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NPC Forces Jedi powers Blasters Mods Lightsabers Zaalbar Endar Spire

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#41 ALPHA000102

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Posted 24 November 2017 - 04:57 PM

I did test the mod with the most recent files. I was actually able to get Weston to spawn just fine but when I clicked on him to start the conversation, nothing happened. I had the same result both times, even after I tried using the new dialogue files that I created. I have attached the files to see if they can help you out. I changed items to what I want them to be. I know it is alot but that is what I want because I have plans for all party members.

I have a question for you. Do you know if it is be possible to have the Krayt Dragon Pearl, Mantle of the Force, and Upari Crystal in the same lightsaber? I ask because those I want to enhance mine with and if I cannot I need to change the scripts and rearrange the items to be given to me and Zaalbar. Thank you in advance.

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#42 Qui-Gon Glenn

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Posted 25 November 2017 - 03:25 PM

I will look now at your new dialog files.

 

I have found many issues with the original. The main one being, it appears you have used an old dialog to create this one, and it has embedded Ownership of some of the lines. Not being able to specify Trask is part of the problem - I think he is the owner of the conversation currently, even though it should be Weston, as any line that has him currently speaking has the "Owner" box greyed out.

 

I am going to start over on that dialog. I will use your lines, but all of your Speaker/Owner lines need to be filled out properly, we need to attach the jedify scripts (and now I see I need to make 3 versions of that script, according to Guardian/Sentinel/Consulor) to the dialog properly, and place proper ownership of the dialog in Weston's hands.

 

This could take no time, or it could take forever. I will get started and see what I come up with. In the future, make a new dialog file and do not edit a pre-existing one, please!



#43 ALPHA000102

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Posted 25 November 2017 - 03:48 PM

Thank you. Yes, I originally used an existing dialogue file and edited it. However the new ones that I tried the mod with yesterday were created completely from scratch. To let you know to you may not need to create 3 separate of the script. The reason I know there is a line on the dialogue which you can use to tell the script. The attached screenshots show it. I just used the same line multiple times so the script would fire on any choice I made. I plan to do the same thing for Zaalbar once we get Weston to work. Does that help you out? Thank you in advance.

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#44 Qui-Gon Glenn

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Posted 25 November 2017 - 04:15 PM

Thank you. Yes I originally used an existed dialogue file and edited it. However the new ones that I tried the mod with yesterday were created completely from scratch. To let you know to you may not need to create 3 separate of the script. The reason I know there is a line on the dialogue which you can use to tell the script. The attached screenshot show it. I just used the same line multiple times so the script would on any choice I made. Does that help you out? Thank you in advance.

Haha! Well, I made a new version of the .dlg, so I will compare it your new one :hithead:

The real issue in the original dialog file was conversation and reply ownership. Both Trask and your PC were sharing replies, when Trask cannot really be replying he can only "comment".

Since I have already moved my version of your dialog into override, I will test it now. If it is closer to working, I will attach a screenshot and then check out your new dlg file and maybe make that one work.

I feel confident we'll have something working today :D

 

*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*

 

 

EDIT: or ten minutes later :P

 

Your new dialog file works better than mine!! Not a surprise, at all. Mine wouldn't start, and your new one seems to be functional if not perfect - good job!

 

So, the issues now are -

 

1) the dialog isn't skippable, which is an easy fix

2) without skip-ability, the delays between conversation lines are massive. I am not sure I remember why, but I am sure we can fix that

3) No VO - not a big deal, and is not necessary, but if you want to release this as a public mod it wouldn't be too hard to make VO now that the mod is essentially working

4) Multiclassing - the reason we need three scripts is for the multiclassing of specific Jedi class. I need to make you a script to replace jedifyPC.ncs with GuardianPC, SentinelPC and ConsularPC, so that you actually become the class you request from Weston. Currently, the script will default you to one of the classes. This is an easy fix as well, literally just changing a value in the .nss, renaming the file, and re-compiling.

