1. Kotor Modding

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  2. Mod Projects

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      Discussions about TSLRCM.

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    2. VarsityPuppet's Mods

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    3. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

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    4. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

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    5. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

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    6. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

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  3. Jedi Knight Series

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      A place to discuss the Jedi Knight series.

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  4. Other Games

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    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

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  5. General

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    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

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  • Files

  • Recent Status Updates

    • Sith Holocron

      It appears John Williams created some new Star Wars music for the Star Wars theme park.  As I'm at work, I can't hear this right now but hopefully, the track is good.  Video with the music is on this page.  Supposedly more music is to come . . .
      · 0 replies
    • JCarter426

      Some more robe progress:

      There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all.
      Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.
      · 2 replies
    • Pazuzu156

      I get the sense that all my status updates are the same old "I haven't been here in forever." Well....guess this qualifies as yet another one ;)
      · 0 replies
    • ColbyJames43  »  ebmar

      Hi I said some nice remark on the Animated Swoop Screens I must say its pretty good how you put four tv's in it. 
      · 1 reply
    • DarthVarkor

      Whenever I trigger a custom DLG file in K2 Steam version it skips through all the lines? Anyone know why? I have "node unskippable" checked for all the lines and this doesn't happen when I use the disc version of the game...
      · 16 replies
  • Topics

  • Posts

    • Works perfectly - thank you!
    • Yeah you don't want to include the example syntax (edited my previous post to break them up). This compiles: void main() { object oCarth = GetObjectByTag("Carth"); object oCand = GetObjectByTag("Cand"); object oMission = GetObjectByTag("Mission"); object oZaalbar = GetObjectByTag("Zaalbar"); location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0); location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0); location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0); location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE))); DelayCommand(3.8, AssignCommand(oZaalbar, ActionForceMoveToLocation(lZaalbarRun, TRUE))); DelayCommand(3.5, AssignCommand(oMission, ActionForceMoveToLocation(lMissionRun, TRUE))); DelayCommand(3.4, AssignCommand(oCarth, ActionForceMoveToLocation(lCarthRun, TRUE))); }  
    • Tried that, but I'm now getting this error at can't figure out what it meant. My script is:   void main() {
      object oCarth = GetObjectByTag("Carth");
      object oCand = GetObjectByTag("Cand");
      object oMission = GetObjectByTag("Mission");
      object oZaalbar = GetObjectByTag("Zaalbar"); int  bRun = TRUE; void ActionForceMoveToLocation(location lDestination, int bRun=FALSE, float fTimeout=30.0f); location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0);
      location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0);
      location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0);
      location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE)));
      DelayCommand(3.8, AssignCommand(oZaalbar, ActionForceMoveToLocation(lZaalbarRun, TRUE)));
      DelayCommand(3.5, AssignCommand(oMission, ActionForceMoveToLocation(lMissionRun, TRUE)));
      DelayCommand(3.4, AssignCommand(oCarth, ActionForceMoveToLocation(lCarthRun, TRUE)));
      }
    • Try // 382: Force the action subject to move to lDestination. void ActionForceMoveToLocation(location lDestination, int bRun=FALSE, float fTimeout=30.0f); DelayCommand(3.0, AssignCommand(oCand, ActionForceMoveToLocation(lCandRun, TRUE))); Or you can use a waypoint instead with // 383: Force the action subject to move to oMoveTo. void ActionForceMoveToObject(object oMoveTo, int bRun=FALSE, float fRange=1.0f, float fTimeout=30.0f); object oObject = GetObjectByTag("CREATURE_TAG", 0); object oWP = GetWaypointByTag("WAYPOINT_TAG"); AssignCommand(oObject, ActionForceMoveToObject(oWP, TRUE));  
    • If I am scripting characters to run to a set destination, how do I toggle running instead of walking? I tried this (I could be completely off), but they still walk to the destination:   void main() {
      object oCarth = GetObjectByTag("Carth");
      object oCand = GetObjectByTag("Cand");
      object oMission = GetObjectByTag("Mission");
      object oZaalbar = GetObjectByTag("Zaalbar"); int  bRun = TRUE; location lCandRun = Location(Vector(215.25, 333.43, 25.23), 0.0);
      location lMissionRun = Location(Vector(217.01, 331.91, 24.92), 0.0);
      location lZaalbarRun = Location(Vector(215.63, 330.38, 24.62), 0.0);
      location lCarthRun = Location(Vector(214.22, 332.15, 24.97), 0.0); DelayCommand(3.0, AssignCommand(oCand, ActionMoveToLocation(lCandRun)));
      DelayCommand(3.8, AssignCommand(oZaalbar, ActionMoveToLocation(lZaalbarRun)));
      DelayCommand(3.5, AssignCommand(oMission, ActionMoveToLocation(lMissionRun)));
      DelayCommand(3.4, AssignCommand(oCarth, ActionMoveToLocation(lCarthRun))); }  
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