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mrdefender
07-24-2005, 04:07 PM
Well. I thought It would've taken alot more time than this to release another version, but I kept getting ideas :| In any case, It wouldn't suprise me if modders were to find this particular version interesting lol.

* The player and party members now remain cloaked when using the wrist console!

* Developer: Several functions that would be very useful to modders, but also useful to players.
* Developer: Launch a custom script from one of ten possible slots.
* Developer: Gain an custom item from one of ten possible slots.
* Developer: Start a custom dialogue from one of ten possible slots.
* Developer: Navigate to a custom module from one of ten possible slots.
* Developer: Access a Merchant file from one of ten possible slots.
* Developer: Unlock and Open the nearest door.
* Developer: Reveal the current area fully on the map.
* Developer: Change Revan's Gender and Force Alignment.
* Developer: Party Debugging System.
.. * Remove All Party Members and NPCs from your Party.
.. * Add all party members including Mira and Handmaiden. [M,LS]
.. * Add all party members including Hanharr and Handmaiden. [M,DS]
.. * Add all party members including Mira and Disciple. [F,LS]
.. * Add all party members including Hanharr and Disciple. [F,DS]
.. * Add a specific party member to your party.
.. * Remove a specific party member from your party.

* Party Ops: Added ability to see specific party member's status reports in their party options.
* Party Ops: Improved the look of the status reports, should remove the need to scroll on a 1024x768 screen.
* Party Ops: Added options for the player character to give him/herself jedi class specific feats.
Force Jump, Force Focus, Ignore Pain, Sneak Attack, Force Immunity, Inner Strength, Increase Melee Damage
Increase Combat Damage, Superior Lightsaber Focus, Superior Two-Weapon Fighting

* Battle Sim: The Reveal Map function can also be found in this section.
* Battle Sim: The Open/Unlock Nearest Door function can also be found in this section.
* Battle Sim: Improved the look of the status reports, should remove the need to scroll on a 1024x768 screen.

* Mod Ops: New Bypass key, disables the warning message encountered at the begining of the new developer section.


Here's a guide on how to use these new developer functions (http://jediarchives.ca/defmods/index.php?page=support&mode=tutorial&entry=7). You can download this modification on my website (http://jediarchives.ca/) by following this link (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=19).

Enjoy! :smash: :)

ChAiNz.2da
07-24-2005, 04:36 PM
Looks awesome man! :thumbsup:

You've already added features I wanted to add in my version 2 HakPadBooster Pack (in the works)...

Some fine work there indeed! :D

I've definitely gotta check this out!

And I'm glad you decided to release it. I think alot of players will enjoy your mod! (I know I will).. hehehe

mrdefender
07-24-2005, 05:18 PM
Thanks :) I was nervous, I've seen alot of people get angry at new modders on pcgamemods, glad I wasn't one of them :o

Taking your booster pack out for a spin :D

Anyone got any ideas of what I should add next?

Jeff
07-24-2005, 05:47 PM
Originally posted by mrdefender
Anyone got any ideas of what I should add next?
I do not. You've added so much theres not much more you can do! Great job, and I am certainly glad you decided to release it.

mrdefender
07-24-2005, 06:28 PM
Thanks :) Glad you like it :)

Lorden Darkblade
07-24-2005, 07:31 PM
:eek: :eek: :eek:
Awesome work man!!!
It has great features! I can't think of anyone else to add :p

Colma Adawin
07-25-2005, 06:22 AM
Originally posted by Uchiha Itachi
:eek: :eek: :eek:
Awesome work man!!!
It has great features! I can't think of anyone else to add :p

Ditto man, gotta love this ;)

( and you cant fault a Yoda Avatar ;) )

Colma Adawin

mrdefender
07-25-2005, 02:30 PM
Actually, you can. Someone sort of forgot to eh.. add the eh... spells.2da..... :o

Can't edit the download so I had to upload another "mod" to pcgamemods.com.

I'm so embarrased lol :o :o

http://www.pcgamemods.com/14581

I'm going to see If I can figgure out how to get this tsl patcher thing to work...

ChAiNz.2da
07-25-2005, 02:47 PM
Originally posted by mrdefender
I'm going to see If I can figgure out how to get this tsl patcher thing to work...

Feel free to dissect my HakPad's installer for an 'example'... it's going to be something similar to what you'll need for your armband :)

And don't hesitate to ask questions if you get stuck... (just make sure to ask Patcher related questions in it's own thread):

http://www.lucasforums.com/showthread.php?s=&threadid=149285 :)

General Kenobi
07-26-2005, 02:34 AM
Very very nice job man :D I'm off to download my copy now and install for use. I will ask one thing however. Are there any compat. issues for ChAinZ.2da's Hak Pak MOD?

Again great job :thumbsup:


General Kenobi

mrdefender
07-26-2005, 03:04 PM
Not if you add my "wristconsole" line from my spells.2da into your spells.2da file...

It's less of a hassle if you add my line to your spells.2da file, that way you only have one line to do and it would be compatible with any of your other mods that use a spells.2da file.

As far as scripts and items go, I believe we don't have a file that share the same filename (me = chainz and myself). This would be the biggest issue for incompatibility as far as scripts and items are concerned...

General Kenobi
07-26-2005, 03:08 PM
Good deal :D and again nice job! :thumbsup:

ChAiNz.2da
07-26-2005, 03:11 PM
Originally posted by mrdefender
As far as scripts and items go, I believe we don't have a file that share the same filename (me = chainz and myself). This would be the biggest issue for incompatibility as far as scripts and items are concerned...
True. :)

Also, just as a note to a fellow "cheat" developer... all of my scripts will begin with "hak_" :D

and BTW, I'm really enjoying your armband... nice work man! :rock:

mrdefender
07-27-2005, 02:39 PM
Got a new version for everyone, v1.1 !!!!

You can now, thru my mod (duh! :o), do:

- Give yourself force points (25,50,75,100,500,1000)
- Train your party members in 9 possible jedi classes
... - Jedi Guardian/Sentinel/Consular
... - Jedi WM/Watchman/Master
... - Sith MA/Assassin/Lord

Grab it here: http://www.pcgamemods.com/14643

Finally got the hang on the screenshot system on pcgamemods, so you can see it at the bottom of the mod page :D

@ Chainz, I've included my sources for scripts if you want to look at them, you need Tk102's dialogue editor to make it work with the scripts though, since it uses alot of those P# things :)

Cut down my script number from 106 to 6 :eek:. definitley worth a look, i think :)

Jeff
07-27-2005, 02:49 PM
Great job defender! I'll have to give this new version a spin :)

stoffe
07-27-2005, 03:02 PM
Originally posted by mrdefender
Got a new version for everyone, v1.1


Not to be annoying or bring bad news, but the mod won't work if it is installed on top of an existing spells.2da which already contains custom lines, since you don't update which spells.2da line to trigger in your wristconsole.uti item template.

This will always trigger spellid 282 even if another force power or item power already exists with that id. You'll have to make the installer update your wristconsole.uti file with the proper spells.2da reference for it to work. :)

Oh, and you should use \ (backslash) when defining subfolders, not / (slash).


To update the UTI, at the bottom of the spells.2da CopyRow modifier list in changes.ini, add a line that reads 2DAMEMORY1=RowIndex.
Then (in ChangeEdit), add wristconsole.uti to the GFF Files list. Add the folowing modifier to that file:
GFF Field: PropertiesList\0\Subtype
Value: 2DAMEMORY1

RevanA4
07-27-2005, 04:36 PM
you just rendered half of my mods useless:mad:

but cool:D

mrdefender
07-27-2005, 09:55 PM
Originally posted by jedigoku
you just rendered half of my mods useless:mad:

but cool:D

Could 'copyrow0' for spells.2da be responsible for this? :confused:

im talking about tsl patcher changes.ini file...

RevanA4
07-27-2005, 09:57 PM
most of mine have been variations of the same mod but I basically have the npc's start as jedi and you train them into a prestige class:D

mrdefender
07-27-2005, 10:20 PM
:(

I released 1.1b, its just a zip file and it has my 2da, but in a seperate folder. I think for now the best thing to do is to add the line from my spells.2da to your/their spells.2da

I'm trying to figgure out why its not working. I'm seriously stummped at the moment.

mrdefender
07-28-2005, 01:24 AM
Originally posted by stoffe -mkb-
Not to be annoying or bring bad news, but the mod won't work if it is installed on top of an existing spells.2da which already contains custom lines, since you don't update which spells.2da line to trigger in your wristconsole.uti item template.

