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Showing content with the highest reputation on 05/28/2020 in Posts

  1. 1 point
    You're not looking in the right place. There are a bunch of placeables, including some invisible ones used for the Force items. They do use an OnUsed script to give the items to the player though, k_mus_treasure: void main() { if (GetTag(OBJECT_SELF) == "mu_treasure1") { CreateItemOnObject("a_robe_21", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure2") { CreateItemOnObject("a_gloves_12", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure3") { CreateItemOnObject("u_l_crys_18", GetFirstPC(), 1); } if (GetTag(OBJECT_SELF) == "mu_treasure4") { CreateItemOnObject("u_l_colo_09", GetFirstPC(), 1); } SetGlobalNumber("506OND_MuseumThief", 1); DestroyObject(OBJECT_SELF); } So adding extra items is just a matter of editing the script and adding in some extra CreateItemOnObject instances for one or more of the placeables.
  2. 1 point
    Speaking of which, that's actually one thing the armbands are really good for - positioning when right up against collision. Since characters have a "personal space" boundary around them, it can sometimes be difficult to gauge exactly where they can move in close proximity to collision when working in Max, etc. I found this when doing some adjustments for the post-Lehon crash cutscene in K1. For one shot where I had Mission walk to a console, she wouldn't obey using a target co-ord taken from Max, because she couldn't actually reach it, even though it seemed to me like she had heaps of room. So I hopped into the game and jammed the player as far as they could get into that corner. Using the armband's position resulted in Mission correctly doing what she was told because the waypoint was now a few centimeters further back on walkable geometry.
  3. 1 point
    Also remember that the whereami armband and I assume the force power as well give you the orientation of the player character and not the orientation of the camera. So make sure to go into first person to accurately rotate your character before getting the rotation.
  4. 1 point
    Armbands are more "approximate" than accurate. Typically though the quaternions they output should be more or less in the right direction. Or at least that's my recollection from the odd occasion I've used either StarAdmiral's "Utility Armbands" in K1 or Darth333's "WhereAmI Armband" in TSL. If you want truly precise values, you'll have to derive them by loading the module into Max/GMax/Blender.
  5. 1 point
    It is a little sad when mod that gives GO-TO cool new look and items, feats to improve his combat capabilities has less downloads than some Twi'lek head fix for npcs. But it also shows people dislike him not just for his gameplay problems. Personally, I was dissapointed that after all this build-up with Jedi bounty, Exchange, assaulting his yacht, GO-TO didn't have any significant presense in the story after joining aside from his interactions with Remote (of all things!). I was expecting to visit his base, resolve his conflict with Vogga, maybe new sidequests, at least meeting him in person with max influence. And while his 'reveal' is interesting, I didn't like how he was tied to Telos (when there are droid-factory and droid planet). It felt cheap.
  6. 0 points
    I've looked at the files for a bit, setting up Brotherhood of Shadow: Solomon’s Revenge is a bit too much work, but I think I have a theory: Brotherhood of Shadow: Solomon’s Revenge adds a bunch of entries to heads and/or appearance.2da to add new unique characters. Then the Mando mod adds rows, adding is good*, but it puts armors on characters that use the disguise property. Those disguise properties might not be so flexible, they might just point to a row number, a row that the first mod added. I'm not sure if the TSLPatcher can even take that into account, disguises are tricky in general. * The Mando mod does use the TSLPatcher but it does not use its memory capabilities. Add row to 2da file X -> store that row number in memory -> add row to 2da file Y, reference to row number stored in memory, etc. That's how you can keep things compatible (again, not sure you can take care of the disguise thing). Possible conclusion: mixing these 2 mods might be a bridge too far (in theory you could fix things manually, but that's a lot of work). I suggest taking the mando mod out, there should be backups of the 2da files in the mando mod's install folder. If you cleaned all that up then it might be in your recycle bin.