Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/11/2019 in all areas

  1. Wait a minute I thought we already went over this...?
    2 points
  2. Now this is podracing...
    2 points
  3. You might need to study a bit on how, but with the TSL Patcher you can add lines to upgrade.2da. That's the power of the Patcher. Unfortunately inluding the Patcher in a Steam workshop mod is not a thing, but with a non Steam mod you can instruct people with the Steam version to point the patcher to that TSLRCM folder I mentioned above.
    1 point
  4. You're missing a comma and a parenthesis. It should be DelayCommand(3.0, ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lBlastPoint));
    1 point
  5. That's the byte code - what the actual compiled script looks like to the engine. You can have nwnnsscomp output it I believe (or at least it's an option for scripts that can't be decompiled), and ncsdis from Xoreos Tools will also convert all scripts into byte code. For scripts that can't be decompiled, you can often figure out what it is doing from the byte code and, depending on the complexity, try and recreate it manually.
    1 point
  6. It has decompiled it, it is just warning you that its interpretation doesn't match 100% with the original. Generally you can ignore that. You can right click on it and have it show the decompiled code, or just close that tab and say yes when it asks if you want to save it as an NSS.
    1 point
  7. You need either K1 or TSLs nwscript.nss file within the DENCS folder.
    1 point
  8. You'll want to use DeNCS (requires Java) - https://web.archive.org/web/20180820120330/http://www.starwarsknights.com/mtools/DeNCS.zip You'll need to supply it with a copy of nwscript.nss in the same folder in order for it to work. I would suggest making two folders with separate copies of DeNCS, and have the nwscript.nss for K1 in one, TSL in the other. I have come across the occasional script in K1 that won't decompile when using TSL's nwscript.nss. If you want to follow along with that cutscene specifically, I'd recommend starting with tar03_calo031.dlg as there are multiple different scripts used for the various shots. Btw, if you want different VFX you can browse through nwscript.nss to see what constant is required for the one you want.
    1 point
  9. Turns out he, instead of using the TSLPatcher installer, copied and pasted the files into the override folder. Because he did this it caused an NPC I intended to appear in the Entertainment Module appear in the Hangar and break the game. I am certain this will work with the NPC Overhaul mod.
    1 point
  10. So did you ever find out if this is compatible with NPC Overhaul 1.22? Or do you believe that bug was his own client side issue. Also great mod btw, it will make a fine addition to my collections of upper echelon mods.
    1 point
  11. Disney mulling over KOTOR series. Read more about it here.
    1 point
  12. @JCarter426 and @Salk Actually, based on the description of the robe, it once belonged to Cay Qel-Droma. The robe being described as the red cloak he kept around his his neck and over his Jedi robes. To my understanding, the item worn is simply that red cloak, rather than a full set of robes. So in terms of lore, simply turning the cloak red is all that's really necessary, unless you can re-shape it to better resemble the one depicted below. So there isn't a whole lot to work with, unless you take the coloration and apply it to the rendition of the cloak depicted in the second image I've attached. Alternatively, you could always apply a red cloak to the Star Forge robes. I always envisioned Revan wearing it over those robe anyhow, but that's more of a hassle than simply making a red cloak.
    1 point
  13. When it actually fails to decompile, the only thing you'll see is a message in the status window down the bottom.
    0 points
  14. You can either create a waypoint or use the co-ords directly, whichever takes your fancy. To do the latter: location lBlastPoint = Location(Vector(4.51,48.57,14.57), 0.0); Then you'd apply the effect with something like: effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_THERMAL_DETONATOR); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lBlastPoint); You should look at the Calo Nord cutscene in Javyar's Cantina (TAR_M03AE). It's quite instructive for this sort of thing. In that scene they also have Calo doing a throw animation and spawn a grenade model on the ground.
    0 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.