This will always trigger spellid 282 even if another force power or item power already exists with that id. You'll have to make the installer update your wristconsole.uti file with the proper spells.2da reference for it to work. :)

Oh, and you should use \ (backslash) when defining subfolders, not / (slash).


To update the UTI, at the bottom of the spells.2da CopyRow modifier list in changes.ini, add a line that reads 2DAMEMORY1=RowIndex.
Then (in ChangeEdit), add wristconsole.uti to the GFF Files list. Add the folowing modifier to that file:
GFF Field: PropertiesList\0\Subtype
Value: 2DAMEMORY1


:confused: :confused: :confused:

But.. my script doesn't have anything about numbers... it just starts a conversation...

void main() { ActionStartConversation(GetFirstPC(),"wristconsole"); }

thats all there is in the file :confused: :(

stoffe
07-28-2005, 05:44 AM
Originally posted by mrdefender

:confused: :confused: :confused:

But.. my script doesn't have anything about numbers... it just starts a conversation...


Yes, but something has to fire that script, right? That script is an impact script that is set by your new line in spells.2da.

In turn, your armband (I assume), defined by the item template wristconsole.uti has a CastSpell/Activate Item property that fires off this spell when you activate the armband.

This UTI file points to the row number in spells.2da of the "spell" that should be triggered when the armband is activated, which in turn fires your script.

In your mod currently, this line number is not dynamically updated to reflect the line number that your new row is added as in spells.2da. Since you haven't instructed the installer to do this, your UTI is hardcoded to fire spells.2da line 282, which may not be your armband power at all if the player already has custom lines in their spells.2da.

Thus, you'll need to instruct the installer to update the CastSpell/Activate Item property in your wristconsole.uti template so it fires the correct power when activated. The installer can do this, if you make it keep track of the row number it adds your new row as. I posted instructions on how to do this in the fine print in the above post. :)

JacenPrime
07-28-2005, 12:47 PM
And i'm not sure if its just me, but for me, it keeps making a subfolder named install, and when I move it from that subfolder, it doesn't work (I edited the GFF files to fire from the edited 2da file...)

mrdefender
07-28-2005, 01:57 PM
:confused: not sure about that one JP, but 1.1 was my first attempt at using tsl patcher. I wasn't suprised that it didn't work lol.

I've noticed the other mods don't use a sub folder, so my next tsl patcher will not use a subfolder aswell.

But this time I'm going to ask around to test it before putting it on pcgamemods.

I'm currently working on tsl patcher, hopefully by the weekend it will be working :o :cool:

mrdefender
07-28-2005, 02:07 PM
To update the UTI, at the bottom of the spells.2da CopyRow modifier list in changes.ini, add a line that reads 2DAMEMORY1=RowIndex

So, I edit 'copyrow0' and add the 2da mem thing at the bottom of that?

At the bottom of this window (http://user.jediarchives.ca/defmods/tslpatcher01.jpg)?


Then (in ChangeEdit), add wristconsole.uti to the GFF Files list. Add the folowing modifier to that file:
GFF Field: PropertiesList\0\Subtype
Value: 2DAMEMORY1

Like so (http://user.jediarchives.ca/defmods/tslpatcher02.jpg)?

Also, did I put the proper information? On the left menu, under 'gff files', is it supposed to be 'wristconsole.uti' ? (just making sure)

ChAiNz.2da
07-28-2005, 02:17 PM
More like:

Column = 2DAMEMORY1
Value = RowIndex

----------------
This sets the installer to "remember" what value it automatically gives the RowIndex

THEN in your .uti file, it will assign the "remembered" number to your .uti's Subtype Property

you've got the .uti portion correct :)

mrdefender
07-28-2005, 02:58 PM
Like this?

http://user.jediarchives.ca/defmods/tslpatcher03.jpg

I obviously need to click the red arrow here to add it, but I want to make sure I'm adding the right stuff :)

ChAiNz.2da
07-28-2005, 03:13 PM
Originally posted by mrdefender
Like this?
:thumbsup:

but remember, it's always best to test it afterwards to make sure everything "took" ;)

mrdefender
07-28-2005, 04:52 PM
Alrighty. How does it look now? :confused:

http://user.jediarchives.ca/defmods/changes.ini

stoffe
07-28-2005, 05:16 PM
Originally posted by mrdefender


Alrighty. How does it look now? :confused:
(URI)


Three things...
1) Remove the / in the filename for the override folder. It should be override instead of /override/. This is probably easiest to by opening changes.ini with Notepad since you only need to change the name in once place there. ChangeEdit is a bit clumsy for that kind of thing currently.

2) If you want to make it upgrade-safe to avoid duplicate lines in spells.2da if they already have your modified spells.2da from a previous version, open changes.ini with notepad. Search for the line that reads label=WristConsole. On a new line just above this line, add this line:
ExclusiveColumn=label

This will update an existing row in spells.2da with the column values rather than create a new row if a row with the label WristConsole already exist in the user's spells.2da file. (If the line doesn't exist it's added as instructed of course.)

3) You make the installer dump the readme-file in the user's override folder. While I suppose this is okay, it's probably easier to find if you put it in their game folder instead. Put .\ as the folder name in ChangeEdit if you want to install the file directly in the game folder. (Though if you do you probably want to name the file something more than just ReadMe since that doesn't tell what mod it belongs to.)

mrdefender
07-28-2005, 06:55 PM
Ok, I did steps 1 thru 3, and updated the changes.ini file on my site....


how does it look now?
http://user.jediarchives.ca/defmods/changes.ini

stoffe
07-28-2005, 07:30 PM
Originally posted by mrdefender

Ok, I did steps 1 thru 3, and updated the changes.ini file on my site....
how does it look now?
http://user.jediarchives.ca/defmods/changes.ini

As far as I can see at a quick glance that looks okay.

But you might just as well had added a new row fresh rather than copy an existing one if you are going to modify all the columns anyway. But that's just nitpicking, should work either way. :)



(Though if you want to be sure, make a fake install and check that everything is properly updated. Check in the TSLPatcher thread for instructions on how to fool the installer into accepting another folder than the game folder as install location.)

mrdefender
07-28-2005, 11:47 PM
ARGH!!! Still doesn't work... :mad: :mad: :mad: :(

*cries* why won't this work!!!!!:(


The "install package" (http://user.jediarchives.ca/defmods/wc11b_beta.zip)



This is when I have NO spells.2da file in my override folder.
• Installation started 7/28/2005 10:41:49 PM...
• Copying file "spells.2da" to Override folder...
• Updated 2DA file C:\Games\Kotor2\override\spells.2da.
• Modifying GFF blueprints...
• Copying file "wristconsole.uti" to Override folder...
• Modifying GFF file wristconsole.uti...
• Finished updating GFF file wristconsole.uti
• Installing unmodified files...
• Copying file dcc.uti to the override folder...
• Copying file defmod_bench.ncs to the override folder...
• Copying file defmod_giveitem.ncs to the override folder...
• Copying file defmod_givepower.ncs to the override folder...
• Copying file defmod_startduel.ncs to the override folder...
• Copying file defmod_training.ncs to the override folder...
• Copying file duelist_atton.utc to the override folder...
• Copying file duelist_briana.utc to the override folder...
• Copying file duelsaber.uti to the override folder...
• Copying file itemscustom.2da to the override folder...
• Copying file itemsdroids.2da to the override folder...
• Copying file itemsgame.2da to the override folder...
• Copying file itemsmedical.2da to the override folder...
• Copying file itemsupgrade.2da to the override folder...
• Copying file -seperator1-.uti to the override folder...
• Copying file -seperator2-.uti to the override folder...
• Copying file -seperator3-.uti to the override folder...
• Copying file -seperator4-.uti to the override folder...
• Copying file wristconsole.ncs to the override folder...
• Copying file WristConsole.dlg to the override folder...
• A file named wristconsole.uti already exists in the override folder. Skipping file...
• Copying file defmod_wc_readme.txt to the Game folder...
• Copying file defmod_wc_version.txt to the Game folder...
• Done. Changes have been applied, but 1 warnings were encountered.


