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Showing content with the highest reputation on 11/30/2018 in Posts

  1. 1 point
    You should be able to use basically the same script, just change it to the appropriate row ID taken from the module's GIT instead of using the memory token. Alternatively, you could try the following trick. A cursory glance would suggest that the Day and Night tracks are the same, so you could try the following: void main() { int nTrack = MusicBackgroundGetNightTrack(GetArea(GetFirstPC())); object oArea = GetArea(GetFirstPC()); MusicBackgroundChangeDay(oArea, nTrack); }
  2. 1 point
    Community Manager Eric Musco mentioned in a post on Reddit that a Double XP event is planned for the game's 7th anniversary, stating Dec 20th. It hasn't been officially announced yet, but I'd expect it to run for 1-2 weeks.
  3. 1 point
    2DAMEMORY1 is a memory token, storing a a row ID number. You can have as many as you want. I assume in this case you will only need the one, but it could be 2DAMEMORY2, 2DAMEMORY3, etc. depending on how many rows you needed to add. So, for example, you could have a scenario where you added say three tracks to the 2DA, and created three separate scripts, one for each track. Each script would use a different memory token, to match the specific track.
  4. 1 point
    Lol yeah, it's pretty significant. Double slashes indicates "ignore the rest of this line" to the compiler. I would advise you to use Notepad++ along the NSS template in order to help spot small mistakes like this. Comments should be greyed out when properly escaped with double slashes. Other things to watch out for are the number of brackets (you need matching pairs) and missing semi-colons at the end of statements. You can also trip up on stuff like float values not having the required decimal (i.e. zero as a float is 0.0 - 0 by itself is an integer).
  5. 1 point
    Use the instruction manual, young Padawan. void main() { object oArea = GetArea(GetFirstPC()); int nTrack = #2DAMEMORY1#; // Change to appropriate TSLPatcher memory token value MusicBackgroundChangeDay(oArea, nTrack); } Note that you have to let TSLPatcher compile the script during the mod's installation in order for this to work. Read the instructions regarding this.
  6. 1 point
  7. 1 point
    Hello! First of all, a very simple question: is DeNCS the best tool for decompiling .ncs files? I tried KotOR Scripting Tool but did not manage to make it work. DeNCS has always worked fine but the amount of failure (partial and not) when decompiling is pretty high. Is DeNCS no longer maintained by anyone? I was checking the tat17_10czerk_01.dlg and there I found a Iine I suspect is never triggering rarely triggering... The conditional script associated with it cannot be decompiled though so I cannot verify. I am talking of: E1 <k_ptat_raceone> "Hello again. I hear you've made an impression down at the swoop track. Czerka Corporation wholly supports local events." <> It triggers only if the Player has won the first tier. I swapped the <k_ptat_raceone> with <k_ptat_racechamp>, which seems more appropriate (beating the first tier does not make an impression, becoming champion does). Also, I noticed that there are several dialogues where the camera is on the player even when the speaker is someone else (it happens often when party members are interjecting but not only... There are three such instances also in the .dlg file above mentioned). I can usually correct this by changing the camera angle from 0 to 1... Is this something that might cause any further problems? (I think not, but I want to be sure...) Thanks!
  8. 0 points
    Wrapping the # around something is what tells TSLPatcher to make a substitution in any script you have told it to compile. So it will turn int nTrack = #2DAMEMORY1#; into something like int nTrack = 49; or whatever your new added row number is. And yes, anything after // is considered "escaped" - that is, the compiler ignores it. Thus it is used for human-readable comments. As @Qui-Gon Glenn mentioned earlier, it is very useful to provide comments in your scripts. Both for yourself, so when you come back to it at a later date you know what you were doing, and for anyone else that may be reading your source, such as when trying to make a compatibility patch.
  9. 0 points
    Congratulations on your first release! I have a question though, did you only tinker with this file "backpack001.utp" and when someone installs your mod they put that in the override? That will cause any file named " backpack001.utp" which is a common tag and several modules (maps) have that tag, but have different things inside them. Because modules are all tightly packed up they can do this, but the OVERIDE folder overrides most files and will cause any module that uses backpack001.utp will then have the same inventory and be cloned all over the game. I once installed a mod that did this and had every footlocker i opened give me 100 credits and about 150 credits worth of sellable junk, I got rich fast, but it was sad to rarely get loot. I uninstalled that file after Taris, but still the memory remains. Additionally, do the Sith ever use these weapons against the players? Or are these items added to the game, instead of modifying existing weapons to be stronger?