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Showing content with the highest reputation on 12/18/2018 in Posts

  1. 4 points
    I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  2. 1 point
    Firstly, I would recommend my Odyssey ++ user-defined languages. They auto-suggest things and add markup, makes things easier. NWScript will list all the functions but your best bet for learning how they work would be to look through what source scripts are available in scripts.bif. The NWN Lexicon is another good resource, though much of what's there doesn't work in KOTOR. And any resource on any C-like language will help. This should help get you started too: void main() { // Delay for lightning flashes // First, generate a random number between 0.1 and 10.0 seconds: float fRandom = ( IntToFloat(Random(100)) + 1 ) * 0.1; // Extra time always added on top of the random roll: float fExtra = 5.0; // Final delay: float fDelay = fRandom + fExtra; // Lightning animation will be randomly determined // Animation numbers correspond to the ANIMATION_ROOM_SCRIPTLOOP constants string sRoom = "whatever"; int nAnim = Random(20) + 1; // Thunder sound will be randomly determined string sSound; int nSoundRoll = Random(2) + 1; switch(nSoundRoll) { case 1: sSound = "as_wt_thundercl1"; break; case 2: sSound = "as_wt_thundercl2"; break; default: sSound = ""; break; } // Do stuff DelayCommand(fDelay, PlayRoomAnimation(sRoom, nAnim)); DelayCommand(fDelay, PlaySound(sSound)); } It will randomly play an animation and thunder sound. This will utilize all 20 possible room animations if you want to use them all, but you can reduce it by changing the 20 to however many you want. You can also add more thunder sound possibilities by adding more cases before the default case. You can also change the values for the random delay; it's currently set to a delay of between 5 and 15 seconds.
  3. 0 points
    Hello! Here I cast my nominations as well. Best Texture Enhancement Hard to choose, as usual. And this one is not even one I use myself (for consistency reason) but it shows great care in the design and texturing. Other great contenders were ebmar's Selven "Legends" and VP's Spectral Ajunta Pall Canonical Appearance. Best Content Restoration / Addition Hard to choose here as well. In the end my vote goes to one of the recent excellent releases from our resident guru DarthParametric. Most Helpful Community Member What was hard to choose up to here becomes for me almost impossible here. This great community has helped me greatly and so many would stand out in this respect. I want to mention @Canderis, @ebmar, @DarthParametric in particular although there have been others worthy of much praise. But I can choose only one and this year's preference is going to @JCarter426 who has been a constant support and a patient listener. Said that, ebmar deserves the title of most enthusiast, kindest soul, quickest runner-up and talented newcomer this community has seen this year. Mod of the Year Again, tough competition here as well. For my own vision of what the most good a modification can do for a game I must choose the amazing @A Future Pilot's debut mod. I do not use it myself because I have my own all-in-one modification I can rely on but the project itself is the one I am the most interested in, hoping also for future collaboration. As a personal note, the Most Anticipated Mod of the Year for me would no doubt be @blinkyzero's Enemy Enhancer, a real shame there's never been any release.
  4. 0 points
    If this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...