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Showing content with the highest reputation on 04/24/2021 in Posts

  1. 2 points
    Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by leveling them up and equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their each character's individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need Juhani → Threat from Xor Jolee → After Final Dialogue HK-47 → Finishing repairs T3-M4 → Finishing a custom dialog The bonuses would include leveling the character to make them equal to the player as well as the following: Progress: Released version 1.0! [1/26/2022] Credits (Will continue to update as I go): Big thanks to Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for DarthParametric as they talked through issues Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher JC & Sdub for helping find Xor’s .dlg file djh268 for their full game saves I used for testing StellarExile & N-Drew25 for taking a look at my mod before release Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor Stoffe & Fair Strides - TSLPatcher
  2. 1 point
    Like the "Let's See Your Characters" thread, this is your opportunity to show off a part of characters' legacy: the Reputation Tracks. If you aren't aware, certain factions across the universe grant token of their gratitude which advances your Reputation with that faction. Some achievements and items from those faction's reputation vendor are gated behind certain Reputation levels. The rarest gear and titles are usually gated behind the Legendary tier, which indicates you've maxed out that faction's REputation track. You can see how you're doing by hitting the "Y" key to open your Legacy window and clicking on the Reputation section. For the past few weeks, I've been working on turning my Reputation "green" which a easy indicator that the track has been maxed out. Here are my current "fields of green" How have you been doing so far folks? Update as of 28APR2021: Stealth Update as of 07JUL2021:
  3. 1 point
    I will check, but I still must know how to add a character. On FileFront, other than mods by InyriForge, most recruit mods were for existing characters. There were recruit mods for Lashowe, Mekel, Sasha (Selkath), and Yuthura Ban. Do I just add a new "Struct- Type:4 Field count: 6" and put the location information for a character template in the .git file to create a new character? Also, do I still need to add "RemoveAvailableNPC(0)"?
  4. 1 point
    You are probably going to wind up disappointed if you expect characters to reliably perform scripted animations during combat. For starters you cannot play arbitrary animations in K1 using PlayAnimation/ActionPlayAnimation. Only TSL can do that. In K1 you are limited to a small pool of anims predefined in nwscript.nns like ANIMATION_LOOPING_DANCE, ANIMATION_FIREFORGET_SALUTE, etc. There is the CutsceneAttack function, which, as the name suggests, is designed for choreographing cutscene fights. That does let you specify attack animations, but I have no idea if that will even work outside of a cutscene. void CutsceneAttack(object oTarget, int nAnimation, int nAttackResult, int nDamage); It also lets you specify whether the attack is a hit or miss, and what the damage is. I suppose you could experiment and see what it does when fired during a regular combat round. I'm not sure if anyone has done that before. There may be a problem with the target not responding with the appropriate animation, assuming it works at all, so they might also need to be forcibly scripted in the same manner.
  5. 0 points
    Hi everyone, I wanted to let you guys know we are hard at work on the mod. I have a tutorial video on the KLE ( kotor level editor ) , where I show you how I'm placing in npcs, the dlg and the animation. In the beginning of the video you will see the Hutt Lounge on Nar shaddaa fully populated and animated. The tutorial is for you guys to see the inner workings of building a mod like this. I hope the video is helpful for other modders, giving them a work flow using the KLE in their projects. Second tutorial video is on setting up a combat level using KLE and Fair Strides's NPC Auto-Leveller 1.0. Logan23