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Showing content with the highest reputation on 11/27/2018 in Posts

  1. 1 point
    If you can load a save before landing on Dantooine, you can try this one: k_pdan_bastmv.7z This fires at the end of the dialogue with Bastila when you first leave the ship. If that works, you may not need either of the previous scripts.
  2. 1 point
    Ah. Yeah the second script (08) fires on the first dialogue node. You may not need the other one. It would be worth deleting that one (07) and seeing how it plays out. I'll have to look at what options there are for that. Possibly the first dialogue when you get off the Hawk can be hijacked.
  3. 1 point
    Is that the first time you visit the council? I think I remember someone else mentioning it before, but I'm not sure if I have ever seen it myself. Edit: I can't test it myself, as I don't get the issue, but try dropping this script in your Override and see if it changes anything. Edit 2: Actually, try these two scripts: k_pdan_zhar_scripts.7z
  4. 1 point
    Awesome! It's reddish tone blends really well with the game; particularly with the HK scene.
  5. 1 point
    Thanks so much for the help! Here are some fruits of my labor.
  6. 1 point
    Yes, I changed it when the placeables limit bug came to light after the initial release. Looks to be an issue with the UVs being mangled. You'll need to decompile the affected model and then load it up in Max/GMax and look at the UVs. Or just attach the model and I'll have a look at it.
  7. 1 point
    I assumed you were using an existing placeable, hence why I didn't cover that part. I would advise against adding new placeables to K1 unless absolutely necessary, at least for public releases. As far as collision goes, most placeables already include it. Is that a TSL placeable? Did you recompile the model for K1? You should have got a PWK, which, as the letters suggest, is the Placeable Walkmesh. That needs to go in the Override folder along with the MDL/MDX.
  8. 1 point
    I believe it's the last parameter: void ActionStartConversation(object oObjectToConverse, string sDialogResRef = "", int bPrivateConversation = FALSE, int nConversationType = CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE, string sNameObjectToIgnore1 = "", string sNameObjectToIgnore2 = "", string sNameObjectToIgnore3 = "", string sNameObjectToIgnore4 = "", string sNameObjectToIgnore5 = "", string sNameObjectToIgnore6 = "", int bUseLeader = FALSE); I'm guessing it's executed through a custom OnDialogue script for the NPC, but I'm not sure what the exact code would be.