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[REL] TSL Hak Pad Mod now available!

Page: 2 of 3
 ChAiNz.2da
07-25-2005, 1:50 PM
#51
Originally posted by General Kenobi
Kewl bean :thumbsup:

Any thoughts/ideas as to if this would cause conflicts with Holowan Plugin from DK?

I was debating on installing the PaC and the Booster for it in my current game. If you feel there are ANY chances of a flub up I won't since I'm sorta testin' it for DK in a run through.

Just install my Hak Pad after the Holowan Plugin... the Hak Pad uses the installer so it will append itself to the very end of the spells.2da and automatically change the .uti properties to make it compatible ;)
 General Kenobi
07-25-2005, 1:52 PM
#52
Originally posted by ChAiNz.2da
Just install my Hak Pad after the Holowan Plugin... the Hak Pad uses the installer so it will append itself to the very end of the spells.2da and automatically change the .uti properties to make it compatible ;)


I see :D How did you acomplish that??? With Stoffe's patcher?
 ChAiNz.2da
07-25-2005, 1:57 PM
#53
Originally posted by General Kenobi
I see :D How did you acomplish that??? With Stoffe's patcher?
indeed... one of my favorite-est toys :D

My mods are infamous for including some kind of .2da... using the Patcher seriously cuts down on my hate mail :grnlgh: hehehe....

I owe stoffe, BIG time for that lovely little application ;)
 andargor
07-25-2005, 2:27 PM
#54
Hey ChAiNz.2da, I think I'll go with the dialog+script route for integrating Cloakworks 2 into Hak Pad. You can call another .dlg, right?

I'll send you a stub .dlg and script in a short while which has only one disguise. That'll be the entry point so you can code it in, and then I can do the dirty work to add all of them to the dlg and script. After, I send you the full dlg and script. Cool?

Or you can just code something to call hl_cloakworks2.dlg, and make just a dummy for now.

Andargor
 ChAiNz.2da
07-25-2005, 2:58 PM
#55
Originally posted by andargor
Hey ChAiNz.2da, I think I'll go with the dialog+script route for integrating Cloakworks 2 into Hak Pad. You can call another .dlg, right?

I'll send you a stub .dlg and script in a short while which has only one disguise. That'll be the entry point so you can code it in, and then I can do the dirty work to add all of them to the dlg and script. After, I send you the full dlg and script. Cool?

Or you can just code something to call hl_cloakworks2.dlg, and make just a dummy for now.
Sounds groovy :D

Yeah, I can call to another .dlg... It's what I used to launch the different workbenches from the Hak Pad.. it's just a .dlg node calling another .dlg (via script) ;)

Question. Would you want the Hak Pad to open a virtual storefront to access the Cloakworks Armbands? or would you rather have the Hak Pad to strictly be the "instrument" in which the player's appearance changes?

I can see advantages and disadvantages to both... however if going the Hak Pad 'instrument' route.. you might want to have the script call to the user of the HP (ie - which party member is currently selected as leader) rather than "GetFirstPC"... otherwise the HP will only change the PC's appearance (whereas the armbands will allow any Party member change appearance)...

I just realized this problem with the LS / DS points function. The function only affects the PC rather than the party 'leader'... :fist:

at least I think that's the problem.. hehehe (me) <-- script-tardĀ®
 andargor
07-25-2005, 3:47 PM
#56
I'll go with strict scripting, since that avoids the tons of UTIs. The dialog will have the full list of selectable disguises.

The script is working, but now I see what you mean: only the PC is affected, even if an NPC activates the item. I'm working on it.

Andargor
 andargor
07-25-2005, 5:06 PM
#57
This is the stub I was talking about, it only has an entry for Evil Kreia:

http://www.andargor.com/files/hl_cw2_scripted.zip)

By using OBJECT_SELF instead of GetFirstPC(), it avoids the effect being applied to the PC only. The conversation routines seem to always think that the PC is speaking, even if an NPC is leader.

The only side-effect is that the leadership gets transferred back to the PC, even if an NPC activated the band. The NPC gets the disguise, however, so that's OK.

I've tested it with the team at Freedon Nadd's Tomb, and it works fine there too.

I'll populate the dialog now with all of the available disguises.