This is what I have when I do have a spells.2da file in my override

• Installation started 7/28/2005 10:43:06 PM...
• Modifying file "spells.2da" found in Override folder...
• Updated 2DA file C:\Games\Kotor2\override\spells.2da.
• Modifying GFF blueprints...
• Copying file "wristconsole.uti" to Override folder...
• Modifying GFF file wristconsole.uti...
• Invalid memory token 2DAMEMORY1 encountered, unable to insert a proper value in the 2da!
• Finished updating GFF file wristconsole.uti
• Installing unmodified files...
• Copying file dcc.uti to the override folder...
• Copying file defmod_bench.ncs to the override folder...
• Copying file defmod_giveitem.ncs to the override folder...
• Copying file defmod_givepower.ncs to the override folder...
• Copying file defmod_startduel.ncs to the override folder...
• Copying file defmod_training.ncs to the override folder...
• Copying file duelist_atton.utc to the override folder...
• Copying file duelist_briana.utc to the override folder...
• Copying file duelsaber.uti to the override folder...
• Copying file itemscustom.2da to the override folder...
• Copying file itemsdroids.2da to the override folder...
• Copying file itemsgame.2da to the override folder...
• Copying file itemsmedical.2da to the override folder...
• Copying file itemsupgrade.2da to the override folder...
• Copying file -seperator1-.uti to the override folder...
• Copying file -seperator2-.uti to the override folder...
• Copying file -seperator3-.uti to the override folder...
• Copying file -seperator4-.uti to the override folder...
• Copying file wristconsole.ncs to the override folder...
• Copying file WristConsole.dlg to the override folder...
• A file named wristconsole.uti already exists in the override folder. Skipping file...
• A file named defmod_wc_readme.txt already exists in the Game folder. Skipping file...
• A file named defmod_wc_version.txt already exists in the Game folder. Skipping file...
• Done. Some changes may have been applied, but 1 errors and 3 warnings were encountered!

stoffe
07-29-2005, 07:58 AM
Originally posted by mrdefender


ARGH!!! Still doesn't work... :mad: :mad: :mad: :(

*cries* why won't this work!!!!!:(
The "install package" (http://user.jediarchives.ca/defmods/wc11b_beta.zip)
This is when I have NO spells.2da file in my override folder.


Remove wristconsole.uti from the list of Install files. It is already being put in override when the installer modifies the GFF, and should not be on the install list as well, or it will cause trouble (ie undoing the modifications the installer just made to the file by copying the unaltered version and overwriting the modified version with it.)

Hmm, I should probably add some safety net in ChangeEdit preventing you from adding modified files to the Install files list as well. *puts on todo list...*


Originally posted by mrdefender

This is what I have when I do have a spells.2da file in my override

Uh oh.... :o Oh hell... :o I'm very sorry about that, this appears to be a major goof-up on my part.

Seems like I was using an older version of the Patcher class when I compiled the last version of TSLPatcher.exe... a version which didn't have the replace functionality implemented yet.

(Must have happened when I made v1.1.3 to add the commandline feature, since I'd already started on v1.2 by then.)

Download this update (http://www.algonet.se/~stoffe/TSLPatcher115.rar) to the TSLPatcher.exe and use that instead, and this problem should go away. This should be the most up-to-date version of the Patcher again.

Again, sorry for the headache I've caused you. :o I really should get more organized...


Oh, and as for the two "file already exists" warning near the bottom, that's because you've already installed once so the readme-files are located in the game folder, but you haven't instructed the patcher to replace them. So it'll just skip copying them. If you want to get rid of the message for sure you could set it to replace those files, but it's no big deal since it'll only show up if you install again when the mod already has been installed.

ChAiNz.2da
07-29-2005, 08:00 AM
OOPS! seems stoffe has fixed that... hehehe...
The version I did below was made with the 1.14 version, not this latest update

Hmm.. I think I may have found the problem...

I noticed when making a changes.ini for your mod that if I put the entry:

2DAMEMORY1=RowLabel

As the very first entry, I would get an error message when installing...

when I put the entry at the very end of the list, everything worked fine..??

here's the final changes.ini I did that seemed to work. Though users will need to uninstall any previous versions of your mod before using this one:

; ================================================== =================
; 2DA/TLK/GFF PATCHER - MODIFICATIONS FILE (7/25/2005)
; ================================================== =================
; This file is automatically generated and as such has no formatting
; to speak of. You can insert blank lines between sections and add
; comment lines starting with semicolon without breaking anything.
; -------------------------------------------------------------------
; Defender's Wrist Console > 1.1b > http://jediarchives.ca/

[Settings]
FileExists=1
WindowCaption=Defender's WristConsole 1.1
ConfirmMessage=Are you sure you want to install? Be sure if you have a spells.2da file, it is in your main override folder, NOT in a sub-folder.
LogLevel=3
InstallerMode=1
BackupFiles=1


[TLKList]


[2DAList]
Table0=spells.2da


[GFFList]
File0=wristconsole.uti


[InstallList]
install_folder0=override


; ================================================== =================
[spells.2da]
AddRow0=WristConsole
[WristConsole]
label=WristConsole
forcepoints=0
goodevil=-
usertype=4
guardian=0
consular=0
sentinel=0
weapmstr=0
jedimaster=0
watchman=0
marauder=0
sithlord=0
assassin=0
inate=1
maxcr=3
category=0x1808
range=T
impactscript=wristconsole
conjtime=170
conjanim=hand
castanim=self
casttime=1330
catchtime=0
proj=0
itemimmunity=0
exclusion=0x00
requireitemmask=0x0000
forbiditemmask=0x0000
itemtargeting=1
hostilesetting=0
formmask=0x00
2DAMEMORY1=RowLabel
[wristconsole.uti]
PropertiesList\0\Subtype=2DAMEMORY1
[install_folder0]
Replace0=itemscustom.2da
Replace1=itemsdroids.2da
Replace2=itemsgame.2da
Replace3=itemsmedical.2da
Replace4=itemsupgrade.2da
Replace5=WristConsole.dlg
Replace6=defmod_bench.ncs
Replace7=defmod_giveitem.ncs
Replace8=defmod_givepower.ncs
Replace9=defmod_startduel.ncs
Replace10=defmod_training.ncs
Replace11=wristconsole.ncs
Replace12=duelist_atton.utc
Replace13=duelist_briana.utc
Replace14=dcc.uti
Replace15=duelsaber.uti
Replace16=-seperator1-.uti
Replace17=-seperator2-.uti
Replace18=-seperator3-.uti
Replace19=-seperator4-.uti

I re-packaged your mod with the modifications I made mrdefender. I can PM you a download link if you wish? I'd rather not post it "publicly" because:

1) I think you'd be better off so you can look it over and see how I did it.. and

2) I'd rather people download the mod from you rather than grabbing it from me here ;)

I'll PM you the download link so you can look it over :)

I did however take out your custom spells.2da. With this installer, people won't need it and it may cause more confusion than anything. I've found alot of PCGM'ers don't like reading instructions before installing something, then blame you for a faulty mod... when it could've been easily avoided had they actually read the readme :rolleyes: hehehe...

stoffe
07-29-2005, 08:18 AM
Originally posted by ChAiNz.2da

Hmm.. I think I may have found the problem...

I noticed when making a changes.ini for your mod that if I put the entry:

2DAMEMORY1=RowLabel

As the very first entry, I would get an error message when installing...


Yes, that's another "interesting" quirk with how the TSLPatcher works. The line isn't added until one of its columns has a value assigned/modified. So you can't assign the RowIndex or RowLabel to a memory token until you've assigned at least one column a value, since the row doesn't exist before that (and as such as no RowIndex).

You should probably use RowIndex instead of RowLabel when dealing with spells.2da to be safe, since it is indexed by line number. As long as the row label is identical to the line number it doesn't really matter, but just in case. :)

RowLabel = The column to the far left in KotorTool's 2DA-editor, whose values you can edit. It usually mirrors the line number of the row, but must not necessarily do so in all files.

