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09-26-2008, 11:35 AM
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#1
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Rookie
Join Date: Jan 2006
Posts: 26
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Holster Weapons Mod
Holster Party Weapons Mod v1.1
for Star Wars: Knights of the Old Republic I (English language version only)
New in this Version (1.1 from 09/27/08)
If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatically reequipped.
Description
This mod provides an Armband that when used will unequip the parties weapons on first use and reequip them on the next use. If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatically reequip.
To get the armband talk to Carth and ask him if he has any items you could use. To use it, the armband has to be equipped and after that you must activate it via the action menu.
Future
Next thing will be to implement functionality to automatically reequip weapons on being attacked. - DONE
After that I want to look into the possibilities to make Sith troops react on the player running around with weapons drawn.
And when that is done, I would like to make it possible to see holstered weapons on the party characters.
Installation
Extract the downloaded file, start the install exe and follow the instructions.
The installer is made with TSLPatcher.
Compatibility
This mod is compatible to most other mods except those who changed Carth's dialogues (File: k_hcar_dialog.dlg) or the AI Master script (File: k_ai_master.nss/ncs).
Acknowledgements
LucasForum - a great resource of information about modding KoTOR and a bunch of helpful people.
Stoffe - for his TSLPatcher.
Fred Tetra - for his very helpful KoTOR-Tool.
And to all the other people I haven't mentioned, that support the KoTOR community with their ideas, experience, or tools.
Thank you!
History
v1.1 - Added functionality to automatically reequip weapons on being attacked or when hostile people/creatures are in sight
v1.0 – Initial Release
Links
WIP Thread @ LucasForum
DOWNLOAD
Download from my Homepage
Last edited by Xiskio; 09-28-2008 at 04:58 PM.
Reason: New version released.
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09-26-2008, 04:59 PM
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#2
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Flame Imperishable
Join Date: Nov 2003
Location: Karningul
Posts: 1,574
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Thank you for this mod. I have always disliked the fact that you cannot "holster" your weapons when not fighting.
Not all those who wander are lost.-J.R.R. Tolkien
I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
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09-26-2008, 05:52 PM
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#3
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Necessary Roughneck
Join Date: May 2007
Location: Screen Gems Studios
Posts: 1,429
Current Game: TSL & ME2
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Quote:
Originally Posted by Arátoeldar
Thank you for this mod. I have always disliked the fact that you cannot "holster" your weapons when not fighting.
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I agree... very cool mod idea. I will be very interested in your future projects... especially Sith reactions to civilians running with scissors!
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09-26-2008, 06:14 PM
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#4
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Forumite
Join Date: Nov 2007
Posts: 716
Current Game: The Godfather II
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Thanks for this mod!
OMNIA MUTANTUR NIHIL INTERIT.
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09-26-2008, 08:59 PM
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#5
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Roleplayer
Join Date: Jul 2007
Location: Wisconsin
Posts: 2,225
Current Game: The Old Republic
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are you gonna do a TSL version?
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09-26-2008, 09:31 PM
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#6
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Forumite
Join Date: Aug 2003
Location: Seattle
Posts: 575
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Well, this will make that Mandalorian quest in the Shadowlands a bit less cumbersome.
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09-27-2008, 06:11 AM
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#7
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Rookie
Join Date: Jan 2006
Posts: 26
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Thank you all for your nice words!
Quote:
Originally Posted by Chevron 7 locke
are you gonna do a TSL version?
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Yes, definitely.
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09-27-2008, 07:38 AM
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#8
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Forumite
Join Date: Nov 2007
Posts: 716
Current Game: The Godfather II
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I have a problem. Mod installs fine, but nothing happens when I use the armband.
OMNIA MUTANTUR NIHIL INTERIT.
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09-27-2008, 02:47 PM
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#9
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Death... by Exile
Join Date: Dec 2005
Location: Bruges, Belgium
Posts: 2,783
Current Game: The Old Republic
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I'll definitely try this one out. It's such a small thing, but it improves the experience. Very good! 
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09-27-2008, 03:21 PM
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#10
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Goodfella
Join Date: Jul 2008
Location: Northern Ireland, UK
Posts: 1,075
Current Game: Fable 3
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Very nice idea - well done!
The other proposed updates sond interesting - good luck!
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09-27-2008, 09:06 PM
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#11
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Rookie
Join Date: Jun 2008
Location: I am everywhere, yet at the same time I am nowhere.
Posts: 47
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Quote:
Originally Posted by Darth Betrayal
I have a problem. Mod installs fine, but nothing happens when I use the armband.
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I'm having the same problem. So... should I just install it again?
*EDIT*
Tried it again, nothing changed. T_T
The more you study, the more you know.