Andargor
 General Kenobi
07-25-2005, 7:40 PM
#58
Hey ChAiNz,

One quick question???

I noticed you can train party members right? So if you train say Mira "before" you'd normally train her with USM installed will it "nullify" all the chat with her and the training you can give her and the like? Or will she just act like she's just been trained normally?

General Kenobi
 andargor
07-25-2005, 11:44 PM
#59
Tadaaa!

<squeaky pre-pubescent Anakin voice>
It's working! It's working!
</squeaky pre-pubescent Anakin voice>

It was a lot harder than I thought, since there is a limit of 30 entries per dialog page... So I had to break everything down. Definitely more user-friendly now.

http://www.andargor.com/files/holowan_cloakworks2_v1.1_script.zip)

Andargor
 ChAiNz.2da
07-26-2005, 5:05 AM
#60
Originally posted by andargor
Tadaaa!
Looks great man! :thumbsup:

I'll get to work right away!

Sorry about the delay... for those that don't know, I have a rather "odd" sleep schedule :o but now that I'm not in a coma... I'll get this implemented ASAP...

and thanks for the heads up on the 30 entries, I wasn't aware of that :eek: good thing to know.. hehehe....

@General Kenobi
Hmmm... I haven't fully tested it, but I'll make sure to put that on my immediate "to do" list... I don't think there will be a problem, but I'll double-check to make sure...

I DID test on whether getting the Saber Quest parts before Bao joining the party would break anything, and thank goodness it doesn't... though it's pointless anyways since you need him in order to complete the quest ;)... so no worries about getting your parts on Peragus if you feel it necessary ;)
 General Kenobi
07-26-2005, 9:27 AM
#61
I was so impressed with this MOD that I wanted to let Mr. ChAiNz know as well as you that might happen upon this thread.

ChAiNz has taken the time to not upgrade or improve the cheat console system for TSL, BUT actually reinventing the idea into a whole new concept for "cheating" that will allow the user to do so much more than just get items.

As I just said yes you can get items but it is by no means the most impressive feature of this mod! Right off the bat going in you know the quality is #1 with anything of ChAiNz.2da's MOD's in general. (At this point you should feel free to type a few things in the invisible cheat console; shortly you'll NEVER be using it again anyway) From utilizing his Hak Pad MOD now available and its additional add on booster pac you can not only make the party members Jedi before their time, BUT make those Jedi that were never meant to be. The droids are all that are safe from your new Jedi Makin' powers with this MOD to TSL.

The items lists are impressive as well as utilizing an item to (the pad) get to them that once you have it, it's always available and even your party members can use it. :D Now when you are T3 and having to fight 3 hunter/killer droids when leaving Vogga's warehouse you can make new items right on the spot if need be! :D You can be taking Dxun's Sith tomb and run out of med packs and be on the verge of death with no worries now! Simply engage the pad and in seconds you can have as many medpacks as you need to get you through. A new stealth field unit, a new shield, a new saber, the combinations are endless.

Now you can "rectify" the DS/LS points prior to having either Mira or Hanharr picked for you by the game so now YOU can actually choose regardless if what your true alignment might be. You can always have your alignment adjusted to it's previous state by utilizing our new favorite item the pad once again.

This MOD is a MUST DOWNLOAD!!! and is sure to be a hit with even the most novice player in their quest to either conquer or join the Dark Side of the Force.

:elephant: :elephant: :elephant: :elephant: :elephant:

5/5 Lil' Pink Drunk Elephant rating can't be wrong :D
 ChAiNz.2da
07-26-2005, 11:11 AM
#62
Originally posted by General Kenobi
ChAiNz has taken the time to not upgrade or improve the cheat console system for TSL, BUT actually reinventing the idea into a whole new concept for "cheating" that will allow the user to do so much more than just get items.
wow man,.... Thank You for the glowing review :D

I'm glad you're enjoying it :)

There's one slight thing though... I wouldn't quite say "re-inventing"... more like re-hashing the idea ;)

andargor holds that title and his mod is an inspiration for this mod. Not only am I thankful he "came back" to Holowan (glad to finally get to "meet" you... hehehe), but has also offered yet another one of his outstanding mods, the Holowan Cloakworks [TSL] to be implemented...

so, it's only right to give "props" to the man behind the myth...

