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Showing content with the highest reputation on 09/26/2018 in all areas
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2 pointsThat's actually pretty simple. A cutscene in KotOR is always a conversation. So all you have to do is swap the conversation start and the move command. But then she'll start talking while walking towards the player. To fix that you'll need to add an empty entry to the beginning of the dialog with the proper delay and also make it unskipable. That should do the trick.
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1 point
Version 1.01
17,024 downloads
Author: Kainzorus Prime Mod Name: KotOR NPC Overhaul Mod ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod attempts to rectify the clone effect as much as possible by differentiating the characters where applicable, reassigning the sound sets and giving the characters different equipment to fit better with the story. 2. Installation: ========= Run the patcher and let it do its magic. If you also use the Sunry Murder Recording Enhancement mod, copy the .mod file from the compatibility folder and overwrite the one in the game's "modules" folder. 3. Compatibility: ========= The patcher ensures compatibility with most other mods, except those which also use .mod files that alter the same areas as this mod. A compatibility patch for Sunry Murder Recording Enhancement mod is included. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
1 point
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1 pointHello, Salk! Hahah I don't know I can't actually tell anything about scripting really. But one thing for sure- @Salk, @JCarter426 and @Kexikus; you guys are awesome!
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1 point[Updated: October 12, 2018] A quick heads-up to the thread. The new and last entry of Dantooine's portion has been decided. Here's a sneek-a-peek of what's coming next: 2. Dantooine [featuring SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins"] [Outdated] Edit: In the screenshot he's wearing a Breath Mask taken from xander2077's "Vanilla Masks Overhaul" which in-fact I haven't got the permission to have it released along with the planned mod. The backup-plan is to have him wearing the vanilla Breath Mask just in case I did not have the permission from the original author of the featured mask. I am looking to have this guy carrying his own customized melee weapons too. But I haven't decided yet what it would be. Any feedbacks are very much appreciated! ____________________________________________ Update: Latest update regarding the development of particular entry can be followed from its WIP thread: Any updates of current development will also be posted in thread's introduction post.
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1 pointYeah, it might not even be worth trying to calculate the orientation given that almost all of the time they're spawned facing a cardinal direction, which is really easy to figure out. So, you can get the XYZ position from the GIT. Based on your original data... XOrientation: 0 XPosition: 339.387878417969 YOrientation: 1 YPosition: 145.786026000977 ZPosition: 56.140998840332 That would be... Vector(339.387878417969, 145.786026000977, 56.140998840332) For the orientation, you can just start at 0 and and if that doesn't work, rotate to fix it. Location(Vector(339.387878417969, 145.786026000977, 56.140998840332), 0.0) Then if 0.0 doesn't work, I'd suggest trying 90.0, 180.0, and 270.0 (or -90.0) until you got the right one. Scripting is in standard 360 degrees, no quaternions or radians, so that's not so bad to figure out manually. Good luck.
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1 pointToday I have two finished skyboxes for you. Though, to be honest, both were very close to completion already. Let's start with Korriban. Not much has changed since I last showed that skybox. I just did my ususal model changes and then also some changes to the ingame lightmap so that the statues are more in the shadow and blend better with the skybox. On top of that, I removed the fog. But the most important change is probably the new ground color that looks absolutely ridiculous with normal lighting and atmosphere but matches the ingame terrain when lit properly: With that out of the way, here's a render and two screenshots. The first one shows the new terrain color blending with the area model and the second one shows the new lightmaps and the disabled fog. The second skybox that is now finished is Coruscant. The only thing that was missing here is the fixed model. I also finished the model edits for Telos so that skybox is also fully done now. But you've seen those screenshots before, so I won't show them again.
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0 pointsHello, ebmar! I have been working long and hard on the Sandral/Matale feud quest in the past and I am attempting to polish it even further. I have improved the flow of the mission in more than one way and today I decided to remove the droid outside of the Sandral estate once the Sandral/Matale quest starts. It will return (hence the need to spawn it again in the same spot - and it does, I just tested it) once you have talked with Alan Matale first (it makes more sense that way under a narrative point of view). It is part of a rationalization/bug fixing process for a quest that was originally very broken. And since I am in Dantooine I killed for the first time Juhani and noticed how Belaya reacts to her death BUT only if the player decides to talk to her. I found it plainly wrong so I am trying to change things a bit with the following addition made to k_pdan_belaya_d.ncs called from within k_pdan_init_bel.ncs if DAN_JUHANI_PLOT is 2 (Juhani killed): if ((GetUserDefinedEventNumber() == 11)) { ClearAllActions(); ActionMoveToObject(oPC,TRUE,7.5); ActionStartConversation(oPC, "", 0, 0, 1, "", "", "", "", "", "", 0); } This works but I would like to know how to make it into a proper cutscene. The way it is now is such that there is no pause in the game. Instead I would like to make it so that a cutscene removes control from the player and the screen changes to letterbox to make the whole sequence more cinematic. When doing this with the Infinity Engine (I scripted a little there when modding Baldur's Gate) there was a specific function called StartCutSceneMode() and I wonder if something similar exists here. Thoughts? Cheers!
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0 pointsJC, first of all, thank you again. I owe you, DarthParametric and others like the very missed Fallen Guardian a lot and I would like to repay sometimes in the future. Said that, I will make more tests about the store prices soon and will keep you and everyone else who may have an interest updated. I also didn't expect it to work, honestly. But I tried and I was as surprised as you are. Once in Tatooine I will like to follow your suggestion and increase the wraid plates purchase price for Fazza. Very good suggestion! I checked the calculator and it is a bit complex for me. In what field should I enter those X,Y,Z positions values I found in the GIT file? Cheers!
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0 pointsEach of the Universes listed by you, has its own unique style and it is by no means a fact, that when you unite the universes, something new and interesting will be born. It's not in the Universe, in my opinion, the SW is more than self-sufficient, but that Disney does not have an interesting idea, as George Lucas had it, to captivate the viewer.