The more you know, the more you forget.
The more you forget, the less you know.
So why study?
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09-28-2008, 06:31 AM
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#12
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Rookie
Join Date: Jan 2006
Posts: 26
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Quote:
Originally Posted by DarthHK
I'm having the same problem. So... should I just install it again?
*EDIT*
Tried it again, nothing changed. T_T
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You have KoTOR patched up to version 1.03?
The install protocol was clean after the installation?
Post your install log and I will have a look at it. You'll find it in the folder from where you installed the mod. The filename is "installlog.rtf".
***
**
*
Holster Party Weapons Mod v1.1 released
for Star Wars: Knights of the Old Republic I (English language version only)
New in this Version
If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatically reequipped.
Have Fun
Xiskio
DOWNLOAD
Download from my Homepage
Last edited by Xiskio; 09-28-2008 at 07:04 AM.
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09-28-2008, 07:13 AM
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#13
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Forumite
Join Date: Nov 2007
Posts: 716
Current Game: The Godfather II
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My install log:
• Installation started 9/27/2008 9:16:23 AM...
• Installing unmodified files...
• Replacing file xi_unequip_weap.ncs in the Override folder...
• Replacing file xi_unequip_give.ncs in the Override folder...
• Replacing file xi_unequip_weap.uti in the Override folder...
• Warning: A file named k_hcar_dialog.dlg already exists in the Override folder. Skipping file...
• Modifying file "spells.2da" found in Override folder...
• Updated 2DA file D:\Games\LucasArts\SWKotOR\override\spells.2da.
• Modifying file "globalcat.2da" found in Override folder...
• Updated 2DA file D:\Games\LucasArts\SWKotOR\override\globalcat.2da.
• Done. Changes have been applied, but 1 warnings were encountered.
The only reason why there was a Carth dialog because I installed the mod 2 times accidentally. The mod worked on neither the first nor the second installation. Using the armband does nothing.
OMNIA MUTANTUR NIHIL INTERIT.
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09-28-2008, 07:49 AM
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#14
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Junior Member
Join Date: Aug 2007
Posts: 493
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I like this mod; I always got annoyed when you and your party members carried around their weapons all the time. However, I do have one suggestion: Would it be possible to set the unequip on a time-delay after the last enemy was in sight? I could just see it getting annoying to constantly un-equip weapons after each fight.
"We must use daring, daring and more daring." - Georges Jacques Danton
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09-28-2008, 08:01 AM
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#15
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Lurker
Join Date: Sep 2008
Posts: 1
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when i activate the armband it spawns creatures.
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09-28-2008, 08:05 AM
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#16
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Rookie
Join Date: Jun 2008
Location: I am everywhere, yet at the same time I am nowhere.
Posts: 47
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Quote:
Originally Posted by Xiskio
You have KoTOR patched up to version 1.03?
The install protocol was clean after the installation?
Post your install log and I will have a look at it. You'll find it in the folder from where you installed the mod. The filename is "installlog.rtf".
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Quote:
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Originally Posted by installlog.rtf
• Installation started 9/27/2008 9:06:52 PM...
• Installing unmodified files...
• Replacing file xi_unequip_weap.ncs in the Override folder...
• Replacing file xi_unequip_give.ncs in the Override folder...
• Replacing file xi_unequip_weap.uti in the Override folder...
• Replacing file k_hcar_dialog.dlg in the Override folder...
• Replacing file k_ai_master.ncs in the Override folder...
• Modifying file "spells.2da" found in Override folder...
• Saving unaltered backup copy of spells.2da in C:\Users\Philip\Desktop\Stuff\K1+TSL mods\K1\Done\Xiskio's Holster Weapons Mod v1.1\backup\spells.2da
• Updated 2DA file C:\Program Files\LucasArts\Star Wars Knights of the Old Republic\override\spells.2da.
• Modifying file "globalcat.2da" found in Override folder...
• Saving unaltered backup copy of globalcat.2da in C:\Users\Philip\Desktop\Stuff\K1+TSL mods\K1\Done\Xiskio's Holster Weapons Mod v1.1\backup\globalcat.2da
• Updated 2DA file C:\Program Files\LucasArts\Star Wars Knights of the Old Republic\override\globalcat.2da.
• Done. All changes have been applied.
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I'm using the Best of PC version which is really just 1.3 on a DVD. Don't say it won't work on Best of PC because I've been modding it for as long as I've had it. 
The more you study, the more you know.
The more you know, the more you forget.
The more you forget, the less you know.
So why study?
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09-28-2008, 04:54 PM
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#17
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Rookie
Join Date: Jan 2006
Posts: 26
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@Darth Betrayal & DarthHK & LordOfHunger
I can't see why it should not work for you.