Thank You andargor!

and Thank You GK... it means alot that you liked the mod enough to write this up.. wow.. I'm still bedazzled...

---------------

I'll stop babbling now... ;) hehehe...
Booster Pack 3 may be available by the weekend if all goes well :D
 General Kenobi
07-29-2005, 10:28 AM
#63
How's number 3 goin' ChAiNz?

Wanted to ask a quick question (at work so I can't check), is the Hak Pad 2da based? Meaning does it pool the items from the ingame lists or are there custom lists for the categories? Like say Jedi Robes and such? Where it's listed as a numbered option of a build screen to go into; is there a custom .2da file attached to it?


:ben:
General Kenobi
 ChAiNz.2da
07-29-2005, 10:43 AM
#64
Originally posted by General Kenobi
How's number 3 goin' ChAiNz?

Wanted to ask a quick question (at work so I can't check), is the Hak Pad 2da based? Meaning does it pool the items from the ingame lists or are there custom lists for the categories? Like say Jedi Robes and such? Where it's listed as a numbered option of a build screen to go into; is there a custom .2da file attached to it?
#3 (or Booster #2) is going well... thanks to Tupac & Darth333.

I've got the entire Holowan Cloakworks integrated, and working on some more goodies before I release another Booster... ;)

PLUS another idea popped in my head the other night... but that's for another post ;)

as for .2da's... nope.. not a one (other than one line in the spells.2da). Using the installer with it though hopefully has kept any problems down...

All of the items in the HakPad are .utm based and launched as a shop (via dialogue & script)...

and the functions are strictly .dlg + script based. Unless I start incorporating custom .2da's.. I want to try to keep the Hak Pad .2da free as much as possible. Since it's main purpose is for cheats and "fun" most everything should be possible (or already done... hehehe).. :)
 Emperor Devon
07-29-2005, 12:22 PM
#65
Hmmm... You could include the ability to add and remove party memebers.

The disguise function sounds very useful. I'e been curious to see what some of those appearances are.
 Mono_Giganto
07-29-2005, 1:27 PM
#66
I've got one for ya. How about a dialog to test custom scripts. :D It's not hard to make such a device on your own, but it would help keep my spells.2da clean.
 ChAiNz.2da
08-02-2005, 5:35 PM
#67
TSL Hak Pad - Booster Pack v2

Grab it while the gettin's good folks!

http://www.pcgamemods.com/mod/14872.html)

1. SUMMARY:
===========

** Attention **

This is NOT a standalone mod! You will need to download and install my TSL Hak Pad Mod in order for this Booster Pack to work. You can get my Hak Pad Mod at either of these 2 sites:

http://www.pcgamemods.com/mod/14083.html)
http://www.jumpstationz.com/games/mods/HakPad.htm)

----------------------------

This is another expansion pack to my TSL Hak Pad cheat mod. It is also backwards compatible with my Booster Pack v.1, meaning you don't have to download it (if you haven't already) to get the functions it added. If you HAVE downloaded it, then just overwrite the files when prompted :D

With permission, andargor has allowed me to incorporate his Holowan CLoakworks 2 Disguise mod! Over 500+ disguises are now available (PC & NPC)!

andargor - http://www.andargor.com/)

- Added andargor's Holowan CLoakworks 2 Disguises function
- Tweaked a few dialogue tree descriptions / categories
- Added Set PC / NPC's Level
- Added Adjust Skill Point Levels Function
- Added Adjust Attribute Scores Function
- **Added a "hidden" Special Interface for other Modder's Tools


** What this means is that if you happen to have the following mods installed, you can access it's functions through the Hak Pad without having to equip it!
You WILL however have to download and install their mods for this function to be available. You will also need to have their mod items in your inventory (the actual armbands).
But don't worry! If you don't have the mods, the special dialogue won't appear! (No need to worry about accidentally choosing an invalid function and crashing your game).


