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    Such a small thing, but it can make all the difference in how the game feels. Thanks for making this!
  3. I know this is completely redundant after so long, but the file was just a symptom of working in a Linux distro if I remember correctly. Had nothing to do with the mod itself.
  4. ChaosRonin

    Party Tweaks

    Thanks for letting me know. Shouldn't be an issue anymore with the new version.
  5. To add to the above, off the top of my head, Photoshop also prompts the user with an RLE compression option when saving .tga files. I don't recall if selecting RLE compression gives an option for image origin. I think Photoshop has it unchecked by default and I leave it that way.
  6. Using GIMP, it asks some question that needs to have the box unchecked. Although GIMP 2.10 knows to orient the option from bottom-left, you're supposed to uncheck the box. As far as why this happens/what it is, not entirely sure. I never needed to know too much about it while using GIMP with KotOR or TSL.
  7. Yesterday
  8. OMG OMG OMG! It compiled and it works! Woooo! I just combined c_have_item with the c_have_feat that I made earlier today and it works. int StartingConditional() { object oPC = GetFirstPC(); int nQuantity = GetScriptParameter (1); int i; string sItem = GetScriptStringParameter(); object oItem = GetItemPossessedBy (GetPartyLeader(), sItem); if(nQuantity == 0) nQuantity = 1; if ((GetHasFeat(245, oPC) == TRUE) && (GetIsObjectValid(oItem))) { return 1; } else { return 0; } } Can you see any reason this wouldn't work? Because i left out the part about returning int stack size from the original c_have_item script at the bottom there.... int StartingConditional() { int nQuantity = GetScriptParameter( 1 ); int i; string sItem = GetScriptStringParameter(); if(nQuantity == 0) nQuantity = 1; object oItem = GetItemPossessedBy (GetPartyLeader(),sItem); if (GetIsObjectValid(oItem)) { int nStackSize = GetItemStackSize(oItem); return (nQuantity <= nStackSize); } return 0; } But why is the (int i;) there? What does that do?
  9. Well I have a fix for it for now. I made a check script just for the feat. int StartingConditional() { object oPC = GetFirstPC(); if (GetHasFeat(245, oPC) == TRUE) { return 1; } else { return 0; } } So i'm just using the two starting conditionals for the individual schematic nodes Was thinking maybe i should put c_have_feat at the beginning of the node so it wont even show up if you haven't gotten the feat. I still need to decide if it's going to be a pickable or granted feat. But I really need to take a nap, I have to work tonight.
  10. You might need to screencap the messages window. And the branch/node in DLGEditor.
  11. Uhhgghh, sorry I never got back to you I fell asleep. Trying this now... EDIT Ok wait a minute. Now it's just giving me all options even if I don't have the schematic....
  12. Is the program you’re using to open it rotating it or something? I’m sure I’ve come across that at some point. When I was using GIMP, if memory serves.
  13. Does anyone know why saving a tga file changes the way it displays on a character? For example, if I take the tga file for calo nords armor, open the file, save it without changing anything and then drop it back into the override folder the shoulder armor disappears and the belt moves from the arm to the waist?
  14. Hmm... Seems I didn't realize how posting works. I also cant figure out how to delete this.
  15. P2 is the righthand tag offset, i.e. the suffix length. It's the number of characters that GetStringRight will count back from the end of the string you feed it (the tag of the current item in the player's inventory in this case). Then with sEnd == sDLGTag you check that fragment against the suffix string that you feed into the String Param field (e.g. _scheme). P3 is being used as a minimum string length check for the item's tag via GetStringLength(sTag) > nDLGInt3. It's probably not strictly necessary, but I figured it was worth adding as a safety cutout since I don't know what happens when you feed a string to GetStringRight that has fewer characters in total than the count you give it. I assume it returns a null string, but I'd have to test it. You can try this version which will pipe some debug info to the message screen if you want to see what it is doing: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; string sDLGTag = GetScriptStringParameter(); int nDLGInt1 = GetScriptParameter(1); int nDLGInt2 = GetScriptParameter(2); int nDLGInt3 = GetScriptParameter(3); int nDLGInt4 = GetScriptParameter(4); int nDLGInt5 = GetScriptParameter(5); SendMessageToPC(oPC, "========== SCRIPT DEBUG =========="); if (GetHasFeat(nDLGInt1, oPC)) { SendMessageToPC(oPC, "Player has feat ID " + IntToString(nDLGInt1)); oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, nDLGInt2); SendMessageToPC(oPC, "Current item tag = " + sTag); SendMessageToPC(oPC, "Tag suffix = " + sEnd); if (GetStringLength(sTag) > nDLGInt3 && sEnd == sDLGTag) { SendMessageToPC(oPC, "Item tag contains suffix " + sDLGTag); return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } Note though that the message window buffer is pretty small, so if you have a gazillion items in your inventory you'll likely miss a chunk of it since you won't be able to scroll back far enough.
