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Fair Strides

Member Since 21 Dec 2011
Offline Last Active Yesterday, 06:27 AM
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#56410 Block "Item Lost/Received" message

Posted by Fair Strides on 15 May 2017 - 07:13 AM

Have you tried emulating commented out code from a_swapimplant.nss?

 

Changing this:

object oNewItem = CreateItemOnObject(sItem, OBJECT_SELF);

To this:

object oNewItem = CreateItemOnObject(sItem, OBJECT_SELF, 1, TRUE);



#56245 (Recruit Atris Mod) Can I get these certain scripts please?

Posted by Fair Strides on 10 May 2017 - 07:17 AM

Please post the code that you've already tried to use. Oftentimes it just needs a slight tweak, but if not, I can help out more.




#56225 Star Forge Robes/Darth Revan's Robes Alteration

Posted by Fair Strides on 09 May 2017 - 02:54 PM

The script should work, but it can be modified to be a bit cleaner/less redundant. the only bit of code that really needs to change is your uti resref:

 

Spoiler



#56182 Mandalorian Lehon Expansion

Posted by Fair Strides on 07 May 2017 - 10:49 PM

Or you should ask Fair Strides. He knows everything.

 

Not quite, as I've just found out with DarthTyren on Skype while investigating how the games scale enemies. I know almost everything and can probably help find the rest. ;)

 

Anyway, I might be able to help with the journal entries as I've had issues with those as well. In the end there were two working methods that I discovered: Using dialog.tlk entries and JRLEdit or using K-GFF.

 

He has had issues getting JRLEdit to work. I pretty much abandoned the tool when I began working on the Toolset, but it'll still be a bit before I get to the JRL part of it...

 

@JC2: I'll contact you on Discord, but I can probably give some time to look at and try to figure out the issue with JRLEdit.


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#55988 Sorting droid armor into tiers

Posted by Fair Strides on 29 April 2017 - 03:50 PM

My judgement is somewhat hampered by not knowing how you pick each tier and what each tier is supposed to represent, but here goes:

 

The Desh plating is made of an inferior composition that's designed to be slightly lighter (making you faster), but also being a weaker protection. So I'd put it as Tier 1.

 

The Agrinium armor is designed for droids working in hazardous conditions and only requires the first level of upgrade feats. However, it does provide 50% immunity to heat, electricity, and energy. I'd mark it Tier 2 based on that.

 

The Quadranium armor is an advanced design of the Agrinium and the metal itself is used to make starship fuel tanks. I'd make it one tier above whatever you make Agrinium.

 

Diatum Plating is hands down Tier 3 armor. Allowing immunity to 75% of melee damage, this material is designated as "[p]rohibatively heavy" and is used to protect critical structures in asteroid fields.

 

The Capacitor Armor is the equivalent of the Diatum Plating, except that it protects against energy, ion, and electrical damage. It is Tier 3 as well. As a sidenote, this item is only available in-game at the HK Factory, in the storage room behind the elevator right after you enter (specifically, if you go into the factory and then turn around to face the elevator, it should be the storage room on your right).




#55973 KAurora editor does not run on 64 bit system

Posted by Fair Strides on 29 April 2017 - 05:46 AM

Drop the file inside this archive into the folder where KAurora is located:

 

Attached File  KAuroraEditor.exe.config.7z   280bytes   3 downloads




#55804 So how is this "The Jedi Masters" mod by Trex?

Posted by Fair Strides on 24 April 2017 - 02:24 AM

Also, the Steam version is perfectly fine as long as you're using what they call the "Legacy-beta" version instead of the current version. The "Legacy-beta" version is the same as the GoG, 4CD, and Collector's edition. It just got renamed to that when Aspyr made a Steam-only update to the game.