- Darth333's Wherami Armband
http://www.starwarsknights.com/tools.php)
http://www.geocities.com/d333mods/index.html)

- RedHawke's Mistake Correction Armband
http://www.pcgamemods.com/10928/)
http://www.citlink.net/~redhawke/)

- mrdefender's Wrist Console
http://www.pcgamemods.com/u/1214/)
http://www.jediarchives.ca/)


If you have already installed the above mods and they're working fine, DON'T CHANGE a thing! BUT, if you would like to download and use them via the Hak Pad, here's a little tip... just install all of the files WITHOUT the spells.2da. That's right, you won't need to edit it because the Hak Pad will directly access it's functions via the item's dialogue! How's that for a "hack"?!.. hehehe
Keep in mind, if you don't install their entries in the spells.2da, you won't be able to use the item on it's own (you'll HAVE to use the Hak Pad to use their mods)... just a warning ;)


On a sidenote, thanks to feedback from the Original Hak Pad Mod, I have found that this mod also works for the Xbox!


2. STATS: (with Booster Pack v.2)
=================================

- Workbench
- Component Bench
- Medical Bench
- Virtual Items Storefront (FREE Items)
- Awards LS / DS Points
- Dispense Credits
- Create Chemicals Option
- Create Components Option
- Receive the Lightsaber Quest Parts
- "Train" NPC's into a Jedi Class!
- andargor's Holowan CLoakworks 2 Disguises (over 500+)
- Set PC / NPC's Level
- Adjust Skill Point Levels
- Adjust Attribute Scores
- Special Interface for other Modder's Tools


3. USAGE:
=======

Though this mod is not a standalone mod, just a Booster Pack, the cheats below are for the actual Hak Pad.

1-) with cheats enabled, type "~" (without quotes) and enter:

giveitem hak_pad

2-) Press "ENTER"

** For the Anti-Console,

You're out of luck. Since this IS a "cheating/just for fun mod", I didn't feel "right" about adding it in the game. Kinda defeats the purpose. I'd suggest using tk102's Save Game Editor to get it:

http://www.starwarsknights.com/tools.php)

Plus, since it's useable from the get go, there's no need to "back track" your steps or start a new game in order to get it.


5. CREDITS:
===========

Super-Special thanks to:

[] tk102
For posting the "Frequently Used Script Functions" thread over at Holowan Laboratories.
http://www.lucasforums.com/showthread.php?s=&threadid=143412)

And for the DLGEditor! Without it, this Hak Pad Booster Pack (and the original mod) wouldn't have been possible! I'm way too lazy to try and do this in a GFF Editor ;) hehehe...
http://www.starwarsknights.com/tools.php)

[] andargor, Darth333, RedHawke & mrdefender
For giving me permission to access their mods via the Hak Pad Interface.

andargor - http://www.andargor.com/)
mrdefender - http://www.jediarchives.ca/)

[] Darth333, T7nowhere, RedHawke & Tupac Amaru
For pretty much "spoon feeding" me techniques on scripting, it's follies, it's functions & it's benefits once you've learned the mechanics.

Darth333 - http://www.geocities.com/d333mods/)
T7nowhere - http://members.shaw.ca/t7nowhere/KotOR.htm)
RedHawke - http://www.citlink.net/~redhawke/)
Tupac Amaru - http://www.pcgamemods.com/u/9156/)


[] stoffe -mkb-
For providing the custom script for the PC / NPC Set Level Function, and for providing the most excellent TSL Patcher application (used
for installing the original Hak Pad Mod)! Thanks to stoffe, you guys and gals don't have to worry about editing the .2da's, compatibility issues & other headaches involved with many of my mods.. hehehe.

(*) Read about the TSL Patcher/Installer here:
http://www.lucasforums.com/showthread.php?s=&threadid=149285)

(*) Download the TSL Patcher/Installer here:
http://www.starwarsknights.com/tools.php)


Special Thanks to:

- Holowan Laboratories for all the great resources!
http://www.lucasforums.com/forumdisplay.php?s=&forumid=324)

- Fred Tetra for the Kotor Tool app, outstanding!
http://kotortool.home.comcast.net/index.html)

- To everyone else I may have forgotten, and to all who have tried this mod out (or at least got this far in the readme)...Thank you!