5) Adding some flavor - we can add some animations for Weston when he is talking to you. He can appear to plead, to be injured, to be angry, etc. These are all easy drag-and-drop options from the dlg editor.

6) Get Zaalbar's part done.

 

Also, your file used "Weston" for the owner field. You need to change that to "endar01_weston" for it to work properly. I did change that in my revision of your latest dialog, and will attach it.

 

For now, you have a workable mod! I suggest you change the .dlg to skippable, save it, drop the new version in your override, and then play around with what you have and I will work on the new scripts for making the PC different Jedi Classes according to player choice.

 

14v60zp.jpg

 

2r61u9l.jpg

 

EDIT2: Attached new Jedify scripts for PC. To edit your dialog, attach al_jedifyPC_G for the Guardian, al_jedifyPC_C for Consular, and al_jedifyPC_S for Sentinel. I will need to make a version of these for Zaalbar as well, unless you want to restrict him to a certain class. That is up to you.

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#45 ALPHA000102

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Posted 25 November 2017 - 10:37 PM

Thank you for providing me with the correct dialogue file. I did test the mod and the spawning works great. All I need now is the classes scripts to make the character the desired Jedi class. I look forward to getting that from you.
 
I have done what alot of what you asked for. I have made it so the conversations can be skipped and added some animations to both Weston and Zaalbar. Furthermore I have adjusted the scripts for the items so they are exactly right. However I noticed when I tested the mod that even thought I did not set the script for it I was given Heart Of The Dragon crystal to use in my lightsaber. Do you know why the game did that if the script does not tell it to?
 
I am guessing that by VO you meant voiceover. Is that correct? If so I am not going to make one. First of all I do not see the need for it as the mod works just fine without. Second the mods I have to make Carth, Canderous, and Mission Jedi do not have voiceovers and I want to keep everything similar. And third I would have make recordings of my own voice to use as the voiceover and I do not want to do that, especially if I do decide to let the mod go public as I do not want my voice going out over the world like that.

I have attached the new mod files here. How do they look to you? I look forward to getting the remaining scripts from you. However please be advised I have deleted my saved games for it so I will have to play back to Dantoonie in order to test the one for Zaalbar and that will probably take me a few days.
 
I have seen the new scripts you gave me. However they will not work as they are compiled. I need a source script of each one in case I wish to change them in the future. I can add them into the correct line in the dialogue files. Please make a source script for all 3 classes from the files I have attached to the post as I have made some changes to the scripts. I can then compile them myself. That way I can make changes to the script such as if I ever want to alter what items me and Zaalber receive.

 

The new scripts from you bring me to a point that I have been having trouble with and I am asking for help on. I have tried to play around with the scripts in order to give and Zaalbar different items for heck of it just to try it out. However after I change and compile the new scripts the new items do not appear in the game. How do I change this please?

 

One thing: please make sure the numbers for each item that I want me and Zaalbar to be given is left alone. I want that to equip each party member. Also could please do the same for the Zaalbar trainer? This way I can test them as well when I get to that point in the game. Thank you in advance.

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#46 Qui-Gon Glenn

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Posted 02 December 2017 - 06:16 PM

I have been rather busy lately; a part-time assignment has turned into a full-time gig, again.

I may get a chance to look things over tomorrow. I apologise, but RL has taken back the reigns a bit :(

As for new items not appearing in-game, I wonder if you actually have the right script in your override - when modding, it can be very easy to have the wrong version of a file in override, because they are all named the same. Double-check the "date created" to see if you have something else going on.

Sorry I can't be of more assistance at the moment, but I do fully intend to keep helping you with this!

#47 ALPHA000102

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Posted 04 December 2017 - 04:35 PM

I have some things going on for me as well. I completely uninstalled and then reinstalled the game. I altered the script files to account for the new items and placed them in the override folder. However the new items would not appear in my inventory. The item I am trying to add is an unique I creating through KOTOR Tool but I have created the .uti file in the mod files and override so I do not see any problem.