RowIndex = Perhaps confusingly named, this is the line number in the 2DA file. This starts at 0 and counts up one for each line in the file. This obviously can't be edited (unless indirectly by deleting lines, which never should be done in line number indexed 2DA's).

mrdefender
07-29-2005, 03:13 PM
This might sound like a stupid question but....

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?

:confused:

ChAiNz.2da
07-29-2005, 03:29 PM
Originally posted by mrdefender
This might sound like a stupid question but....

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?
stoffe means remove "wristconsole.uti" from the "Install Files" section (within changeedit.exe).

You'll still list the .uti in the "GFF Section" along with the PropertiesList\0\Subtype" value (set to 2DAMEMORY1)

The patcher will automatically add any files listed in the TLK Entries / 2DA Files / GFF Files Sections, so there's no need to "double-up" on them by including them in the "Install Files" section

The Patcher loads the files in sequence as to how it's placed in the changeedit.exe...

1) TLK Entries (if any)
2) 2DA Files
3) GFF Files
4) Install Files

if you put edited items in "Install Files" it will basically overwrite the ones that it had adjusted previously in the sequence...causing your item to be "Un-Patcher-ed" ;)

stoffe
07-29-2005, 03:35 PM
Originally posted by mrdefender
This might sound like a stupid question but....

If I remove wristconsole.uti, how does patcher know what my file is supposed to be?

Does TSL Patcher know its an armband that can be activated? does it know that it should be called "<LastName> Wrist Console" ?


You should not remove the wristconsole.uti file entirely, you should just remove it from the Install Files list.

Why? Because you have already added it to the GFF List, which will copy the file to override and modify the item property in the file.

If you add it to the Install files list as well, you will copy the file a second time, this time the unmodified file, which will overwrite the file the installer just copied and modified a second earlier.

A file should only ever be on one of the lists (2DA, GFF, Install). The Install files list should only contain files that the installer doesn't modify in some way.

mrdefender
07-30-2005, 02:40 AM
IT WORKS!!!!!

and so does tsl patcher... I think...

I added 5 "blank" lines to my spells.2da file, Installed using patcher and the uti lists the same line as the spell!!!

:)

I still have a little problem though, for some reason tsl patcher doesn't replace the 2 text files, even though its listed as 'replace' :-/

mrdefender
08-01-2005, 12:56 AM
Just released version 1.3, which can be found here (http://www.pcgamemods.com/15222/).

New Features:
:saberg: Replicate Pazaack Cards (mass replicate, 10 of each card type)
:saberg: Modify Party Member's Influence
:saberg: Spawn Party Member Duelist for every party member except G0T0 and T3.

Bug Fixes:
:saberr: None in this version...

http://www.pcgamemods.com/15222

Lorden Darkblade
08-01-2005, 02:12 PM
This is awesome!
Great work mrdefender :thumbsup: ;) :)

mrdefender
08-01-2005, 03:40 PM
Looks like we got TSL Patcher to work :)

ChAiNz.2da
08-01-2005, 03:43 PM
Looks great MD! :emodanc:

I'll be sure to grab the latest one with the 'new' toys you added :D

mrdefender
08-13-2005, 08:54 PM
Just released version 1.3, which can be found here (http://www.pcgamemods.com/15222/).

New Features:
:saberg: Replicate Pazaack Cards (mass replicate, 10 of each card type)
:saberg: Modify Party Member's Influence
:saberg: Spawn Party Member Duelist for every party member except G0T0 and T3.

Bug Fixes:
:saberr: None in this version...

http://www.pcgamemods.com/15222

:)

General Kenobi
08-15-2005, 12:50 AM
Hey Defender I noticed that one of my party members is REALLY easy to kill when dueling with them. Does the band make an exact copy of your party member? I'm wondering if it's my own Kreia's low level or something?

:ben
General Kenobi

mrdefender
08-15-2005, 02:05 AM
Odd. You're the first person who says its easy lol.

I used the party member's respective .utc file and changed their class, skills, attributes, powers, feats, levels and inventory... The duelists have a challenge rating of 8 and a character level of 15... Not sure what the 8 one really does though...

ChAiNz.2da
08-15-2005, 10:16 AM
Not sure what the 8 one really does though...
Makes them a bad ass ;)

When I was making the Nightsister Witch for the Darksword... I started playing with that value (challenge rating)... needless to say... it took many reloads before I got her down to a "reasonable" level...

Lorden Darkblade
08-15-2005, 12:21 PM
Nice new features mrdefender :thumbsup:
This just keeps getting better and better :D

maaneeack
08-15-2005, 05:44 PM
@Defender: great mod. suggestion/request: When you close one of the workbenches, have it go back to the console interface instead of back out to the game. That way if you are trying to make three or four things and they are all in different workbenches you don't have to click the (or scroll click) to bring the console interface back up. It might save what, 3 seconds? but I think it might be a nice addition. Feel free to ignore me though, hehe.

mrdefender
08-15-2005, 10:09 PM
Makes them a bad ass ;)

When I was making the Nightsister Witch for the Darksword... I started playing with that value (challenge rating)... needless to say... it took many reloads before I got her down to a "reasonable" level...

Really? What does the 'level' do then? I'm not sure about you guys but when someone says (s)he's a high level, it means (s)he's strong :lol:

Nice new features mrdefender :thumbsup:
This just keeps getting better and better :D

:thumbsup: :)

@Defender: great mod. suggestion/request: When you close one of the workbenches, have it go back to the console interface instead of back out to the game. That way if you are trying to make three or four things and they are all in different workbenches you don't have to click the (or scroll click) to bring the console interface back up. It might save what, 3 seconds? but I think it might be a nice addition. Feel free to ignore me though, hehe.

lol. welcome to my world. that thing annoys the hell out of me but for some reason I can't get the kinks out of this yet. Everytime I "exit" the workbench, I see one dialogue... thingy then it just stays there.... :(

Like I said, still got a few kinks to smash out :smash: lol. don't you just love these new emoticons? :D

General Kenobi
08-15-2005, 11:00 PM
lol. welcome to my world. that thing annoys the hell out of me but for some reason I can't get the kinks out of this yet. Everytime I "exit" the workbench, I see one dialogue... thingy then it just stays there....

I'm lovin' it man very KEWL :thumbsup: I just love killing the witch, blondie boy and ice lady over and over again :thumbsup:

:ben:
General Kenobi

maaneeack
08-16-2005, 12:22 PM
@Defender - is there a level requirement for the custom workbench items, cause it's completely blank for me at level 9. Oh, how about a lab station? Or am I just missing it, heh.

mrdefender
08-16-2005, 03:48 PM
@Defender - is there a level requirement for the custom workbench items, cause it's completely blank for me at level 9. Oh, how about a lab station? Or am I just missing it, heh.

Nope, its all level 1 except for the seperator items... Though I do run into a problem, everything in the 'other' tab can't be created unless you go to another tab (say, 'armor') then back to the 'other' tab... not sure why this happens though :(

411
08-17-2005, 02:16 AM
hey ive got a little problem i dled the v1.3 as my first version of it but when i try to instal it and put it in the override directory i get a cannot find dialog.tlk and i have this for my spell.2da

C:\Program Files\LucasArts\kotor2\Override\spells.2da

PS:i deleted all my mods and the spells.2da folder is empty what do i do?

411
08-17-2005, 02:18 AM
sry for the double post but heres the log


Installation started 8/17/2005 1:06:43 AM...

• Error! Invalid game folder specified, dialog.tlk file not found! (GEN-7)

ChAiNz.2da
08-17-2005, 05:24 AM
hey ive got a little problem i dled the v1.3 as my first version of it but when i try to instal it and put it in the override directory i get a cannot find dialog.tlk and i have this for my spell.2da

C:\Program Files\LucasArts\kotor2\Override\spells.2da

PS:i deleted all my mods and the spells.2da folder is empty what do i do?
When the mod asks you for the game's install folder, just pick the main "root" directory.. not the override folder... default path is:

C:\Program Files\LucasArts\SWKotOR2

The installer will automatically place it's files in the override directory :)

mrdefender
08-17-2005, 05:07 PM
It's mentioned in the text that appears when you "install" something with tsl patcher.