ENJOY! :D
 Lorden Darkblade
08-02-2005, 5:51 PM
#68
Awesome work ChAiNz :D
I'm download this already ;)
Keep it up the awesome work man :thumbsup:
 Emperor Devon
08-02-2005, 6:41 PM
#69
Just what I've been waiting for. :D Downloading right away...
 TheOssusKeeper
08-03-2005, 7:54 AM
#70
hey Chainz, your hak-pad mod just keeps getting beter, awesome work :thumbsup:
 General Kenobi
08-03-2005, 4:55 PM
#71
EDIT: ChAiNz, been playin' around with the new features and all of em' are awesome man :thumbsup: Of course :rolleyes: .lol everything works without a crash one. Consarned perfect mods...lol

AND also noticed certain "appearances" were not available in Cloakworks whether you or the original Cloakworks maker thought up to leave out our two fav jedi from K1; it was smart cause of the definate crash. :thumbsup:

Just fantastic work and can't wait to see what kewl things you think up for us next. :D

:ben:
General Kenobi

Fantastic ChAiNz :thumbsup:

Glad to see you got it down and in corporated the exile's level changer :D Very Very Kewl My Man!!!

now you really don't need the giveitem inviso screen :D

Again Great Job,

:ben:
General Kenobi
 ChAiNz.2da
08-05-2005, 10:14 PM
#72
MOD REQUEST??? 4 ChAinZ.2da

Hey ChAinZ how about in the next booster (if any) the option to turn GOD mod on and off??? I think that would be a good add on :D

:ben:
General Kenobi
hehe.. saw your request ;)

Sounds doable, and I had actually debated on adding that function in version 2 but passed it up because I needed to get some web work done. So.. while we're at it, does anyone else have any requests for the next Booster? (no promises on delivery date... keep that in mind) :D
 General Kenobi
08-05-2005, 10:46 PM
#73
Sounds Great :thumbsup:

I use the crap out of my pad :D I REALLY like it that you can "alter" Jedi even after their trained :D Disciple makes a much better Jedi Guardian than a Consular ;) and no more "inviso" typing, heck no typing at all :D

:ben:
General Kenobi
 yohan
08-06-2005, 12:15 AM
#74
~
Yay another update!!!

Oh I might be wrong but I can't seem to able to turn Brianna (Handmaiden) into a Jedi Guardian...

I think this is because of the dialogue you fire the script "hak_hand_gard.ncs". However I checked all the scripts that you've included into this Mod and I can't find it...Instead I find "hak_hand_jgard.nsc", I've also noticed this anamoly in your previous Hak Pad versions...

Am I right or wrong?

BUT IT'S STILL GOOD ANYHOW!!!
~
 Mono_Giganto
08-06-2005, 1:18 AM
#75
Easy way to fix that would be to make the dialog fire the hak_hand_jgard script instead of hak_hand_gard. Just open it up and add the j into the script node.
 RedHawke
08-06-2005, 1:44 AM
#76
Easy way to fix that would be to make the dialog fire the hak_hand_jgard script instead of hak_hand_gard. Just open it up and add the j into the script node.
The easier way would simply be to rename the script and remove the "j"! ;)
 Mono_Giganto
08-06-2005, 1:56 AM
#77
The easier way would simply be to rename the script and remove the "j"! ;)


Silly me, I'm still thinking in a model perspective. You can't rename those after you compile. At least not without having to mess with the files inner info. :p I always forget you can rename NCS's, I usually end up recompiling my script when I name it incorrectly.
 ChAiNz.2da
08-06-2005, 8:36 AM
#78
You're all right.. Reeses PiecesĀ® for everyone! yay!... well, except me, I goofed.. DOH! :fist:

Thanks for catching that Yohan! I'll post a "fix" later today to solve that hurdle, but for those that don't want to wait, just use 'either' of the fixes above ;) hehehe...
 ChAiNz.2da
08-06-2005, 10:16 AM
#79
DONE! You can download the Fix here:

http://www.jumpstationz.com/games/mods/HakPad/HakPad-HandmaidenFix.rar)

Contains Fixes for either Booster Pack version. :D

Thanks for catching the mistake yohan :thumbsup:

** NOTE: If you have ALREADY "self-fixed" this, be sure that the Handmaiden's
dialogue node points to "hak_hand_jgard". Either change your .dlg file, or
re-name the .ncs back to "hak_hand_jgard.ncs".

The reason I say change it back, is that future Boosters will use this method. It helps if I nip it at the origin rather than having to constatnly remind everyone to re-name a file after each release :)

readme: I goofed! Ooops!