 

I believe there a glitch in my PC as it has been acting up. As I said I am busy right now to but I plan to run a full wipe and reinstall the operating system from scratch within the next few days. I am hoping then I can put my files back on and see if that will clear-up the problem. I will let you know how things go In the meantime I have attached the updated files here. The unique item Is at the very bottom of the list in the script and you can the properties with KOTOR Tool. It is entitled g1_w_sbrcrstl22. Can you see where the problem is. Thank you in advance.

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#48 Qui-Gon Glenn

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Posted 07 December 2017 - 02:59 PM

What game version do you have? 4 CD, DVD, Steam?

If 4 CD, prepare for SecuRom shenaniganry :P

I'll try to do some modding this weekend. I am close to an update on my project, and I have to look for something for an old friend, so I should be able to take things for a spin. I also need to uninstall KotOR, and test your mod from a clean override.

Good luck with the OS reinstall, download all of the latest drivers for your chipset and components before you wipe your PC, and save them on a thumbdrive, it will save you time once your fresh OS is in place

#49 ALPHA000102

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Posted 10 December 2017 - 07:39 AM

I have the 4 CD PC version. I am sorry but I do not know what you mean by "SecuRom shenaniganry". Good luck on the project you are doing for your old friend. I will trying the full reinstall today. Thank you for the good luck wishes. Once I have that done I will try testing the mod for Weston. I just hope I can change the scripts to alter the items I want to receive as desired. The part for Zaalbar will have to wait awhile. I will have to play the game through to that point. I do not want to take any shortcuts in order to make sure the mod is working correctly. I will let you know how things go. Thank you in advance.



#50 Qui-Gon Glenn

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Posted 10 December 2017 - 07:33 PM

My power has been out for almost 34 hours now. My weekend has been a waste. I will have to try again next week :(

#51 ALPHA000102

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Posted 13 December 2017 - 09:30 AM

I know what you mean. It took me a long time to fully erase my hard drive, re-install the operating system, and get the updates back in place. Therefore I lost most of my weekend as well so I know how you feel. Good luck in getting everything back on track.

I tried the mod again and here is what I got. When I installed it the first time with the files you set it worked just fine. But then when I modified the script in order to change which items my character gets, then reinstalled the mod, the new items would only appear in my inventory. When I tried to use a workbench to upgrade my lightsabers, the new item is not available. I am wondering if you somehow hardwired the script.

The item I created, g1_w_sbrcrstl22, is the Heart Of The Guardian 2. It is an item not normally available in the game. I used the .uti for the Heart Of The Guardian item and then edited it with KOTOR Tool to give me the benefits I want. It is basically a simply mod in itself that I made. I hope this is not what is disrupting the script.

Please be aware I will be editing the g1_w_sbrcrstl22 file later as I want to play around with it a little and make sure that I have everything just right. I ask you to please check the script files so I can edit which items my character receives as well as providing un-compiled scripts for all 3 Jedi Class for me. That way I can change them as I want and then compile them for the game. We can worry about Zaalbar once Weston is working right. I have attached the files to this post so you know what to work with. Thank you in advance.

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#52 Qui-Gon Glenn

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Posted 27 December 2017 - 05:27 AM

I will do something tomorrow. Not sure what, but I will mod, and I will start with this.

Sorry for the incommunicado

#53 ALPHA000102

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Posted 23 January 2018 - 06:31 AM

I see that you have not got back to me in almost a month so I decided to get back to you. I hope that you greatly enjoyed your Christmas holidays. I was wondering if we could get this mod finished? You can find the details I need help with in my post most recent post above. Thank you in advance.



#54 jc2

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Posted 23 January 2018 - 05:58 PM

FYI, if you add a crystal to the game you'll need to edit the crystals.2da file otherwise the game won't recognize it as a "component" for upgrading items (lightsabers in this case). 

Basically, you added an item to the game without letting the game know what the item does.

 

Scripting has nothing to do with this problem. 

 

I don't know much about crystals.2da files but if you looked at several lightsaber/crystal mods I'm sure you could learn how they did it by studying/reverse engineering it.


