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Showing content with the highest reputation on 11/28/2018 in all areas

  1. 1 point
    With no end in sight for Lucas Forums' down time, we're running into a bit of problem with tutorials. As you likely know, LF hosted most of the modding tutorials for KotOR I and II. If LF comes back up soon, great, but we still need to address the lack of tutorials on Deadly Stream. I personally don't see much of a problem uploading some of them verbatim here, if they can be found. They are also a valuable reference for writing new tutorials, so if you have any of the old ones archived, please speak up. But, I want to start the discussion for what we want to see out of our tutorial section. First off, I think we could break it up into categories like Lucas Forums did: Resources/Tools General Modding Modeling and Texturing Scripting I want to say there was another one, but I can't remember. Secondly, I think we should figure out what tutorials we need for these categories. For instance, we need a New Module tutorial that shows how to set up a new KotOR/TSL module, a tutorial that shows how to make an NPC walk waypoints, a merchant script tutorial, an alpha channel tutorial. If we can figure out what we need, and can find folks that still have the knowledge, we can come up with new tutorials. But I think the first step is still figuring out exactly what we need.
  2. 1 point
    It is that time of year again; I need to perform some maintenance to ensure Deadlystream continues on. What this means is during the week of 11/26 (thru 12/1), Deadlystream may be intermittently offline. If there are any extended offline periods, there will be updates to this reddit thread. In terms of other site updates, more to come! Thanks for your continued support! edit: Maintenace complete! -T
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  4. 1 point
    There's no need to include a pre-existing GFF file when just making alterations in-place. You only need to include files that are being completely being replaced, or that don't already exist in the target location. All the mod does is edit a single field in the existing GIT. That said, it relies on the target MOD already existing in the modules folder, but that is a given since it is a patch for K1R. Yeah he looks to be fine there. I'd have to go back and determine what the actual rotation values were to see how much of a difference it was.
  5. 1 point
    Well, explaining how to fix the issue is probably of greater impact than just reporting the issue. @Fair Strides, are you seeing this thread?
  6. 1 point
    In the meantime, this should be the "proper" solution, rather than the scripts above: [K1]_Vandar_Orientation_Fix_For_K1R.7z I also see they have altered Vrook's rotation in the GIT as well. You didn't notice any problem with that?
  7. 1 point
    Not really, in terms of the impact. Making the Y orientation negative changes the rotation from 90° to 180° (the X and Y orientations for creatures is the cosine and sine, respectively, of the rotation in degrees).
  8. 1 point
    I'll have a look through their files. Perhaps they changed the OnEnter or something. Edit: OK, I see the problem. For some bizarre reason, they altered Vandar's orientation in the GIT. I would assume that was an unintentional mistake, and should be reported in the appropriate K1R bug thread. Vanilla: XOrientation: -0.555570065975189 YOrientation: 0.831469714641571 K1R: XOrientation: -0.555570065975189 YOrientation: -0.831469714641571
  9. 1 point
    I can confirm this. I have it with a fresh install of KotOR 1, and K1R only. EDIT: Also, during the first cutscene with the council, Zhar isn't facing the camera when you first speak with the council.
  10. 0 points
    If it's alright, I thought I'd share some of the scripts from my mod, since I got quite a few of them from the old thread, as well as various others on Lucasforums. Give an item to the PC: void main() { CreateItemOnObject("(TAG_OF_ITEM", GetFirstPC()); } Spawn an NPC: void main() { //These are the X, Y and Z Co-Ordinates. To find these out, use the "whereami" cheat in KOTOR. As for TSL, I think there's an armband mod that gives it to you but I'm not sure. vector vPos; vPos.x = 0.00; vPos.y = 0.00; vPos.z = 0.00; // This is the angle the NPC should be facing float fAngle = 0.00; CreateObject(OBJECT_TYPE_CREATURE, "NPC_TAG", Location(vPos, fAngle)); } Kill an NPC through dialogue: void main() { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); } Add a new Class to an NPC: void main() { AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("TAG_OF_NPC")); // Unfortunately I don't have the full list of classes on me at the moment, but that's how to make a character a Jedi Guardian at least. } Make an NPC walk/run to a location: void main () { object oNPC=GetObjectByTag("TAG_OF_NPC"); float x=0.00; float y=0.00; float z=0.0; int bRun=FALSE; //If set to TRUE, the NPC will run to the location. vector vPoint=Vector(x,y,z); location lPoint=Location(vPoint,0.0f); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lPoint,bRun)); } Make an NPC Hostile: void main() { object oNPC = GetObjectByTag("Tag_Of_NPC"); int iFaction = STANDARD_FACTION_HOSTILE_1; //This works for all other factions as well, but, like the classes, I don't have them on me at the moment ChangeToStandardFaction(oNPC, iFaction); } Check to see if a global is a certain number: int StartingConditional() { int iResult = GetGlobalNumber("Your Global"); if ((iResult == [Global Number You Want])) { return TRUE; } return FALSE; } //Attach this to a dialogue and it will only appear if the global is the correct number //I think this works for Journal Entries too, just replace "GetGlobalNumber" with "GetJournalEntry" These are all for KotOR I, so I'm not sure if these work for TSL. Please do correct me if any of these are wrong, and I'll edit the post right away.