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Reztea

Member Since 11 Jun 2015
Offline Last Active Jan 19 2018 11:38 PM
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#58642 (WIP) Added Content: The Quarantine Shutdown.

Posted by Reztea on 21 August 2017 - 06:50 PM

Hey guys! It's Reztea here, once again with a small, hopefully turned big mod, I'm currently making a mod as to where you have the opportunity to take down the Sith Quarantine on Taris, onto doing that, you will have a choice to make and that choice will affect whether Taris is destroyed or not (We'll see). This mod will include a new recruit (replacing Juhani of course). A new storyline for the recruit (Again, I don't know about that, possibly in another version.)

 

Let me know what you guys think!

 

A couple things! Please list any mods that you need ensured compatibility with, and answer the polls! Thank you!

 

EDIT: Can a moderator please transfer this over to the work in progress section? I'm sorry to be a burden




#58641 Bao Dur's Sacrifice Idea

Posted by Reztea on 21 August 2017 - 06:28 PM

I can definitely get behind this! If we have enough modders, consider me in!


#57263 The Recruitment Of Master Atris

Posted by Reztea on 16 June 2017 - 10:52 PM

idk If I should make a separate thread or not... but here's a video of the light side Atris recruitment.

 




#57192 The Recruitment Of Master Atris

Posted by Reztea on 15 June 2017 - 12:26 AM

I plan on getting around to trying this soon. It seems pretty interesting, but I gotta ask - why a custom party portrait for Atris when a dummied one in the style of the others' exists in game?

I wanted transitions. They're optional, anyway. Also, Atris' in game portrait wouldn't fit her restored Traya outfit. :)




#57183 The Recruitment Of Master Atris

Posted by Reztea on 14 June 2017 - 08:11 PM

Oh, so no restored DS outfit for Atris? That's pretty sad. I liked the idea.

 

Also, are you planning a compatibility patch with SLM 2.0? I mean, like, Atris comes with your old lightsaber of the color you determined by talking with Atton after Peragus. I would be grateful if you do so, this would add a bit to immersion, as this seemed to be Atris' latest weapon of choice.

Atris does have her restored outfit. You just need to play through because I really don't want to reveal the plot only 2 hours after release. Strangely, I don't think I've ever heard of SLM. PM me more about it, I'm interested.




#57180 The Recruitment Of Master Atris

Posted by Reztea on 14 June 2017 - 03:35 PM

Released! :)




#56273 (Recruit Atris Mod) Can I get these certain scripts please?

Posted by Reztea on 10 May 2017 - 09:02 PM

I tried decompiling a_atrend2.ncs with DeNCS. I got "partial-byte code does not match", which I assume is also what you got. Now I'm gonna teach you a trick: right click on the binary code and select 'View Decompiled Code'.

 

Also, before you lose your head reading the entire script – this one has an include script inside it (or maybe several), and those functions and variables come first. So for the stuff specific to a_atrend2.ncs, you need to look at the end of the script.

Expect no more Topics because YOU, my friend, SAVED MY LIFE. Thank you SO MUCH!!




#56236 The Recruitment Of Master Atris

Posted by Reztea on 09 May 2017 - 10:22 PM

These stats are ridiculously high. Also, I think you can give Atris a lightsaber with the same script that gives it to her during Atris fight and the Telos Academy Scene.

 

The Atris you recruit has the following stats

 

Jedi Consular Level 30

Strength: 29

Dexterity: 23

Constitution: 34

Intelligence: 41

Wisdom: 48

Charisma: 25

 

 

Those stats result in a vitality count of 7260, Force 1020 and a defense bonus 29! And to add to all that she has the Proficiency all (Which is used exclusively used for NPC's to give them all the proficiencies at once) and her body model does not display Armor or Masks (Which isn't your fault but a possible 3.0 feature)

 

Do you know there is already a p_atris file that already exists in KotOR tool that is about 85% percent finished? Right?

I know right? That's actually my fault for not viewing that correctly! and I'm working on lightsabers right now, too! Also, I didn't select the Proficiency all option, it just came with it.

 

I will also add more armor options to her set! Thanks for the advice!

-Reztea




#56204 The Recruitment Of Master Atris

Posted by Reztea on 08 May 2017 - 10:44 AM

A) If he bothers to post that there's an update in gere, it only makes sense that he posts what that update is when he says so. That's my humble opinion.

For those wondering, here's the info.

What's New in Version 2.0

•*Added more Dialog options for Atris
•*Now fights alongside You, Mandalore, and Visas against Nihulus.
•*Now takes on a role in attempting to defeat Kreia on Malachor.
•*Comes equipped with her own lightsaber.

B) Reztea, several questions regarding the mod are on that Download page. Mind checking them out? When you upload a mod, it only makes sense to follow not only the announcement page but the download page as well.

C) Reztea, I have my own questions as long as you're here.

1) Are all of Atris' new lines fully voiced? Partially voiced? What's the percentage?
2) Can you turn her dark sided? Is there a change in her portrait, if so? Does she change her outfit to the cut content outfit, if so?

 1. Yes, all lines. Fully voiced. 100%

2. She can be turned Dark sided. as for the portrait, That would be content I would have to add. For now it is a normal portrait.

(I'm planning out scenes and scripts for Tra- I mean Atris, to use her cut content outfit.)




#56185 The Recruitment Of Master Atris

Posted by Reztea on 08 May 2017 - 12:23 AM

Fully updated now guys!




#54698 Starting a copy of a module

Posted by Reztea on 04 March 2017 - 10:06 PM

I'm not sure I understood everything, but I think you want to change the OnEnter script. That is the script that fires when a module is entered, obviously. Look into the area's .are to find the name of the script, then exctract it, decompile it and modify it so it does what you want to under the right conditions.

 

As for screwing with the original - if you keep the files in the separate .mod files, they won't affect each other. If you put the mentioned OnEnter script into the override though, it will replace all scripts named as such, so it will replace the script in both modules. To prevent that, modify your new module's .are to fire a different script OnEnter, say "k_960mal_enter", then rename your edited script to that.

 

If you need anything more specific than that, just say it :D

Yup! I did seperate files. Always coming through for me Bead!