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Showing content with the highest reputation on 02/08/2021 in all areas

  1. 4 points
    For the first time in over half a decade, the original "Canderis" account has been returned to me! Add me on Old School Runescape if any y'all play haha
  2. 3 points
    Hi All - With all the rumors of a new KoTOR coming out, Deadlystream is in great need of a new theme for Deadlystream and a new Logo/Banner. What I am looking for is someone to do what is outlined below, this would be a paid project and anyone who can show some previous work is free to apply. I am particularly hoping someone from the community would like to do this work, as I believe someone with a passion for KoTOR and Star Wars would be better suited for this. This could all be done by one person or if you would prefer to do just the theme or just the logo that works too. Theme - Build a wireframe and/or a psd of a new theme for Deadlystream Design new icons for Deadlystream forums New design for the Forum section of Deadlystream New design for a News Section of Deadlystream New design for the download section of Deadlystream New design for the Gallery Section of Deadlystream Logo and Banner - New Logo that includes Deadlystream in the name New Banner that is Star Wars / KoTOR theme'd Logo can be layered over banner, and will be used at the header of Deadlystream Please reach out to me via PM if you are interested. Thank You, Tyvokka
  3. 2 points
    Well that's entirely down to the walkmeshes. If you are trying to cobble together existing room models in a completely original manner then you are going to need custom walkmeshes. Typically, but not always, each room will have its own walkmesh. Points where you need to cross from one walkmesh to an adjoining one in the next room are defined in the walkmeshes themselves, by which edge/s link to which other rooms. If you looked at the AABB node in the ASCII model of a room, you'd see something like: roomlinks 4 186 8 255 3 298 6 301 6 Here there are three adjoining rooms, 3, 6, and 8 (determined by the LYT hierarchy). Room 6 has two edges for its link because of the nature of the room's triangulation. If your LYT points to vanilla room models then their walkmeshes will be linked corresponding to their original LYT positions. The only solution is loading up the entire LYT of your level and reassigning the room links. As far as I know, currently this can only be done in KOTORMax (so Max/GMax required). I don't believe the equivalent functionality has been implemented in KOTORBlender yet. Note that this will mean you will have to change all the model names to custom ones, if you haven't already.
  4. 1 point
    KAurora can also edit the room links, although I would really recommend acquiring Gmax and KOTORMax for the convenience, since you can get Gmax for free.
  5. 1 point
    Stripped out some of the diagnostic output and added some source code output. Here's the original Handmaiden conditional script again: //c_003handfight int StartingConditional() { string tString = GetScriptStringParameter(); int tInt = GetScriptParameter( 1 ); int LevelInt = GetScriptParameter( 2 ); if ( ( GetGlobalNumber(tString) == tInt ) && ( GetGlobalNumber ("G_PC_LEVEL") < LevelInt ) ) { return TRUE; } return FALSE; } Here's the output from the reverse compiler: //Kotor2\c_003handfight.ncs This is definitely a K2 file Sub13, 23 } Sub23, 250 38 string = GetScriptStringParameter(); 65 int = GetScriptParameter(1, ); 92 int = GetScriptParameter(2, ); 166 if (GetGlobalNumber(CPTOPSP, ) == CPTOPSP && GetGlobalNumber("G_PC_LEVEL", ) < CPTOPSP) { } 224 ; } Recognizable! Here's the output of k_inc_npckill.ncs: And k_contain_unlock: Rough, but getting there!
  6. 1 point
    I think I see your problem. This part here: if(nCharLevel >= 1 && nCharLevel <= 3) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 2); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 2); nVP = 1125; } if(nCharLevel >= 3 && nCharLevel <= 7) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 4); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 4); nVP = 50; } The first part checks for level less-than or equal-to 3, and the second part checks for level greater-than or equal-to 3. So if you're exactly level three then both will trigger, and the second one (+50 HP) will override the first (+1125 HP). Change the second one to be >= 4 instead, then run your test again.
  7. 1 point
    Happy New Year to my favorite modding community! Thanks for making 2020 suck less and here's to hoping for even more awesome mods for KOTOR & TSL in 2021. 😇
  8. 1 point
    If it's alright, I thought I'd share some of the scripts from my mod, since I got quite a few of them from the old thread, as well as various others on Lucasforums. Give an item to the PC: void main() { CreateItemOnObject("(TAG_OF_ITEM", GetFirstPC()); } Spawn an NPC: void main() { //These are the X, Y and Z Co-Ordinates. To find these out, use the "whereami" cheat in KOTOR. As for TSL, I think there's an armband mod that gives it to you but I'm not sure. vector vPos; vPos.x = 0.00; vPos.y = 0.00; vPos.z = 0.00; // This is the angle the NPC should be facing float fAngle = 0.00; CreateObject(OBJECT_TYPE_CREATURE, "NPC_TAG", Location(vPos, fAngle)); } Kill an NPC through dialogue: void main() { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), OBJECT_SELF); } Add a new Class to an NPC: void main() { AddMultiClass( CLASS_TYPE_JEDIGUARDIAN, GetObjectByTag("TAG_OF_NPC")); // Unfortunately I don't have the full list of classes on me at the moment, but that's how to make a character a Jedi Guardian at least. } Make an NPC walk/run to a location: void main () { object oNPC=GetObjectByTag("TAG_OF_NPC"); float x=0.00; float y=0.00; float z=0.0; int bRun=FALSE; //If set to TRUE, the NPC will run to the location. vector vPoint=Vector(x,y,z); location lPoint=Location(vPoint,0.0f); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lPoint,bRun)); } Make an NPC Hostile: void main() { object oNPC = GetObjectByTag("Tag_Of_NPC"); int iFaction = STANDARD_FACTION_HOSTILE_1; //This works for all other factions as well, but, like the classes, I don't have them on me at the moment ChangeToStandardFaction(oNPC, iFaction); } Check to see if a global is a certain number: int StartingConditional() { int iResult = GetGlobalNumber("Your Global"); if ((iResult == [Global Number You Want])) { return TRUE; } return FALSE; } //Attach this to a dialogue and it will only appear if the global is the correct number //I think this works for Journal Entries too, just replace "GetGlobalNumber" with "GetJournalEntry" These are all for KotOR I, so I'm not sure if these work for TSL. Please do correct me if any of these are wrong, and I'll edit the post right away.
  9. 0 points
    Good day. It was necessary to pack it into an archive.
  10. 0 points
    Alright they were uploaded as .rar files a type of compression format. Sounds like you need to download 7zip. You can find that here: https://www.7-zip.org/ Also no need to be snippy, its gonna be fine.
  11. 0 points
    Wow. That's not what I meant. I said I can download them. But there is no zip file for them okay. But otherwise they download. I have cleared my cache and it still downloads the mod. But as I said you made their mod without a zip file. You say download the mod and then use the zip file. But they don't have a zip file in the mods.