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Showing content with the highest reputation on 11/19/2021 in Posts

  1. 1 point
    I actually did make him a party member, but he's still refusing to follow me? Is there a script that forces party members to follow you, and if so, which script is it? And maybe I could edit it? I've made sooooooooooo much progress in the past few hours, I went from not wanting to learn, to actually learning. Problem is, he's still not following me despite being a bonafide party member, with his own portrait and obtained through dialogue options too. I am planning on just deciding to make a full-on Deadeye Duncan party member mod, it replaces T3-M4 and I have wayyy more dialogue to add, but he's already kinda fleshed out, I can talk to him on the spot. The fool just won't follow me, lol. I got rid of a bunch of Janice's dialogue involving T3-M4, you can ask about the droids, and she'll tell you about them, but you don't get to buy T3 anymore, instead she suggests Duncan as an alternative to help you get into the base, with it being humorous. "I actually have a guy instead for that." "Do tell?" Even has actions that go along with his responses, like laughing, or being angry, or pleading. I have his background as him being a farmer from Camooine (a planet in the Dantooine system), glad I didn't make up some random planet that wasn't lore-accurate. Also he has an ex-wife that lives there, lol. I tried to make Deadeye Duncan (the main one) disappear from the game by using this script: byebyeduncan.nss But it's not working, lol. If I could even use just the main game's script or a brand new script to make him follow me and get rid of the original Duncan, I'd be happy. Edit: oh and the spawn armband is no longer required, removed it from my files completely as it was more of a hassle. Still getting occasional crashes every now and then, but meh. @TamerBill
  2. 1 point
    Just having him follow you around is a dead-end, you'll need to properly add him as a party member to make it work. This already makes you smarter than the more common first-timers who come in dreaming of fully-voiced main-story-changing new party members as their introduction to modding, hah. I'll write up a tutorial on the basics, since this is a common request.
  3. 1 point
    If you reenabled them as is, they would not do anything. Control, Sense, and Alter was a way of categorising force powers used in the old Star Wars RPG. Bioware was obviously considering it for KotOR at one point, but didn't go with it. Force powers are mostly scripted, so there's no reason why you couldn't make 'force focus but only for some powers'. But you could do that regardless.
  4. 1 point
    As an update to this, work on the project has shifted to K1 first in coordination with @EAF97and their NPC Overhaul project. The module has successfuly been ported into K1 thanks to Thor110s tutorials. As work carries on and various scripts and quests get created next, the project will enter a workable state that can be released in a beta format before the end of the year (2021). The goal would be a full release but that depends on my schedule. Here's what got messed with today: Using @InSidiousmodding resource for holocron models, the Jedi Academy sublevel on Dantooine now has actual holocrons! Jedi Initiates have been added to the Academy where the player can witness some of their training. @EAF97has worked hard to get Atris and her Handmaiden's ported over and we are thinking of what quests can be associated with them and the holocrons. Our buddies Rickard and Handon from the murder investigation quest are not happy about their arrangements.
  5. 0 points
    I also didn't find that mod, so I created new one. It uses free model by Anthony Yanez licensed under CCA. The original texture has been changed to look better in game and I hope to improve it further in the future, hence "beta" status. DC-17 TCW (beta).7z