Leaderboard


Popular Content

Showing content with the highest reputation on 09/19/2020 in Posts

  1. 2 points
    I stepped away from my machinima for a bit to fulfill DP's request. It was easy peasy using the mapper function that KotorMax has, I just had to adjust some things and deal with some controller errors but this is what I got: -Both throwing grenade animations: -Using shields: At first I tried naming them cthrowgren/cthrowgren1 or throwgren/throwgren1 but they didn't play so I had to do the same as Selkath and convert the model to an F type. Then I renamed the rest of the animations to their humanoid counterparts. Let me know if they are any good and I'll submit them to the download section.
  2. 1 point
    This is a C++ routine, not a function defined in Neverwinter Script. It's defined in the source code for the game executable. Neverwinter Script is a separate scripting language that makes calls to the actual C++ routines. You can find a list of them in nwscript.nss. But they are implemented in C++, not Neverwinter Script. Since we don't have the game's source code, all we can really do is make guesses about how they work. I was skeptical of it being related to player coordinates—based on my experience with it, and what I've heard from other modders, I thought it was some sort of resource management issue with the game mistaking a reference to one trigger for another. However, I was able to repeat the issue on the Endar Spire in the same location after moving the door, and I don't believe there is another trigger in that location. For the record, I encountered the issue during regular play in the enclave, somewhere around the rotunda. I was able to repeat it on the Endar Spire without Trask in the party by warping back to it, and also by controlling a different party member.