Thanks to Yohan for catching my mistake :D

Hak Pad Thread:
http://www.lucasforums.com/showthread.php?t=149446)


Apparently, if you try to train the Handmaiden in a Guardian Jedi Class,
my dialogue calls upon a non-existent script (a typo).

Depending on the Hak Pad Booster Pack you are using, just overwrite the
"hakpad_start.dlg" in your override with the file included in this fix.

It's VERY important you use the correct version of .dlg for the correct
version of the Booster you are using, otherwise you'll have missing entries,
or possible choice nodes that will crash your game if selected...

Sorry everyone!


ChAiNz.2da
http://www.jumpstationz.com)


** NOTE: If you have ALREADY "self-fixed" this, be sure that the Handmaiden's
dialogue node points to "hak_hand_jgard". Either change your .dlg file, or
re-name the .ncs back to "hak_hand_jgard.ncs".
 General Kenobi
08-06-2005, 11:31 AM
#80
Cool fix ChAiNz, to be honest I hadn't noticed yet as I almost always use a female exile ;) Got my copy for my next male exile though. :D

:ben:
General Kenobi
 Lorden Darkblade
08-06-2005, 2:20 PM
#81
Thanks for the fix ChAiNz :thumbsup: :)
 TheOssusKeeper
08-07-2005, 10:01 AM
#82
Here's a heads up for those who might not know, when you use the cloak works desguises part of the hak-pad you my need to remove all armor/robes off the pc/npc you are using it on, it might lock up the game, did for me... also there are a few desguises in there that can't be used for some reason, maybe cause there are no files linked to the tags in the appearence.2da, such as the bastila slave line, for example... i also noticed that there were a few lines missing as well for example lines 638 and 639, can't remember right off hand what those were though... just a friendly fyi... :D
 ChAiNz.2da
08-07-2005, 10:23 AM
#83
Here's a heads up for those who might not know, when you use the cloak works desguises part of the hak-pad you my need to remove all armor/robes off the pc/npc you are using it on, it might lock up the game, did for me... also there are a few desguises in there that can't be used for some reason, maybe cause there are no files linked to the tags in the appearence.2da, such as the bastila slave line, for example... i also noticed that there were a few lines missing as well for example lines 638 and 639, can't remember right off hand what those were though... just a friendly fyi... :D
yah, all of the disguises haven't been tested yet (being there's 565 of them) :eek:... but I tried to make sure that everyone got the nice:

** Warning, some of these disguises can crash your game ;)

eventually I'll have a list of non-usable disguises, and I'll update the Hak-Pad so it'll no longer be a necessary warning :)

But thanks for the heads up Ossus... every bit helps, please feel free to keep listing them (that goes for everyone) if you find a disguise that doesn't work :D
 Blueprint
08-07-2005, 11:08 AM
#84
I've just gotta say ChAiNz that this mod is :swear: brilliant. I love every little quirk in it, well done. :)

x.b.l.u.e.p.r.i.n.t.x
 TheOssusKeeper
08-07-2005, 11:26 AM
#85
sorry chainz, i must have missed it somewhere... oh well :giveup: i'll go have my eyes examined i guess... :D
 ChAiNz.2da
08-07-2005, 11:36 AM
#86
sorry chainz, i must have missed it somewhere... oh well :giveup: i'll go have my eyes examined i guess... :D
No need to be sorry my friend, like I said, I really appreciate the debugging. It's helping me immensely getting all of these disguises sorted :D

andargor did a tremendous job getting all of these disguises incorporated, so I'm sure he'll find the info very useful too :thumbsup:

The warning is a little hard to notice, but when you access the disguises, in the top window, you'll need to scroll down a bit in the description :)
 General Kenobi
08-07-2005, 4:40 PM
#87
ChAiNz how about the "add-on" feature of being able to set your party roster's influence level??? ;) It would be really handy for those "aah crap didn't talk enough to Mira to train her kinda thing fixes." :D

Even though you can train Mira anytime you choose after she joins, I can never seem to get party members to build a lightsaber SAVE for when I follow up with the normal "I wanna train you stuff like normal." Once say I, get the heads up on Atton from the Twilek boys on Nar Shaddaa and do the talk through and ask him and train him like normal he'll build one and then me one.