Just to make sure you use it the right way, you have to equip it and after that activate it via the action menu. That is what you do, right?
Maybe some other mod you have installed interferes with my mod?
You can test it by uninstalling any mods installed and deleting anything you have in the override folder (make a backup before doing so) and install just my mod. I am sure it will work.
So long
Xiskio
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09-29-2008, 06:35 AM
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#18
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Rookie
Join Date: Jan 2006
Posts: 26
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Quote:
Originally Posted by Robespierre
I like this mod; I always got annoyed when you and your party members carried around their weapons all the time. However, I do have one suggestion: Would it be possible to set the unequip on a time-delay after the last enemy was in sight? I could just see it getting annoying to constantly un-equip weapons after each fight.
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I tried that at first when I started the mod, but I couldn't get it working right. It bears too much issues. For example, if you wanted to change the parties weapon setup you needed some way to tell the function, to automatically unequip weapons, to make a break and accept your new setup. But this was just one issue that arise.
But beside that, I am quite happy how the armband is working right now and to be honest I do not see the necessity anymore to have a function to automatically unequip weapons.
What would be great however, would be a way to implement a new GUI button so that it wouldn't be necessary anymore to use up a equipment slot.
Have Fun
Xiskio
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09-29-2008, 08:11 AM
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#19
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Forumite
Join Date: Nov 2007
Posts: 716
Current Game: The Godfather II
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Oh, I forgot to mention, the armband never appears in the action menu. Spells.2da problems perhaps?
OMNIA MUTANTUR NIHIL INTERIT.
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10-01-2008, 05:09 AM
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#20
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Rookie
Join Date: Jan 2006
Posts: 26
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Quote:
Originally Posted by Darth Betrayal
Oh, I forgot to mention, the armband never appears in the action menu. Spells.2da problems perhaps?
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You have to equip the item to make it appear in the action menu.
If you did so and it does not appear, I am pretty sure that there is an incompatibility with another mod.
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12-07-2008, 02:50 PM
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#21
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Rookie
Join Date: Nov 2008
Posts: 11
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im having a problem.
every time i use the armband, it just works like the amulet of fiends and calls in a monster, any advice?
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12-08-2008, 06:40 AM
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#22
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Veteran
Join Date: Apr 2007
Location: In My Own Little World!
Posts: 905
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Handy mod, really adds to the realism IMO.
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12-09-2008, 07:07 PM
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#23
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Banned
Status: Banned
Join Date: May 2008
Location: Vienna
Posts: 1,584
Current Game: KOTOR III
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Nice mod. Glad I'm not always carrying those guns and sabers everywhere.
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12-11-2008, 10:20 PM
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#24
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Lurker
Join Date: Nov 2008
Posts: 4
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Great idea
I always thought just running around with swords drawn looked a little off.
I’m downloading it now.
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12-12-2008, 04:16 PM
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#25
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Junior Member
Join Date: Mar 2007
Location: Somewhere in the Outer Rim
Posts: 482
Current Game: Rainbow six Vegas
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Alright ...
Quote:
Originally Posted by Divadnessej
im having a problem.
every time i use the armband, it just works like the amulet of fiends and calls in a monster, any advice?
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hmm... check the number of your SubtypeID column (properties tab) of your xi_unequip_weap.uti file in your Override, it must be the same as the row label number of the spells.2da file in same folder. I had a similar problem, hope it helps
Great idea Xiskio and excellent mod  works perfect for me. Very useful for Taris and Manaan among other places. The only issue I found is that, if you have both hands equipped with the same weapon when you holster; later when you reequip them only one of them is actually equipped ... it happens both with the default game weapons as well as the new (modded) added weapons. It's a minor annoyance of course.
I haven't already tested it when foes are in sight ...
Any chances to adapt this for TSL?? would be awesome there too
thanks  and good modding!
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12-20-2008, 03:50 PM
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#26
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Forumite
Join Date: Jul 2008
Location: In a Video Game...
Posts: 670
Current Game: SWTOR
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I just downloaded it. Great mod by the looks of it.
~ I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.
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10-28-2009, 09:59 PM
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#27
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Junior Member
Join Date: Mar 2007
Location: Somewhere in the Outer Rim
Posts: 482
Current Game: Rainbow six Vegas
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Armband doesn't show, suddenly ...
Now this is odd  ... I'm unable to equip the armband in the action menu, the armband now does not show in the action menu, although IT IS at inventory ...
It was working fine and suddenly this issue. I didn't install anything affecting spells.2da or globalcat.2da, and I didn't touch the scripts.
any ideas?? 
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