 05:47 PM
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#42
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Beta Testers, fire up your engiens. You can now download the beta version of The Tatooine Job Office. I will send you each a PM with what parts need to be checked and what I need you to look for. I don't think you should need anything more than a week. So get Testing!!!
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12-20-2010, 11:05 AM
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#43
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Rookie
Join Date: Dec 2010
Location: england :)
Posts: 64
Current Game: fable
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have you finished the belter testing yet so i can downloud 
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12-20-2010, 03:20 PM
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#44
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,011
Current Game: TOR
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Um, we're still working at it. I was the first to send back the beta testing results, and I gave him a few ideas to 'spice up' the quests. He's incorporating them as we speak, I think.
Last edited by LDR; 01-14-2011 at 03:12 PM.
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12-20-2010, 03:25 PM
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#45
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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I am but I have been put back a bit by Christmas.
P.S. Does anyone know how to make custom weapons upgradeable. I just can't do it
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12-21-2010, 12:10 AM
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#46
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Rookie
Join Date: Jul 2009
Location: The Forest...
Posts: 220
Current Game: TF2, Minecraft
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Here's is a tutorial though I think there was another specifically for your dillemma but I can't find it now.
I am the Alpha and Omega.
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12-21-2010, 04:05 AM
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#47
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Thanks, there are now 2 custom weapns you can buy from the black market. An ancient double blade and an nancent vibriblade.
All I will say is that when upgraded with a certain crystal the double bladed saber has a very interesting / lethal property.
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01-12-2011, 11:28 AM
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#48
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Right, I have now emerged from my christmas holiday cave and I have managed to persuade myself to get off my backside and do something useful. Basically I want to finish this mod before my coursework starts in a few weeks. (I won't be on much)
Now I am just playing through the whole thing fixing all the bugs sent to me by the beta testers (Thanks for that there was loads you found that I wouldn't have found). Makign sure scripts run correctly and the making TSL patcher installer for it.
All in all I don't think I have too much to do.
So Watch This Space. I will update reguarly.
Thanks for all your support.
TB12
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01-12-2011, 05:36 PM
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#49
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Rookie
Join Date: Jun 2010
Posts: 81
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Hey this looks awesome! Tatooine always did seem a little dull, it'll be nice to have something more to do there.
"When the doctors cut into a patient-and it's cold, you know, the way it is now; today - steam rises from the body. And the doctor will... will warm himself over the open wound. Could anyone look on that and not feel changed?"
- M*A*S*H
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01-12-2011, 05:41 PM
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#50
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Rookie
Join Date: Oct 2010
Location: PA
Posts: 79
Current Game: Mass Effect 3
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Can't wait to try this out.  I agree--Tatooine needed some extra quests to spice it up!

Revenge of Revan || Deadly Streams || Follow me on Twitter!
"Hey! You talk to her with a bit of respect in your voice or you'll end this conversation minus a few teeth! Got it?" -Carth Onasi
"Are you an angel? Aw, I'm just kidding. That's the worst line I've ever used. Hope some poor kid doesn't start using it." -Atton Rand
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01-12-2011, 06:06 PM
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#51
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Junior Member
Join Date: Apr 2010
Location: Somewhere :D
Posts: 405
Current Game: MW3
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Nice idea looking forward to it. 
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01-14-2011, 11:58 AM
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#52
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Thanks for all the feedback.
I have fixed most of the bugs but have now decided that the one of the dialogues is incredibly primitive as i did it right at the begiinng so will redo that. won't take too long though.
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01-18-2011, 03:39 PM
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#53
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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GOOD NEWS!!
I expect a release this weekend. I have completed almost everything now. I have some new custom items and am just sorting out readmes TSLPatcher and commenting my scripts.
All the source scripts will be available and all will be commented so other modders looking for practical uses of script functions can look at my mod.
Thanks
TB12
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01-18-2011, 05:33 PM
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#54
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Hunger, The Lord Of
Join Date: Dec 2008
Location: Korriban, Sith Empire
Posts: 1,022
Current Game: Shogun 2: Total War
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Congrats! I've been quietly following this mod and have been looking forward to its release (more content is always awesome).