Just an Idea :D

:ben:
General Kenobi
 andargor
08-07-2005, 4:47 PM
#88
Here's a heads up for those who might not know, when you use the cloak works desguises part of the hak-pad you my need to remove all armor/robes off the pc/npc you are using it on, it might lock up the game, did for me... also there are a few desguises in there that can't be used for some reason, maybe cause there are no files linked to the tags in the appearence.2da, such as the bastila slave line, for example... i also noticed that there were a few lines missing as well for example lines 638 and 639, can't remember right off hand what those were though... just a friendly fyi... :D

Thanks for the heads-up. I'd like to have a way of identifying "problem" disguises, but it's hard.

ChAiNz.2da, once we have a definitive list of "good" disguises I can regenerate the .dlg.

Andargor
 ChAiNz.2da
08-07-2005, 5:45 PM
#89
ChAiNz how about the "add-on" feature of being able to set your party roster's influence level??? ;) It would be really handy for those "aah crap didn't talk enough to Mira to train her kinda thing fixes." :D

Even though you can train Mira anytime you choose after she joins, I can never seem to get party members to build a lightsaber SAVE for when I follow up with the normal "I wanna train you stuff like normal." Once say I, get the heads up on Atton from the Twilek boys on Nar Shaddaa and do the talk through and ask him and train him like normal he'll build one and then me one.
Definitely a good idea... and RedHawke has beaten us to it ;)

RedHawke's Mistake Correction Armband
http://www.pcgamemods.com/mod/10928.html)

The bonus to this is, not only is it a great mod, but because RedHawke gave me permission, you can acces the armband functions "via" the HakPad ;)

Just make sure to install his mod, then spawn the armband so that it's in your inventory. The HakPad searches through a PC's inventory and if it finds "rh_correction.uti" a special hidden dialogue will show up in the HakPad interface :D
 General Kenobi
08-07-2005, 5:47 PM
#90
Well kewl beans! I'm gonna go try it now :thumbsup:

EDIT I noticed it said it was compatible with D333's spells.2da??? I wonder how this will play with Stoffe's force powers mod? I'm wonderin' if I should replace anything if it asks cause I wouldn't wanna mess something up.

:ben:
General Kenobi
 ChAiNz.2da
08-07-2005, 8:57 PM
#91
Thanks for the heads-up. I'd like to have a way of identifying "problem" disguises, but it's hard.

ChAiNz.2da, once we have a definitive list of "good" disguises I can regenerate the .dlg.

Andargor
Doh! I completely missed this post somehow :o

No prob man, once I can get a completed list I'll shoot it your way :D

I was going to do some hardcore testing today but I got into "groove" working on the SWK site and lost track of time... maybe sometime this week or next weekend I should have something ;)

EDIT I noticed it said it was compatible with D333's spells.2da??? I wonder how this will play with Stoffe's force powers mod? I'm wonderin' if I should replace anything if it asks cause I wouldn't wanna mess something up.
here's a tip ;)

The way the Hak Pad searches and calls the other mods, you don't have to do anything to the spells.2da... my Hak Pad bypasses it. Just remember though, if you don't edit the spells.2da, you can only activate their mods via the Hak Pad :D
 General Kenobi
08-07-2005, 9:30 PM
#92
That's all I needed ChAiNz was access thru my pad anyway :thumbsup: It's handy as heck already :D

:ben:
General Kenobi
 Lorden Darkblade
08-07-2005, 10:07 PM
#93
I have a question :p
Don't wanna rush you or anything, but is there a Booster Pack 3 in your mind? :D
Can't wait to see what else you could add to it ;)
 ChAiNz.2da
08-07-2005, 10:25 PM
#94
I have a question :p
Don't wanna rush you or anything, but is there a Booster Pack 3 in your mind? :D
Can't wait to see what else you could add to it ;)
Quite possibly :)

There's a few more functions I'd like to add, so I have a feeling this will be a "neverending" mod .. hehehe..

I've taken a break from modding at the moment... I was slacking on my web duties on things I had promised to make happen. That's something I can't personally let happen, so I had to crack-down on myself.. bad ChAiNz...bad... :xp:

After I feel comfortable with the additions and commit some time to other obligations, I'll probably return to the Hak Pad (and other half-done mods I have sitting around)... :smash:

I've still got some disguise testing to get done, and I'm going to try and add the Invulnerability toggle that was requested so I'm in no way close to being "done" with it... still tons of "goodies" out there to be added...

