Leaderboard


Popular Content

Showing content with the highest reputation on 01/14/2021 in Posts

  1. 2 points
    Plot locals (i.e. 0 to 10) are in k_inc_utility in both games. The ones in other includes are AI (for the most part) related. 0-10 are the only ones you should be using for general purpose use. You'll potentially break things if you start using higher numbers.
  2. 2 points
    If you are going to get into scripting, you'll be spending lots of time rewriting stuff. Comes with the territory. If you are making something for you self, by all means hack it together however you want. If you are planning on releasing something publicly though then you should be willing to refine it to make sure you don't do anything that isn't strictly necessary. It will make your life easier in the long run anyway when you come to setting up a TSLPatcher config. TalkedTo isn't anything special or unique. It's just local boolean constant 10. They added an extra utility function for it, but under the hood it's still just Get/SetLocalBoolean. If you want to use the strings and the functions for them outside generic scripts, you'll need to set k_inc_utility as an include.
  3. 2 points
    Like most things in scripting there's more than one way to skin a fish. Local variables are stored inside each object, while global variables are stored in the save file. If you wanted to have something later in the game check to see if you ever read that datapad then you'd need a global. If it never comes up again then you could get away with using a local.
  4. 1 point
    Get TSLRCM 1.8.6 on Deadlystream: Or through the Steam workshop. Changes; * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk December 18 KOTOR2 will release on mobile devices. For TSLRCM 1.8.6 on mobile click here: Additionally M4-78EP 1.3 has been updated on Steam. There is no standalone version of this at this time, sorry. If you run into any issues you can post them here:
  5. 1 point
    They also work on triggers as well. It's common practice to set a local on a trigger the first time it fires. Gives more flexibility than outright destroying it for cases where you might want to reuse it. All of K1's random loot placeables use locals in their heartbeat scripts to stop them respawning (although Obsidian added a new function for TSL to just remove the script altogether after firing, to cut down on overhead on the Xbox). K1 makes extensive use of module locals for various quest states via the module includes.
  6. 1 point
    You can set a local on a placeable or even the entire area. It's not limited to creatures.
  7. 1 point
    You can also just check if they have the datapad in their inventory Ah I doubt it / am not sure, I forgot you are working with a placeable, by the sounds of it you might be better off with a new global variable and making sure to continue using that variable more than once. ( depending on the extent of your use or need for the variable anyway )
  8. 1 point
    Hi folks! I've had a total modernization rework of KOTOR head models floating on my mind for years and thanks to the fantastic tools released on this site, I've been able to get a fully functioning prototype going with a few test cases. I'm starting this thread to document my progress with it and share with the community. First up, huge thanks to developers of KOTOR Tool, Kotormax and MDLops for making this possible. My goal is to build a universal head base that can be extrapolated to replace all the player and party head models with a much more modern standard - one that looks good, and is also very easy to adapt and modify. Hair will be handled as a separate mesh instead of something modeled as a fixed part of the head model, as is the solution in vanilla meshes, removing the need to do skinning cleanup for new heads. Texture layouts for heads are standardized as a result. Where I'm at right now: -New head geometry completed. -New teeth, tongue and eyes. -Eyelids are no longer separate geometry, instead the eyelid models have been converted to dummies and the eyelids on the head mesh are skinned to them, allowing for far more natural looking blinking. -Much more believable eyelashes have been integrated as a result. -Head is fully skinned for facial animation, though this is still a work in progress and needs a lot of testing and iteration. -Early tests for texturing and stylization are underway. First pass with vanilla eyelashes before I took the plunge to try the dummy skinning route, which ended up being a huge gamechanger. Skinned eyelids and eyelashes. Much more detailed teeth! Testing out eyelid skinning. To see how much I can get out of the new geometry I chose to start with a pretty major quick redesign of Juhani based on Cathar from SWTOR. If I have the stamina to see this project to full completion I'll probably also make a 'classic' version. This is probably going to be a pretty long project, but I'll try to keep updating once in a while. I plan to release a full resource pack of this even in the absence of a fully completed replacer mod. Thanks for stopping by! I'll be happy to answer any questions in the meantime.
  9. 1 point
    Thanks JCarter it worked. Now, can you fix the rest of my life.....😁
  10. 1 point
    If you can figure out which Override folder is the right one, install the attached file to it. k_pkor_las36!plt.ncs