- TSL Patcher will ask you to find your kotor 2 directory, find it with TSL patcher and install the mod. :smash:

mrdefender
08-30-2005, 10:21 PM
Version 1.4 is now "released" at pcgamemods.com ... but for some reason they lost my file... the entry shows up but the file is missing and I can't seem to submit any screenshots either...

New Features:
:saberg: Ability to modify a party member's force points.
:saberg: Ability to spawn duelists even if they're not in your party. *
:saberg: Ability to return to the wrist console when leaving a workbench. *

Please delete the following files from your override folder.
:saberr: defmod_training.ncs
:saberr: defmod_bench.ncs
:saberr: defmod_giveitem.ncs
:saberr: defmod_givepower.ncs
:saberr: defmod_startduel.ncs

I tried to seperate the script functions a bit more to make it easier to "update" in future releases instead of having to reinstall every time a new version comes out... Those files are basically obsolete now, and the dialogue uses the new files instead.

* If you go to 'additional options' , 'modification information' you'll see 2 new "bypass" options, this is how you enable these features, a yes/no screen will show up asking you if you really want to enable these features. If you want to disable them, you'll need to remove the "keys" (items) from your inventory.

http://www.pcgamemods.com/mod/15787.html

@Defender: great mod. suggestion/request: When you close one of the workbenches, have it go back to the console interface instead of back out to the game. That way if you are trying to make three or four things and they are all in different workbenches you don't have to click the (or scroll click) to bring the console interface back up. It might save what, 3 seconds? but I think it might be a nice addition. Feel free to ignore me though, hehe.

Done :) Thanks to Chainz for his assitance on this one :)

maaneeack
08-30-2005, 11:23 PM
Awesome, thanks mrdefender and chainz.2da. Too bad I have to wait till tomorrow evening to play/try it out...d@mn college getting in the way of my gaming again.

mrdefender
10-09-2005, 05:53 PM
I'm pleased to announce that version 1.5 has been released! :)

You can download it off of my website here (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=15) and over at PCGM here (http://www.pcgamemods.com/view/16660.html).

For those who only want to patch the mod and not reinstall it, scroll to the patch instruction section of this post...

New Features:
* Ability to teach player-only force powers to other party members (such as 'force crush')
* Added new modification information menus, including a "what's new" section.
* Added a new website for my modifications, available at http://jediarchives.ca/defmods/
* Ability to use other (2) armband mods from within the wrist console
..* Compatible with: Chainz.2da's Hak Pad.
..* Compatible with: Stoffe -mkb-'s Combat Arena
* Bypass feature can now remove the bypass key items by selecting the appropriate option.

Bug Fixes:
* No bugs needed to be fixed

Patch Instructions:
* [Replace] 'wristconsole.dlg'
* [Replace] 'defmod_party.ncs'
* [Replace] 'defmod_benches.ncs'
* [Add File] 'defmod_c_arena.ncs'

If you experience any bugs, please post them in this topic or on my forums which can be found here (http://jediarchives.ca/forum/index.php?page=forumview&id=48)

General Kenobi
10-09-2005, 11:35 PM
Great job here :thumbsup:

I'm downloading my new version for archive as we speak ;)

Hey I have 2 suggestions for the compatibility. How about making it compatible with WhereAmI Armband & the Correction Armband RedHawke??? :D

As of now I use Hak Pad to access the others cause it does em' all except for the combat arena. It would be great to have those two in there and then we could use only one interface to access all of the others. :D

Again Great Job :D

:ben:
General Kenobi

mrdefender
10-09-2005, 11:51 PM
Still waiting for Darth333's reply to my pm about it.

Never heard of the correction armband though. I'll ask him :)

Drats, why did they disable the search feature for the member list. 144 pages for member usernames that start with 'R' is just a tad over the "enormous" limit.... :(

Ok, I sent RedHawke a PM asking If I can intergrate his correction armband mod in the next version. It's no problem for me to add the dialogue option, but he has the final word ;) If he doesn't want to then I won't add it :) Same goes for Darth333's whereami band and any future intergrated mods. :)

General Kenobi
10-10-2005, 12:41 PM
Well fantastic man :thumbsup: Fantastic Tool BTW ;) I like the Jedi Class option for all of the classes when training :D

Besides you can kill Kreia anytime you want :D

:ben:
General Kenobi

mrdefender
10-11-2005, 04:49 AM
Yah, planned to have attribute and skill editing eventually. its not the scripting, its the dialogue file. takes a while just to add those new nodes :lol: Not to mention actually adding the text and scripts to them :smash: lol

mrdefender
10-12-2005, 05:33 AM
Cool. Redhawke said yes :)

I'll work on it tomorow and release a little "addon" of sorts, to add the option for that correction armband, 1.6 itself is going to take alot more time (planning on adding attributes and skill editing as well as some of those "rare" feats). Personally I don't think it would be nice of me to make people wait a long time for something that would probably take me 10 minutes to do. Heck, I'd do it now if it wasn't 4:30 am in the morning with a doctor's apointment at 10 am lol

mrdefender
10-12-2005, 10:10 PM
Ok. I added it on my website and it seems to be working fine.
You can get it here (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=15) on my website. :)

This only adds compatibility with RedHawke's Correction Armband, and 1.5 needs to be installed (for the simple fact that its' a 1.5 dialogue file, not having 1.5 will result in features showing up and "won't work")

:)

General Kenobi
10-13-2005, 04:46 PM
Sweet :thumbsup: I'm off to download my copy right now :D

:ben:
General Kenobi

mrdefender
10-22-2005, 11:36 PM
You can keep track of my progress on 1.6 here (http://jediarchives.ca/forum/index.php?page=topicview&id=255&kfs48=0).

This one is going to take a while (mid nov, early dec?), feel free to register and, you know, talk to the ghosts of what once was my forums... :smash: :)

Safefire
10-23-2005, 06:20 AM
Hello everybody! I'm new to this forum, but not to kotor, nor modding (even though i'm not the the most productive person, i know how things work. Anyway, I can think of one thing you might wanna add to your great console, the holodroid emitter, it's basicly a armband that add a puppet to the wearer, then when one starts a converstation with the droid, it has a lot of features, a little your armband. Some of these features include adding other puppets to party members, creating items and warping to other zones.

Right now pcgamemods.com is down, but as soon as it gets online again, I will post a link to the mod I hope you're willing to add.

Cheers, safefire

maaneeack
10-23-2005, 10:04 AM
@defender - you site requires a login to download, it kind of bothers me. I'm not sure why it bothers me, I don't usually mind free registrations but I can't seem to make myself do another one, I must have too many passwords in my brain and it's balking at adding another, heh.

mrdefender
10-23-2005, 07:52 PM
@defender - you site requires a login to download, it kind of bothers me. I'm not sure why it bothers me, I don't usually mind free registrations but I can't seem to make myself do another one, I must have too many passwords in my brain and it's balking at adding another, heh.
You gotta sign up to download it??? Permissions must've been reset during my recent upgrade, I've just now fixed it so that guests can see the community centre. Please understand that, although I appreciate anyone who signs up to my website, It was not my intention to force anyone to do so

:crybaby:

maaneeack
10-23-2005, 08:18 PM
don't worry too much about it, i have too many $*%# logins at the moment (at least 4 just for my community college). But thanks for fixing it, I'll go grab the update/addon soon.

mrdefender
11-05-2005, 03:44 PM
Took some time but I finally finished it! Wrist Console 1.6 is out! In beta, mind you... I haven't had time to fully test it yet but so far it looks like it works well.

If you find any bugs, typos or any other problems, please post it on my forums located here (http://jediarchives.ca/forum/index.php?page=forumview&id=48), or in this topic (one you are reading now).