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#55 Qui-Gon Glenn

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Posted 04 March 2018 - 05:22 PM

FYI, if you add a crystal to the game you'll need to edit the crystals.2da file otherwise the game won't recognize it as a "component" for upgrading items (lightsabers in this case).
Basically, you added an item to the game without letting the game know what the item does.

Scripting has nothing to do with this problem.

I don't know much about crystals.2da files but if you looked at several lightsaber/crystal mods I'm sure you could learn how they did it by studying/reverse engineering it.

Speaking to ALPHA, I was hoping that you would start reverse engineering some coding as well, perhaps take a stab at making some progress on your own. I am much better suited to helping you fix things that don't work than creating your mod, sorry just too busy.

That said, I will download your latest files and look at everything, and see about what needs altering on my end.

For this mod to really work, there will need to be significant changes to the Jedi training portion of Dantooine, which is a significant undertaking depending on your approach.

#56 ALPHA000102

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Posted 05 March 2018 - 10:53 PM

Good to hear from you again and thank you for getting back to me. I understand if you have been busy and have had trouble getting back to me right away. There are no hard feelings. Please take all the time you need to get your personal affairs and projects in order. I will admit though I greatly look forward to hearing from you.
 
Yes, I took a look at the crystals.2da file and tried to add it the new crystals but I still need help to get the mod to work. It kept coming up saying I had a bad StrRef for the template. I can add the new crystal in but cannot get it to appear in the game. I have already tried posting a direct thread to ask for help but have not received any responses which is why I am asking you.

I will especially need help here because I want to shown how to add new crystals as I want to create and add multiple versions of the Blue Color Crystal, a different one for each member of my team, with extra features included so I can get all the benefits of the enhancement crystals I want while keeping the color of the lightsaber blade Blue.
 
I am not sure if changing everything for Dantoonie is necessary as I have seen mods where the Playable Character becomes a Jedi early and there is still no changes to what happens on Dantonnie. I know because I have used one before. I have attached it to this message so you can see it for yourself. Perhaps it will help you. I am hoping that once we get it resolved it will just as easy to make the changes for the mod for Zaalbar as well. I really want to just dive into the game.

I took another look at my script files and made a few adjustments. I have attached the updated script files and crystals.2da file to this message in case you need them. Can you get everything to work now? Also I would like to know something. Can you use the script files to give yourself extra force points? If so how do I do it please? Thank you in advance.

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#57 ALPHA000102

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Posted 05 April 2018 - 07:05 AM

First of all I would like to thank you for responding to me. Hopefully we can get this taken care of in the near future. Once it is taken care of that will be all I need and I should not have to send you further messages and/or posts for the near future. For me I want to get this done so I can enjoy my game. This is the last point that I need help with and I want to get it done so we can both be happy.

Also as for writing more script I did not mean that. I was simply trying to ask is it even possible to edit the script files to give your character more Force Points. I have done some more research online and it does not seem so. It appears that I can get more Force Points per level only by editing the Charisma and Wisdom Attributes and not by editing the script files. Therefore that is what I will do when I play the game. So now that point has been taken care of and I thank you for it.

In response to what you said about forging ahead you said to place any problem I have in my thread so that is what I am doing. I wanted to tell you that I already have. I have been able get the crystals to appear in the game but there are still some problems. When I use the Save Game Editor to give myself the crystals I tell it to give me a total of 5.

However when I open a workbench to try and open them it shows a list 2 separate lists of 5 crystals. When I try to select either of them it causes the game to crash. Furthermore it says that there is no description for the crystals when I put one in. The crystal file clearly shows this.

I have followed examples done by other people who have added new crystals to the game exactly. I have included one such mod along with my files so you can see what I mean. I hope you can tell where the problem is. I ask for help in solving this because I have already tried 3 separate ways 3 times without success. Thank you in advance.

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Also tagged with one or more of these keywords: NPC, Forces, Jedi, powers, Blasters, Mods, Lightsabers, Zaalbar, Endar, Spire

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