VarsityPuppet

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Everything posted by VarsityPuppet

  1. I removed the onSpawn script (the one that gives him the force shield effect), but I think that messes up something with his user define script when he dies. There is another instance that I got locked in the tomb however - I placed a lot of mines in his area right before the fight and it instantly killed him... ...but also I think I killed him too good because I got XP points and he didn't disappear. And I think that must mess up the door unlock script.
  2. Thanks to my bros @DarthParametric @bead-v and @JCarter426 for hammering on MDLEdit. Looks like y'all will be getting a ghostly Ajunta Pall after all (along with a bug fix or two) Screenshot has been brightened so the transparency can be seen more easily
  3. Okay, so you'll want to delete kor37_freedon.utc from your override and then try the Ajunta Pall sequence again.
  4. I’m conflicted about this because I dislike JavaScript but this is amazing work! Great job @Blue!
  5. This is another test post, we'll see what's up with this faaaaam
  6. Why was this ever on the site if you didn't claim to be immune from the Disney folks? Seems a little dishonest tbh
  7. For purposes of merging, I think it might be best to try to figure out what our common GFF merging situations are. I mean, is it mostly adding structs? Adding/changing fields?
  8. Ah I do remember my goals behind using JSON a little more clearly now. The idea was to represent the data in an agnostic format that could be used to load up in some hypothetical project management software, compiling to a GFF format or some other third thing. It would be slightly different than your proposed ascii format Bead in that the compiler would have to know about how to turn the JSON representation to the proper GFF file. Put simply, the JSON representation of your example Bead, might look like this: { “DelayEntry”: 0, “DelayReply”: 0, “NumWords “: 0 “EndConverAbort”: “script1”, “EndConversation”: “script2”, “Skippable”: 0, “AmbientTrack”: “mus_amb_1” “AnimatedCut”: 0, “CameraModel”: “003ebocam”, ”ComputerType”: 0, “ConversationType”: 0, “EntryList”: [{ “Speaker”: "Atris", “Listener”: “Kreia", “AnimList”: [], “Text”: { “0”: “This is a cexolocstring English male variant.", “1”: “This is a cexolocstring English female variant." “2”: “This is a cexolocstring French male variant." }, “VO_ResRef”: “someresref”, “Script” “script3”, “Delay”: -1 }, { //new node }] //etc... } Though this has it’s downfalls. Since you lose any concept of type, it will make input validation client-side more troublesome (like a KOTORTool-esque GFF editor). I am just a fan of simplifying file representations, because let’s be honest, GFF files are a bit complex sometimes.
  9. Good thinking @bead-v! Been thinking about an idea like this for awhile as well. It will be a lot easier to merge gff files in any *ahem* future installers that any of us may want to try to make. I have been thinking about using the JSON file format, but it has its own issues, particularly with type-casting and that will simply not work with any GFF type stuff.
  10. This is a list of the tools you will need to start modifying KOTOR files KOTOR Tool by Fred Tetra download The swiss-army knife of KOTOR modding, and the first thing any KOTOR modder needs. View and extract all game file types. Also includes a built-in GFF Editor, 2da Editor, Script Editor and DLG Editor (k1 only) which are all serviceable. KGFF Editor by tk102 download (unofficial tool archive) Edit files saved with BioWare's Generic File Format. This covers a broad range of game files - everything from characters to stores to triggers to journal entries. ARE, GIT, IFO, JRL, PTH, UTC, UTD, UTE, UTM, UTI, UTP, UTT, UTS, UTW are all examples of GFF files. ERFEdit by stoffe (updates by FairStrides) download Pack and unpack the ERF and RIM archive formats, including the related MOD, SAV, and HAK formats. ERFEdit can extract resources from any of these files or create them. If you're editing an area or creating your own, you'll want to use ERFEdit to package all its contents in a .mod file for release. 2DAEditor by VarsityPuppet download Edit any 2-Dimensional Array (2DA) file. 2DA is a fancy term for a spreadsheet and a lot of critical files are 2DAs because spreadsheets are handy - things like character appearances, player classes, and item types. 2DA Editor has a few nifty features that KOTOR Tool's editor lacks, like filtering search terms and copy/pasting cells.
  11. Seems like it worked without it. Though I guess if Bead can’t open, something is probably up
  12. Shoot, I wonder if I broke something by changing the script. Thank you for reporting @JustABitAgroed
  13. @eNoodles Can you give the link another try? Should be fixed! 👍
  14. Could you tell me more about how it's broken? Is the link bad? Is the download itself bad?
  15. I have created a new 2DA editor that should be a little more user friendly than the standard Kotor Tool one. Current Features: It's got copying and pasting It's got filtering (yes, please try it) Some other third thing Features to come: Error logs (this is helpful for me) Row templates Multiple tabs Please download, use a it a bit and report bugs, suggest features. All that fun stuff
  16. Version 0.1.6

    3,630 downloads

    Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like: - copying/pasting cells - search/filter - backup format in case of catastrophic file write failure Credit to @JCarter426 for an awesome logo 👍
  17. View File 2DA Editor Alpha Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like: - copying/pasting cells - search/filter - backup format in case of catastrophic file write failure Credit to @JCarter426 for an awesome logo 👍 Submitter VarsityPuppet Submitted 08/10/2018 Category Modding Tools  
  18. Thanks to @Chev's hearty perseverance, the Dantooine Theater Company has returned from the dead! The Dantooine Theater Company was a Role-Playing sub-forum and was fairly active back in the day when it was hosted on LucasForums. Of course that all went away when LucasForums closed down, but it can now live on at DeadlyStream @Chev will be in charge of the forum and will be running all sessions for now. PM either @Chev or myself if you have any questions. Enjoy!