  16. Ok, so... What are P2 and P3 for? And the string parameter field, does that need to change to the actual tag of the item? Or the script is just looking for things with that tag suffix?
  17. Well the feat check is not going to work for the PC in the current script (either yours or mine) since OBJECT_SELF will be the DLG owner. For TSL, yes, you can use GetScriptStringParameter to grab a string and GetScriptParameter to grab up to five ints. You could try this: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; string sDLGTag = GetScriptStringParameter(); int nDLGInt1 = GetScriptParameter(1); int nDLGInt2 = GetScriptParameter(2); int nDLGInt3 = GetScriptParameter(3); int nDLGInt4 = GetScriptParameter(4); int nDLGInt5 = GetScriptParameter(5); if (GetHasFeat(nDLGInt1, oPC)) { oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, nDLGInt2); if (GetStringLength(sTag) > nDLGInt3 && sEnd == sDLGTag) { return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } That would let you specify the tag string fragment, the feat ID, the minimum tag length, and the tag fragment length all in the DLG. Like this:
  18. It could be. I made the feat pickable for jedi classes ( and now I realized the problem with that, cause I dont want the PC to be able to pick it until it's granted) But for the PC it's granted on saber quest completion just like before. (via script not .2da) So what I wished I had was the basic "c_have_item.ncs" but it also checks for the feat. So that I could put the tag of the scheme in the string parameter of the dialog, then maybe the feat row number in the first little box(P1)? Sorry I'm braindead. wishful thinking? Honestly the feat is completely arbitrary, but I had to be able to gate this s*** somehow.
    Thanks again for doing this Leilukin, I appreciate you taking the time and I think it's a cool addition.
  19. It was perfect thank you already got the new updated image implemented in-game.
  20. Try this: int StartingConditional() { object oPC = GetFirstPC(); object oItem; string sTag; string sEnd; if (GetHasFeat(245, OBJECT_SELF)) { oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { sTag = GetTag(oItem); sEnd = GetStringRight(sTag, 7); if (GetStringLength(sTag) > 8 && sEnd == "_scheme") { return TRUE; } oItem = GetNextItemInInventory(oPC); } } return FALSE; } Since it is using OBJECT_SELF, I assume the GetHasFeat is checking a companion?
  21. Last week
  22. OK! Progress! Could someone help me out with writing this check script? I need to basically check to see if you have the particular scheme item tag, as well has checking to see if you have the feat. So I took the script "c_have_any_co_cr", changed the item tags and am trying to add the check for feat to it. I know this is definitely not the way to go about it, but if I had some pro at the helm I would be doing good. Here's what I have. Would this work like this? int StartingConditional() { int int1 = 0; int int2 = 245; object oPC = GetFirstPC(); if ((GetIsObjectValid(GetItemPossessedBy(oPC, "hero_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))) { int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "raid_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))) { int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "enfo_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))) { int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "cbat_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))) { int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "dres_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))){ int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "egrd_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))){ int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "ckni_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))){ int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "reva_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))){ int1 = 1; } else { if ((GetIsObjectValid(GetItemPossessedBy(oPC, "sinq_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))){ int1 = 1; } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sage_scheme"))) && (GetHasFeat(int2, OBJECT_SELF))) { int1 = 1; } } } } } } } } } } return int1; } And I do have 3 more schematic tags to add down there at the bottom. Which are... dvet_scheme, shdw_scheme, and stal_scheme. How do we condense this all down and make it all concise and pretty? Many many thanks in advance.
  23. If you PM me your skin for LD-29, I could try to make a portrait for you if you wish. Edit: I was assuming you made your own skin. If you're using C_DrdWar05 (or another standard War Droid skin) as LD-29's skin, I can get started on this after I get home from work.
  24. So I did fix the Potrait for LD a few days ago, he Looks less squished right now. I am running the widescreen patch so it does look a bit blurry. Audio/Dialogue stuff will probs be done soon. I'm not sure if I can release the updated version for everyone, I'm pretty sure this mod has long been abandoned by the Original MA, but I'm not sure how people feel about uploading a more updated/improved version of the mod.
  25. One of my blogs (Blog #109) will be republished near the closing moments of December 5th. There is no reason at all to be curious about that.

    1. jc2

      jc2

      Ah I see, I will not look into this matter further, for any reason, at any time. Thank you for the update, so I will know what not to look for! 

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