You can grab the mod here (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=16). It includes a "upgrade module" for those who have 1.5 or 1.5a, simply download the upgrade and replace your wrist console files with the ones in the zip. :)

gdw
11-08-2005, 01:07 PM
Is there any special instructions to get this mod working installed it without any problems still doesn't work not in the inventory use workbench only normal options only come up is there something specific i need to do

ps : i skipped peragus

mrdefender
11-08-2005, 04:37 PM
Eh... you read the readme file right?

you gotta add it to your inventory then equip it on a character...
giveitem 'wristconsole' , equip it and then it will show up as a "shield" in the lower left corner of the screen. Activate it and the mod will start.

gdw
11-09-2005, 04:56 AM
thanks just read the readme file and it's there in plain sight
sorry for the inconvenience

mrdefender
11-12-2005, 03:46 AM
Hehe. don't worry about it... suffice it to say you're not the first person to have this little mishap. :)

Hope you have fun with my mod :)

monkey joe
11-12-2005, 10:43 PM
Umm, I'm having a similar type problem. I've installed the mod and put it on 'giveitem' code. Now i put it in my inventory and equipped it, but it won't let me use it. So is there any way to fix it or what? It doesn't show it in the lower left.

mrdefender
11-13-2005, 03:56 AM
Umm, I'm having a similar type problem. I've installed the mod and put it on 'giveitem' code. Now i put it in my inventory and equipped it, but it won't let me use it. So is there any way to fix it or what? It doesn't show it in the lower left.

Could it be possible to see a screenshot or two?

Did you use TSL Patcher? What version are you using? You trying this in kotor 1 or 2?

Soogz
11-13-2005, 11:21 AM
Looks like an awesome Mod. I will surely grab that one.

monkey joe
11-13-2005, 10:58 PM
Could it be possible to see a screenshot or two? If you cant find a place to put it you can post it on my forums here (http://jediarchives.ca/forum/).

Did you use TSL Patcher? What version are you using? You trying this in kotor 1 or 2?

Ok, I was in the process of taking some screenshots (1 day after i posted) and guess what, it worked lol. Oh well thanks for the help and sry for the inconvience.

Edit: Oh yeah great mod and good job :)

mrdefender
11-13-2005, 11:42 PM
Ok, I was in the process of taking some screenshots (1 day after i posted) and guess what, it worked lol. Oh well thanks for the help and sry for the inconvience.

Edit: Oh yeah great mod and good job :)

lol. No worries :)

Thanks for the nice feedback :)

mrdefender
12-11-2005, 01:51 AM
New in v1.7:

Wrist Console now acts as a Wrist Launcher while still providing the classic features!This requires a special feat, which can be obtained by one of the following methods:
Walk up to any workbench and choose the new dialogue option, replicate a wrist or droid console.Walk up to any med lab and choose the new dialogue option, replicate a wrist or droid console.Access the wrist console's replicator menu, the wrist console sub menu and you'll see the dialogue option.
Every time you replicate a wrist/droid console this way, the feat will be (re)given to everyone in your party! This also makes that Now compatible with the XBOX Version of Kotor 2 (see above , workbench & medical lab)

Bonus Features: You can now play Pazaak at any time, and choose the difficulty level.
Bonus Features: You can now play and unlock any movie at any time.

Replicator: Improved control over most replicator options.
Replicator: Mines by Damage level by 1, 5, 10, 20 and 50.
Replicator: Mines by Mine Type by 1, 5, 10, 20 and 50.
Replicator: Mines by Selection by 1, 5, 10, 20 and 50.
Replicator: All Grenades by 1, 5, 10, 20 and 50.
Replicator: Specific Grenade by 1, 5, 10, 20 and 50.
Replicator: Republic Credits by 1, 5, 10, 50, 100, 500, 1000, 5000 and 10000.
Replicator: Computer Spikes by 1, 5, 10 and 50.
Replicator: Repair Parts by 1, 5, 10 and 50.
Replicator: Quick-Replicate Workbench Materials (500 000 components and chemicals)
Replicator: Workbench Components by 1000, 5000, 10 000, 25 000, 50 000, 100 000 and 500 000.
Replicator: Medical Lab Chemicals by 1000, 5000, 10 000, 25 000, 50 000, 100 000 and 500 000.
Replicator: Medical Supplies (by selection) by 1, 5, 10, 20, 50.
Replicator: Wrist Launcher Ammo, (by selection or in bulk) by 1, 5, 10, 20, 50.
Replicator: Lightsaber, Double-Bladed Lightsaber, Short Lightsaber and Color Crystals (all '1', all 'Blue')

Mod Ops: Movie Redirection: Returns to the wrist console when movie is done.

Download it here (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=17) or here (http://www.pcgamemods.com/mod/17619.html). Source code for the scripts are in the download of my website.

Carodej
12-31-2005, 02:14 AM
I just wanted to say I have been playing around with your mod and think it’s really cool. I do have a coupe of requests for a future addition though. I dislike TSL’s wrist launcher concept and was wondering if as an alternative to your console’s wrist launcher function you could add a way for it to emulate a shield or some other type of item? Another potential feature I was wondering if you could add was displaying the pre-modified stat in the wrist console dialog. It’s handy that we can stay in the console after making each change, but if I want to change several stats (like I always do when a new NPC joins as I like to tweak their stats to how I envision them and not as the game defaults them) I often forget the amount I want to add or subtract to get the value I want. If it was displayed in the dialog then it would be a lot easier. Oh, and I mean this for attributes, skills, force points and anything else that would have a numeric value that would be easy to read and possibly display in the dialog box. Having not attempted to mod anything on either KotOR I don’t know how difficult this is, but if you could look into it when working on your next update I would appreciate it.

mrdefender
12-31-2005, 06:13 AM
I'm still trying to figgure that one out :lol: I usually just write down the skill levels and then modify them accordingly.

As for the wrist launcher issue, this can easily be done using kotor tool, simply open 'wristconsole.uti' and change the base item from 'wrist launcher' to 'forearm band' and save the file.

Basically just do this (http://jediarchives.ca/defmods/index.php?page=tutorials&entry=5) backwards. Specifically:
3) Change the 'base items' from 'forearm bands' to 'wrist launcher' would be:
3) Change the 'base items' from 'wrist launcher' to 'forearm bands':)
I'm told there was a "side-effect" with the wrist console/launcher itself, apparently if you just get yourself 1 wrist console and not equip it, it will show up on the bottom left options for all your non-droid party members. Sadly all my characters had the wrist console already equipped when I did tests and have only recently found out about it (like a week ago..) :|

Carodej
12-31-2005, 11:01 AM
I'm still trying to figgure that one out :lol: I usually just write down the skill levels and then modify them accordingly.


I guess I should have realized if it had been simple you already would have done it considering the number of releases and improvements I have seen you add since reading your earliest posts on this mod. Still I think this is a great tool for testing as well as a lot of fun. Thanks for the great mod and telling me how to make make it not a wrist launcher! :)

mrdefender
12-31-2005, 10:55 PM
I'm glad you like it :)

You'll be happy to know that I have managed to gather a party members attribute, skill, force point and influence level and have sucessfully displayed it in the appropriate sections :) Sadly, this is alot of dialogue options and will take some time but will definitley be in the upcoming version :)

mrdefender
01-13-2006, 01:31 AM
Time flies, doesn't it? Here's version 1.8:

Website (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=18) | Download at jediarchives.ca (http://jediarchives.ca/communitycentre/index.php?page=downloads&type=entry&id=19&root=2) | Download at pcgamemods (http://jediarchives.ca/defmods/index.php?page=exit&url=http://www.pcgamemods.com/mod/18305.html&back=1118)

* Fixed Issue: "Replicate 50 Ion Rockets" would give you nothing.
* Fixed Issue: One of Hanharr's dialogue options said "mandalore" instead of "hanharr".
* Fixed Issue: "Class Skill" for the main character also gave you the force forms.
* Fixed Issue: Bao-Dur's Treat Injury skill party options did not work.
* Fixed Issue: The "Modify Someone's Feats" option for party members did not work.

* Battle Sim: Added a 'Reveal Map' function which will reveal the entire area instantly. *poof* voilΰ!
* Battle Sim: A 'Status Report' option that displays a character's FP, Influence, Alignment, Attributes and Skills.

* Replicator: Rebuilt from scratch, again, in an attempt to organise it better, not to clutter up the menu.
* Replicator: Added Ability to see the ammount of credits you have while your using the credit replicator options.
* Replicator: Added Ability to Replicate Security Spikes.
* Replicator: Added Ability to Replicate Stimulants.