#55724 Fair Strides' Script Shack

Posted by Fair Strides on 20 April 2017 - 09:05 PM

I've never actually done this myself, but you should be able to do the following:

void main()
{
    object oTarget    = GetObjectByTag("g_mandalor02");

    effect eInvisible = EffectInvisibility(INVISIBILITY_TYPE_NORMAL);
    eInvisible        = EffectLinkEffects(EffectVisualEffect(VFX_DUR_INVISIBILITY), eInvisible);
    eInvisible        = EffectLinkEffects(EffectVisualEffect(VFX_DUR_STEALTH_PULSE), eInvisible);

    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eInvisible, oTarget);
}

You can and probably should play around with it to see if there's a difference with the second two Effect lines commented out. Same thing with a difference between "DURATION_TYPE_PERMANENT" and "DURATION_TYPE_INSTANT".


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#55695 Fair Strides' Script Shack

Posted by Fair Strides on 20 April 2017 - 04:49 AM

@jc2: You guessed correctly the first time and would need to add 1 every time. If you know for sure all the copies need to be changed, you can usually get away with this:

void main()
{
    string sTag = "tat_thug1";
    int iIndex  = 0;

    while(GetIsObjectValid(GetOjbectByTag(sTag, iIndex)) == TRUE)
    {
        ChangeToStandardFaction(oTarget, STANDARD_FACTION_HOSTILE_1);
        iIndex++;
    }
}

@bead-v and VP: Thanks for adding that bit of info. I've been busy all day. Though I will point out the obvious: most non-computer systems start counting from 1, not 0. So the 0-index system isn't exactly an intuitive thing for someone to pick up on. :)




#55469 <code> problems

Posted by Fair Strides on 14 April 2017 - 03:21 AM

As copy-pasted from my Script Shack:

Edit: And by the way, if you want to remove the Color-Coding that happens when you do your code snippet (which can be done with the blue <> in the toolbar) [Please, please, please remove the Color-Coding for the sake of my eyes if not your own!], set the Code Type to "XML".



#55468 Thank You

Posted by Fair Strides on 14 April 2017 - 03:18 AM

I'm glad I saw this thread pop up before it was too late. :) I appreciate the thanks and can sympathize with you about the political talk. There was an entire section for it on LF that I never went into because of how close-minded people can be; those types of discussions tend to cut deep and lose any sense of civility tragically early.

 

I like this place for my own reasons, but at its core the people are nice, the conversation robust, and the creativity is always flowing. Along that line of thought, while I appreciate your use of Alfred in your stance on making a mod, I have a rejoinder: "You don't know the power of the dark side." It could very well be your next addictive hobby. ;) Besides, I could teach.




#55397 Fair Strides' Script Shack

Posted by Fair Strides on 09 April 2017 - 09:30 PM

This tends to be more of a dialog thing, but it could be that the one-liner dialog (I don't know what you have for text in the one-liner, if anything) could be playing too fast and skipping the audio file. For that, you can try setting the Delay of the one-liner entry in the .dlg file to 6 or so when you click on the line.

 

It's not an issue of audio format, since you are able to get it to play. Hmm... As for playing the audio through script from the streamwaves folder, maybe not. However, from what I've seen, you should be able to put the file in streamsounds and use the PlaySound function with the name of the audio file.




#55372 Fair Strides' Script Shack

Posted by Fair Strides on 07 April 2017 - 05:23 PM

That would be a typo. :) The intent was to type this ||.


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#55246 Dark Jedi master robe with single glove in K1? also..

Posted by Fair Strides on 02 April 2017 - 04:36 AM

It's possible my setting up a model so that both arms are textured separately, not going off of the same part of a texture. As for the second part, there is not a mod for that.




#55177 Fair Strides' Script Shack

Posted by Fair Strides on 29 March 2017 - 07:01 AM

Sorry I hadn't responded to the PM, Q. I've been busy the last few days... :|

 

Your code should work and is functionally identical to JCarter's mention of GetIsObjectValid, so that's good. Since you're trying to make this as compatible as possible, I would ask you when you plan to make these items available. If you want them available as soon as you hit Tatooine, then you can add the script as an action script on the first available line that you find in the Customs Officer's welcoming DLG, tat17_01cust_01.dlg in tat_m17ab.

 

At a quick glance, you can attach this script to either the "This will cover any future landings" or "Now, as a customs officer, I can" lines in his opening dialog to spawn your item. This bit of dialog is only ran once, just after you pay the docking fee.