In the meantime, now would be the best opportunity for everyone to add to the 'wishlist' of functions... ;)
 ChAiNz.2da
08-11-2005, 12:26 PM
#95
Hak Pad - Darth333's Wherami Armband Fix

Download: http://www.jumpstationz.com/games/mods/HakPad/HakPad_D333wband_Fix.rar)

Attenion All!

OK peepz, I goofed on the Darth333's wherami band cheat node. DOH! :headbump

I accidentally called to the dialogue rather than the actual impact script. So if you were to use it, players wouldn't get the coordinates written to the fb.exe application for X, Y, Z Bearing and Orientation...

This "Fix" should, well... fix it.. hehehe

Just drop the files into your override folder (or wherever the Hak Pad is installed) and overwrite the files should it ask you.

This fix should be used on the Hak Pad WITH Booster Pack v.2 installed!




You can get the mods here:

Original Hak Pad:
http://www.pcgamemods.com/mod/14083.html)


Hak Pad Booster Pack v.2:
http://www.pcgamemods.com/mod/14872.html)


You can also get these at my site as well:
http://www.jumpstationz.com/games/mods)


Sorry for the goof up everyone, I'll make it up to you in Booster Pack v.3 ;)

ENJOY!

ChAiNz.2da
 General Kenobi
08-11-2005, 1:10 PM
#96
Hak Pad - Darth333's Wherami Armband Fix

Download: http://www.jumpstationz.com/games/mods/HakPad/HakPad_D333wband_Fix.rar)

Attenion All!

OK peepz, I goofed on the Darth333's wherami band cheat node. DOH! :headbump

I accidentally called to the dialogue rather than the actual impact script. So if you were to use it, players wouldn't get the coordinates written to the fb.exe application for X, Y, Z Bearing and Orientation...

This "Fix" should, well... fix it.. hehehe

Just drop the files into your override folder (or wherever the Hak Pad is installed) and overwrite the files should it ask you.

This fix should be used on the Hak Pad WITH Booster Pack v.2 installed!




You can get the mods here:

Original Hak Pad:
http://www.pcgamemods.com/14083)


Hak Pad Booster Pack v.2:
http://www.pcgamemods.com/14872/)


You can also get these at my site as well:
http://www.jumpstationz.com/games/mods)


Sorry for the goof up everyone, I'll make it up to you in Booster Pack v.3 ;)

ENJOY!

ChAiNz.2da

This doesn't necessarily apply though if you don't use the "Where Am I" band though right? Or should we go ahead and update anywho?

:ben:
General Kenobi
 ChAiNz.2da
08-11-2005, 1:14 PM
#97
This doesn't necessarily apply though if you don't use the "Where Am I" band though right? Or should we go ahead and update anywho?
Correct. If you don't use the armband it's not a necessary fix, however if you do decide to use it in the future, it wouldn't hurt to have it already installed rather than wonder why it isn't working after about 1-2 hours of romping about "thinking" you were recording coordinates ;)

The Fix doesn't change anything else except the Wherami node... :)
 General Kenobi
08-11-2005, 4:45 PM
#98
Then I'll go ahead and download to install it then and save it out in your folder :thumbsup:

Since I've had the pad installed it's helped speed up my cheating times to next to nothing. ;) Just sooo handy :D

Thanks for the update ChAiNz :D

:ben:
General Kenobi
 General Kenobi
09-04-2005, 7:13 PM
#99
Hey ChAiNzie???

How abouts puttin' in an addon for Stoffe's Combat Arena like you did for RedHawke & Defender's wrist consoles??? ;)

If you do another booster pack anywho :D

:ben:
General Kenobi
 Virgil0211
10-08-2005, 2:23 PM
#100
This may just be me, but I'm still having trouble adding modded items to the hakpad. I have installed the Ultimate Saber Mod (I don't remember who made it), and I would really like to be able to add those items. I tried following the instructions earlier on in this thread, but I couldn't find any of my USM items in there. =(

Otherwise, this mod is the nectar of the gods. lol
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