* Party Ops: Changed the main character's party options to look like the other (NPC) Party Options.
* Party Ops: Ability to see the current stats for any party member's attributes, skills, influence and force points.
* Some of the values will only show up if the Character is in the party, or the player is aboard the Ebon Hawk...

* Mod Options: Improved Bypass Key Item Descriptions and Item names.

* Bonus Features: High-Definition cheaters, gives all feats and/or powers to a specified, non-droid, character.
* Bonus Features: Quick-Script Launcher, for modders to test scripts, or players who want a script handy.

I believe it's going to be a while before I make release another version, I've got alot more stuff that still needs finishing on my website, not to mention other parts of life. I'm not ending this mod, I do plan to make new versions sometime in the future, I'm just going to work more on my website than on this mod. Also, I'm sortof running out of ideas :lol:

Suffice it to say there's still alot of work that needs doing on my website :)
I would greatly appreciate any ideas you may have for my wrist console modification, you can post your ideas here:)


- please do not advertise other forums here. Thanks - d3

ChAiNz.2da
01-13-2006, 08:39 AM
Looks great man! :D

One thing I might suggest would be to update your very first post in this thread to point to your latest version...

Whenever we make Mod Reports, the links take ppl to the first post of your release. Right now you have version 1.3 up (and the link is broken). It's just a helper for the non-member browsers we get... sometimes they don't scroll to the last page in a thread ;)

mrdefender
01-13-2006, 11:58 AM
Looks great man! :D

One thing I might suggest would be to update your very first post in this thread to point to your latest version...

Whenever we make Mod Reports, the links take ppl to the first post of your release. Right now you have version 1.3 up (and the link is broken). It's just a helper for the non-member browsers we get... sometimes they don't scroll to the last page in a thread ;)

Done :) Thanks for the head's up :)

CaptainWhyNot
01-18-2006, 06:42 PM
Thought you'd like to know that the download link at pcgamemods is apparently broken. When I try to download the new version 1.8 from there, I get the following error message:
Forbidden
You don't have permission to access /core/18305/ on this server.

Fortunately, I was able to download it from your website. Thanks for all your work on this great mod.

Safefire
01-19-2006, 05:08 AM
Just downloaded 1.8. I'm a long time user (since 1.3 or something). Anyway, a really cool addition to this mod would be a function to open the nearest door, as I am right now in khoonda, wanting to access the locked off rooms. (Yes, I am aware that there is a mod in existence that does that, but only for khoonda). So, a universal door opener would be really cool.

mrdefender
01-19-2006, 05:45 AM
Thought you'd like to know that the download link at pcgamemods is apparently broken. When I try to download the new version 1.8 from there, I get the following error message:
Forbidden
You don't have permission to access /core/18305/ on this server.

Fortunately, I was able to download it from your website. Thanks for all your work on this great mod.Thanks for letting me know :) Sadly there's nothing I can really do about that, but the download previously worked so I'm assuming it will work again at some point in the (hopefully) near future... But that's what personal websites are for :D :)

Just downloaded 1.8. I'm a long time user (since 1.3 or something). Anyway, a really cool addition to this mod would be a function to open the nearest door, as I am right now in khoonda, wanting to access the locked off rooms. (Yes, I am aware that there is a mod in existence that does that, but only for khoonda). So, a universal door opener would be really cool.I'm glad to hear you like my modification :) I will definitley look into this new possibility for a feature, however at this time I am not sure when my next version will be finished... or started for that matter... suffice it to say the new year hasn't exactly started on the right foot over here... However, I will be adding the next version to my modification section on my website when I start working on it, with the planed features for that version. :)

CaptainWhyNot
01-19-2006, 03:11 PM
Just downloaded 1.8. I'm a long time user (since 1.3 or something). Anyway, a really cool addition to this mod would be a function to open the nearest door, as I am right now in khoonda, wanting to access the locked off rooms. (Yes, I am aware that there is a mod in existence that does that, but only for khoonda). So, a universal door opener would be really cool.
There is a way to do this already, but it requires using multiple mods (that fortunately work well together).

Darth333's WhereAmI Armband includes a function that allows you to open the nearest door. And, if you install ChAiNz.2da's TSL Hak Pad along with it's Booster Pack v2.0 and fixes patches, Darth333's WhereAmI Armband, and of course this mod (being MrDefender's Wrist Console), then you can use the Hak Pad to access the WhereAmI Armband and the Wrist Console from the "other mods" interface without even having to have their items equipped (allowing you to put other items in those arm slots).

See these threads for more info and download links:
http://www.lucasforums.com/showthread.php?t=149446 for ChAiNz.2da's TSL Hak Pad (and patches)
http://www.lucasforums.com/showthread.php?t=144260 for Darth333's WhereAmI Armband
http://www.lucasforums.com/showthread.php?t=150020 for MrDefender's Wrist Console

mrdefender
01-20-2006, 04:54 AM
There is a way to do this already, but it requires using multiple mods (that fortunately work well together).

Darth333's WhereAmI Armband includes a function that allows you to open the nearest door. And, if you install ChAiNz.2da's TSL Hak Pad along with it's Booster Pack v2.0 and fixes patches, Darth333's WhereAmI Armband, and of course this mod (being MrDefender's Wrist Console), then you can use the Hak Pad to access the WhereAmI Armband and the Wrist Console from the "other mods" interface without even having to have their items equipped (allowing you to put other items in those arm slots).You can access the hakpad thru my wrist console too, by going to the intergrated mods section in "additional options", you'll need to have the hak pad item in your inventory (like you would need my wrist console in your inventory to access my wrist console mod thru chainz's hak pad)

Version 1.9 will be able to open the nearest door and unlock it if needed. I scrolled thru all the scripts from kotor 2 to find 3 of them to figgure out how to do it. Then I realised that Darth333's armband had the sources for the scripts :eek: :o :animelol:

See these threads for.......
http://www.lucasforums.com/showthread.php?t=150020 for MrDefender's Wrist Console Wow. First Time for everything I guess lol. Never saw someone post a link to a topic, in that same topic. :D :) :thumbs1:

CaptainWhyNot
01-20-2006, 09:37 PM
You can access the hakpad thru my wrist console too, by going to the intergrated mods section in "additional options", you'll need to have the hak pad item in your inventory (like you would need my wrist console in your inventory to access my wrist console mod thru chainz's hak pad)
But, I'd have to wear the wrist console for that, right? When I use the hak pad to access your wrist console, I don't have to be wearing anything special for it to work (a great feature).

Version 1.9 will be able to open the nearest door and unlock it if needed.
Sounds cool. :thumbsup:

I scrolled thru all the scripts from kotor 2 to find 3 of them to figgure out how to do it. Then I realised that Darth333's armband had the sources for the scripts :eek: :o :animelol:
Heh, yeh, it's frustrating when you realize that you didn't need to do something that you already did. I've done that my share of times writing software. :animelol:

Wow. First Time for everything I guess lol. Never saw someone post a link to a topic, in that same topic. :D :) :thumbs1:
Well, just being thorough, you know, in case somebody finds the message with a search, it's quoted in another thread somehow, or any other way other than by reading the thread. Besides, it's also a quick link back to the top. ;)

mrdefender
01-21-2006, 03:44 AM
But, I'd have to wear the wrist console for that, right? When I use the hak pad to access your wrist console, I don't have to be wearing anything special for it to work (a great feature).

Actually, with 1.7 there's a "bug" or "side-effect" with my wrist console. Since it's a wrist launcher now, if you only obtain one wrist console and not equip it on anybody, it will show up in the "armband slot" at the bottom left of the game. I didn't intend for that to happen but it's not like it's a bad thing :lol:

Personally I would rather wear it. Those ion rockets come in handy on peragus lol.

mrdefender
02-04-2006, 07:06 PM
Well. I thought It would've taken alot more time than this to release another version, but I kept getting ideas :| In any case, It wouldn't suprise me if modders were to find this particular version interesting lol.

* The player and party members now remain cloaked when using the wrist console!

