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Showing content with the highest reputation on 01/13/2022 in all areas

  1. 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:
  2. 1 point
    Typically you do not want to be editing module OnEnters outside of for personal testing purposes unless it is absolutely required. It's terrible for compatibility purposes. For a mod that is to be publicly released, you'll want to instead rely on other methods. For NPCs that should always be present, simply adding it to the GIT's creature list is the way to go. For NPCs that need to spawn under specific scenarios, adding a trigger with a custom script would be preferable to editing the OnEnter. Or as LoneWanderer suggested, a DLG is a common vector, primarily when the NPC appears during, or as a result of, a cutscene/conversation.
  3. 1 point
    Usually I use WhereAmI armband mod (you can find it on Gamefront) or Workbox by bead-v to get coordinates of the user's current location and then write custom script that spawns npc in the required location. This script can be inserted into onEnterScript of Module or attached to dialogs or interactions with items, etc.
  4. 1 point
    Those were pulled in from the include files by Bioware's compiler. Just as nwnnsscomp does, all the constants in any listed includes get pulled in, even if they aren't actually referenced by the script. But you can't just blindly delete them every time. Sometimes they will be used (or some of them anyway), most commonly when referencing local boolean constants from k_inc_utility (SW_PLOT_BOOLEAN_01, SW_PLOT_HAS_TALKED_TO, etc.). But anything to do with AI will typically reference a bunch from multiple different includes.
  5. 1 point
    I haven't played in a few years but got my account sorted out the other day. For a while I was also trying to 100% various things and gain all the reputation for whatever reason. Imperial Reputation
  6. 1 point
    Another cool TSL find: https://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm/ ^ This link is still active, all of Svosh's KotOR and TSL mods 🧐