Good work and hope you keep going in the KOTOR modding scene. 
As of 3/14/10, TSL is restored. The Sith Lords Restored Content Modification by Stoney and Zbyl has been finished and can be downloaded here.
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01-19-2011, 11:00 AM
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#55
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Thanks, I think I'll be sticking round for abit.
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01-21-2011, 03:40 PM
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#56
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Veteran
Join Date: Feb 2008
Posts: 922
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Wow, congratulations Tim, I know this has been going on for some time now and it's always exciting to see new plots added to the games.
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01-21-2011, 04:02 PM
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#57
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Thanks, and its nice to see you back as well. Everything is completed now apart fromt the TSL Patcher. Bob Ta'aar is doing that and I have sent him a PM. So release is imminent.
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01-21-2011, 05:23 PM
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#58
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English spoken in What
Join Date: Aug 2006
Location: What?
Posts: 4,724
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Very timely, TB12, as I'm looking for new mods at the moment to update my collection.
Now, I want you to remember that no bastard ever won a war by dying for his country. He won it by making the other poor, dumb bastard die for his country.---Patton
There is no room in this country for hyphenated Americanism.---Teddy Roosevelt
I never forget a face, but in your case I'll make an exception.---Groucho
And if you all get killed, I'll piss on your graves.---Shaman Urdnot
How would you like to own a little bit of my foot in your ass.---Red Foreman
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01-24-2011, 05:20 PM
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#59
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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FANTASTIC NEWS.
ABSOLUTELY EVERYTHING IS COMPLETED.
I shall upload to Kotor Files tomorrow when i am more awake. Iwill create an emporium thread as soon as it has been approved.
Once again thanks to everyone who has helped me especially my beta testers and Bob Ta'aar for the TSL Patcher entries.
Thanks Again
TimBob12
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01-24-2011, 05:27 PM
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#60
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Rookie
Join Date: Mar 2010
Location: Switzerland
Posts: 111
Current Game: KotOR, KotOR2:TSLRCM
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Sweet! Might I suggest to upload it at Deadlystream as well?
The guys who made TSLRCM have a very healthy and ever-growing mod community there who surely will enjoy your mod.
I can also do it for you, if want me to and don't like to register there.
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01-25-2011, 03:21 AM
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#61
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Thanks. Ill do that
Ive not seen thaat site before
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01-27-2011, 04:35 PM
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#63
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Updated first post with details of my current project:
Conditional Scripts Tutorial
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03-08-2011, 03:54 PM
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#64
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Updated first post with latest info on projects including new links.
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04-03-2011, 04:06 PM
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#65
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Updated first post with information about my
Populate Script Function
which populates areas with as many NPCs as you want from one script function.
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04-06-2011, 01:09 PM
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#66
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Right here is a question for you modders.
I would like to create some new scripting functions that would aid modders in creating stuff. Like my populate function and the idea behind that.
So i wanna know what do you guys wanna see in the way of new functions?
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04-06-2011, 01:49 PM
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#67
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Gentleman Modder
Join Date: Feb 2009
Location: Chicago
Posts: 671
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I wish there was an application like the whereami armband that could tell me what the actual 'room model name' is in addition to your actual x.y,z location, module name, nearest placeable etc.
The only way I know of is kind of guess work to determine what room model I'm acually in. This would make things easier in terms of reskinning modules, when you may not want to reskin the whole module but just a certain room or area. I usually get my xyz coords, check the lyt file for something close, then open that room model in gmax...time consuming and a pain in the a$$.
Not sure if possible, but that would be #1.
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04-06-2011, 01:51 PM
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#68
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Not sure if this is possible through script. I shall investigate though.
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04-06-2011, 03:10 PM
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#69
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,011
Current Game: TOR
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I also wish that the whereami cheat could show the X & Y Orientations as well as the X, Y, and Z Positions. It gets tiresome to write the full Positions and Orientations with the whereami armband.
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04-06-2011, 04:04 PM
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#70
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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I don't think I quite follow you.