* Developer: Several functions that would be very useful to modders, but also useful to players.
* Developer: Launch a custom script from one of ten possible slots.
* Developer: Gain an custom item from one of ten possible slots.
* Developer: Start a custom dialogue from one of ten possible slots.
* Developer: Navigate to a custom module from one of ten possible slots.
* Developer: Access a Merchant file from one of ten possible slots.
* Developer: Unlock and Open the nearest door.
* Developer: Reveal the current area fully on the map.
* Developer: Change Revan's Gender and Force Alignment.
* Developer: Party Debugging System.
.. * Remove All Party Members and NPCs from your Party.
.. * Add all party members including Mira and Handmaiden. [M,LS]
.. * Add all party members including Hanharr and Handmaiden. [M,DS]
.. * Add all party members including Mira and Disciple. [F,LS]
.. * Add all party members including Hanharr and Disciple. [F,DS]
.. * Add a specific party member to your party.
.. * Remove a specific party member from your party.

* Party Ops: Added ability to see specific party member's status reports in their party options.
* Party Ops: Improved the look of the status reports, should remove the need to scroll on a 1024x768 screen.
* Party Ops: Added options for the player character to give him/herself jedi class specific feats.
Force Jump, Force Focus, Ignore Pain, Sneak Attack, Force Immunity, Inner Strength, Increase Melee Damage
Increase Combat Damage, Superior Lightsaber Focus, Superior Two-Weapon Fighting

* Battle Sim: The Reveal Map function can also be found in this section.
* Battle Sim: The Open/Unlock Nearest Door function can also be found in this section.
* Battle Sim: Improved the look of the status reports, should remove the need to scroll on a 1024x768 screen.

* Mod Ops: New Bypass key, disables the warning message encountered at the begining of the new developer section.


Here's a guide on how to use these new developer functions (http://jediarchives.ca/defmods/index.php?page=support&mode=tutorial&entry=7). You can download this modification on my website (http://jediarchives.ca/) by following this link (http://jediarchives.ca/defmods/index.php?page=modview&game=1&mod=1&vers=19).

Enjoy! :smash: :)

DarkBlaidd
02-05-2006, 11:42 AM
Hey, ur console doesn't work on meh compy.

mrdefender
02-05-2006, 04:00 PM
Hey, ur console doesn't work on meh compy.

You gotta be more specific. Did you use TSL Patcher? Did it give any errors? Did you remember to place (if any) your custom spells.2da fille (if you had other mods that use the spells.2da file, you need to palce that file in your /override/ folder and not in a subfolder (/override/subfolder/) Are you using Kotor 2 english version? (wouldn't be the first time someone tried it in Kotor 1 ...)

What exactly doesn't work?

is the support link in my sig invisible or something? lol j/k

mrdefender
02-10-2006, 03:28 AM
I guess it's working now :giveup:

Chuckg
08-16-2006, 02:00 PM
Question:

I understand how to use the Wrist Launcher proficiency script at a workbench/lab station to let me equip the console, but why not just make the base item for the console "armband" instead of "wrist launcher"? Then it wouldn't need a proficiency script, and the animation when using it would look slightly more appropriate.

(And yes, I already used Kotor Tool on the wristconsole.uti in my override folder to do just that. :) )

Shem
08-16-2006, 08:35 PM
There are a couple of bugs I've noticed I figured I could mention since this thread already has been bumped.

When you get the Force Power... Force Camouflage... The feats that are given to your player is... Force Scream (instead of Force Camouflage), Improved Force Camouflage, Master Force Camouflage.

Another one is when you spawn a party duelist, when you select Bao-Dur, it gives you Atton.

MetalMark
08-26-2006, 02:31 PM
I have a question I downloaded this mod a while ago and made all my party members jedi but what happens if I already made them a jedi and I still make them jedi with the ingame functions (getting inf. and talking to them)

The Eyes
08-27-2006, 04:21 PM
Um, how do I use it? :/

I mean, how do I get rocket launcher profiency?

Chuckg
08-29-2006, 04:12 PM
Um, how do I use it? :/

I mean, how do I get rocket launcher profiency?

Go to any lab bench or workstation. There should be a new menu towards the bottom, something about replicating a wrist console. One of the sub-options under that is 'Run Wrist Launcher Proficiency Script'.

JP585
06-18-2007, 07:49 PM
the sites are offline. Which really stinks.

Edit: People no more about the link being down. Read the PCGM FAQ (http://www.lucasforums.com/showthread.php?t=179623). You all can see it I suppose? -RH

Altyrell
01-07-2008, 01:51 PM
I'm actually having problems downloading the Wrist Console, because for some reason i am unable to access the page to download this

re-defender
01-07-2008, 06:27 PM
Let's face it. Breaking the rules has made kotor and tsl lots of fun, and is responsible for our lovely community

So in the spirit of that
Here it is lasses and lads
http://files.filefront.com/Wrist+Console+19rar/;9397483;/fileinfo.html

johney truth
02-04-2008, 04:50 AM
AWESOME!!!!!!!!!!!
i was afraid this was lost forever
THANX!!!

logan essex
02-11-2008, 11:33 AM
thanx!!!

Super Pancake
02-13-2008, 06:19 PM
is there a readme for this

logan essex
02-13-2008, 06:24 PM
the readme is in the TSL patcher folder~it's called info

Super Pancake
02-13-2008, 06:41 PM
thanks

geneptr
07-27-2008, 06:25 PM
Where can I download this item?

e-varmint
07-27-2008, 07:27 PM
Where can I download this item?

See the link in Post #110.

logan essex
08-27-2009, 11:26 PM
Defender's wrist console 1.9

http://www.megaupload.com/?d=RUTL92D8

mrdefender
11-30-2010, 12:28 AM
Wow. Didn't think people liked my mod that much lol. Yah, Funds prevented me from keeping my site up and im working on a "2.0" version as well as another way of hosting my mods (probably just gonna start a group on facebook. not like I've been bathing in money since 2006 or anything lol).

Sorry if I haven't been around, Life's been... interesting the last couple of years lol.

PS: Wow. The site says I haven't been on since april 12th 2006 at 3:36 pm. Was still in the closet then. freaky.

Qui-Gon Glenn
12-04-2010, 12:50 AM
Wow. Didn't think people liked my mod that much lol.It is an exceptionally helpful little mod, what with its HakPad compatibility, cheat friendliness, and modding helper. I have sent copies of it to people many times :)
Sorry if I haven't been around, Life's been... interesting the last couple of years lol.Glad to have you back around, and interested in any 2.0 version of the Wrist Console!

storm-rider
12-04-2010, 05:52 AM
well i dont know wat im gonna do with half the functions, but it'll be fun finding out lol :)

mrdefender
12-04-2010, 11:21 PM
I'm guessing around xmas or new years you'll have a version available then ill fix bugs if any.

Right now I'm redoing the "replicator" dialog, re-organizing scripts and dialogs to make it more user-friendly (no more "return to previous section" x10 for replicator for example) and stuff.

mrdefender
12-17-2010, 10:00 AM
Eugh. Didn't know I would be *that* busy this Christmas. Everyone's deciding to do their own things a week before lol. I don't think I'd have enough time to release it for Christmas or even new years but I'm completely free (minus a few days, here and there) in January so very optimistic for something out sometime in Jan.

I'll post my progress on my new facebook page. see my sig.

mrdefender
01-07-2011, 02:55 PM
Well I'm making good progress, just got TSL Patcher to "Work" again (though the problem was entirely my fault) so It shouldn't be too much longer.. If my partner ever decides to actually go to work I might get more time at the computer to work on it lol

Here's hoping ;)

PS: Where do we release mods now anyways? back then it was pcgamemods which apparently blew up or something lol

Sith Holocron
01-07-2011, 03:19 PM
Why not release it at Filefront (http://knightsoftheoldrepublic.filefront.com/)?

Fair Strides 2
03-18-2012, 01:15 AM
Why not release it at Filefront (http://knightsoftheoldrepublic.filefront.com/)?

Was it uploaded there? Or anywhere for that matter? PCGM and his own site are down...

ChAiNz.2da
03-19-2012, 11:31 AM
Was it uploaded there? Or anywhere for that matter? PCGM and his own site are down...

Not that I'm aware of.

I have it (v1.9) in my archives if you want it. Just let me know and I can send you the link in PMs.