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04-06-2011, 04:34 PM
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#71
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Gentleman Modder
Join Date: Feb 2009
Location: Chicago
Posts: 671
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Or maybe make some work around scripting a trigger. It's my understanding that triggers can only be done via the .git file. Maybe there is a way to spawn an invisible placeable or something and when the pc gets into a certain range/proximity - , it acts like a trigger and fires whatever script, dialog needed.
The modder could get his desired coords via the whereami armband, enter it into the script to create his "trigger area". Thereby making the trigger area as big or little as needed.
May prove helpful...
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04-06-2011, 04:50 PM
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#72
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Senior Member
Join Date: Jan 2010
Posts: 1,066
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Quote:
Originally Posted by LordDeathRay
I also wish that the whereami cheat could show the X & Y Orientations as well as the X, Y, and Z Positions. It gets tiresome to write the full Positions and Orientations with the whereami armband.
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There are people who have already done this. The orientation really isn't all that hard to figure out anyway, it's just degrees on a circle.
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04-07-2011, 02:33 AM
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#73
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Quote:
Originally Posted by newbiemodder
Or maybe make some work around scripting a trigger. It's my understanding that triggers can only be done via the .git file. Maybe there is a way to spawn an invisible placeable or something and when the pc gets into a certain range/proximity - , it acts like a trigger and fires whatever script, dialog needed.
The modder could get his desired coords via the whereami armband, enter it into the script to create his "trigger area". Thereby making the trigger area as big or little as needed.
May prove helpful...
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This is interesting and could prove very helpful. I like this idea and think it might work. I shall investigate.
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04-07-2011, 02:36 PM
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#74
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Rookie
Join Date: Jul 2009
Location: The Forest...
Posts: 220
Current Game: TF2, Minecraft
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Can you make a Character Creation tool like in Dragon Age but you can edit it right ingame?
I am the Alpha and Omega.
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04-07-2011, 05:59 PM
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#75
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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I think that this is impossible as i cannot edit files through script.
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04-07-2011, 06:14 PM
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#76
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I'm only worth a piano?
Join Date: Feb 2005
Posts: 647
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Edit: My post has been made redundant, as I hadn't refreshed the page between reading and replying, and didn't see TimBob's post.
Quote:
Originally Posted by Slstoev
Can you make a Character Creation tool like in Dragon Age but you can edit it right ingame?
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I think I can answer that for TimBob with a pretty decisive no.
The engine just doesn't support it. The in-game models are pretty rigidly defined. To get a single completely new (differently shaped, not recovered content, or a recolor) head takes quite a bit of work in a 3d modeling program, which I suppose is the closest thing to a 'character creator' there is.
 
--Too Dumb to Quit--
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05-12-2011, 01:54 PM
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#77
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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Attention all BOS:SR users... you may now use the Tatooine Job Ofiice in conjunction with BOS:SR with the use of this patch
http://www.gamefront.com/files/20306...office_bos_zip
It just fixes a few clashes and all installtion instructions are in the readme.
Also updated first post...
Thanks
TB12
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02-28-2013, 02:05 AM
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#78
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Rookie
Join Date: Dec 2010
Location: kingdom of Sweden
Posts: 59
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When installing Tatooine Job Office i get these errors (i have BoSSR installed previously)
• Warning: A file named k_ptat17af_enter.ncs already exists in the Override folder. Skipping file...
• Warning: A file named k_ptat18ac_enter.ncs already exists in the Override folder. Skipping file...
• Warning: A file named n_grodian_comm1.lip already exists in the Override folder. Skipping file...
• Warning: A file named n_grodian_comm2.lip already exists in the Override folder. Skipping file...
• Warning: A file named n_grodian_quel.lip already exists in the Override folder. Skipping file...
maybe it's not a problem? Another thing that, most likely, is a problem though, when installing the patch for BoSRR (from the readme):
"Then you need to navigate to your Kotor 1 Overide folder and find the file
k_ptat_17af_enter.ncs
and rename it to
k_ptat_17af_enter_bos.ncs"
There is no file called k_ptat_17af_enter.ncs in my override folder so this step isnt possible.
Any help or suggestions would be great, seems like a good mod 
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