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Everything posted by Kexikus
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Juhani turning hostile on Ebon Hawk after DS ending
Kexikus replied to Kexikus's topic in General Kotor/TSL Modding
Neither of those cases. It's the DS ending where she turns hostile and only on the Ebon Hawk. It goes like this: Choose DS ending -> Bastila joins your party, Juhani stays with you and you fight Jolee -> beach scene plays with a tiny modification in dialog -> back to the Ebon Hawk and Juhani is hostile Since she's not attacking me at this point, I can simply continue and once aboard the Star Forge I can choose her as party member just fine. In the LS ending none of this happens. -
As the title suggests, I have a small problem. This is not a vanilla problem but a problem with my unfinished Dark Side Juhani mod, but I've no idea what's causing it and I hope someone can help me. So here's what's going on: In my DS Juhani mod if you recruited her as dark Jedi and then choose the DS ending, she will obviously stay with you. That part is working fine, she stays in the party, fights Jolee, etc. The weird things happen after the beach scene when going back to the Ebon Hawk. Juhani is present but for some reason she's hostile. She will not attack the player but I can only attack her instead of talking to her. I know that the problem has to be somewhere in the scripts leading to the DS ending as everything else is the same for both LS/DS up to this point and she's not hostile in the LS ending. So, in order to figure out what's going on I had another look at what's happening in the temple after fighting Bastila. Once Bastila drops to a certain amount of health, the fight will stop and the dialog will resume, but before that happens both Jolee and Juhani leave the party. I assume all of this happens in Bastilas OnUserDefine script "k_punk_bast_ud2.ncs" but I can't decompile this script so I don't know. But I also assume that the two Jedi turn hostile in this script as none of the following seems to do anything of that kind. Back to the dialog though: Next there are a few scripts that reposition the characters etc. but nothing of interest. If the DS option is chosen, there are once again several scripts but most of these only give DS points, set journal entries etc, except for "k_punk_bastjoin" and "k_punk_bastjoin2". Here they are: k_punk_bastjoin void main() { int int1; ActionPauseConversation(); SetGlobalNumber("G_FinalChoice", 1); SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0); RemovePartyMember(4); RemoveAvailableNPC(4); RemovePartyMember(5); RemoveAvailableNPC(5); int1 = ((GetLevelByPosition(1, OBJECT_SELF) + GetLevelByPosition(2, OBJECT_SELF)) + GetLevelByPosition(3, OBJECT_SELF)); if ((int1 <= 15)) { AddAvailableNPCByTemplate(0, "p_bastilla001"); } else { if ((int1 == 16)) { AddAvailableNPCByTemplate(0, "p_bastilla002"); } else { if ((int1 == 17)) { AddAvailableNPCByTemplate(0, "p_bastilla003"); } else { if ((int1 == 18)) { AddAvailableNPCByTemplate(0, "p_bastilla004"); } else { if ((int1 == 19)) { AddAvailableNPCByTemplate(0, "p_bastilla005"); } else { if ((int1 == 20)) { AddAvailableNPCByTemplate(0, "p_bastilla006"); } } } } } } SpawnAvailableNPC(0, GetLocation(GetObjectByTag("bastend", 0))); ActionJumpToLocation(GetLocation(GetObjectByTag("main", 0))); ActionWait(1.0); SetGlobalFadeIn(1.0, 1.0, 0.0, 0.0, 0.0); ActionResumeConversation(); } and k_punk_bastjoin2 void main() { ActionPauseConversation(); AddPartyMember(0, GetObjectByTag("bastila", 0)); ActionResumeConversation(); } For the mod, I made an alternate version of k_punk_bastjoin that's called instead of the original if DS Juhani was recruited. The only thing I changed was in removing the two lines about PartyMember 5 though since that's Juhani. And as I said before, it works. She stays in the party for the rest of the game. I can't see any reason for her to be hostile later in these scripts, so that's why I think both her and Jolee are turned hostile in the UserDefine script I mentioned before and only when the LS path is chosen that changes. With that in mind I tried to change Juhanis faction in my custom k_punk_bastjoin by adding ChangeToStandardFaction(GetObjectByTag("Juhani"), 2); since 2 seems to be the standard party member faction (is that correct?). Changing her faction did work in that it changed her faction but even after that she remained hostile on the Ebon Hawk. I also checked her faction before changing it and it was 0, but I have no idea what that could mean. Since that didn't work, I took a look at the scripts fired after the LS choice. Once again there are some scripts for LS points, globals and journal entries and three possible candidates for the solution: "k_punk_bastatt03", "k_punk_bastatt04" and "k_punk_bastesc", triggered in that order. k_punk_bastatt03 void main() { ActionPauseConversation(); DelayCommand(1.5, AssignCommand(GetPartyMemberByIndex(0), ActionMoveToObject(GetObjectByTag("bast1", 0), 1, 1.0))); ActionMoveToLocation(GetLocation(GetObjectByTag("bast1", 0)), 1); ActionResumeConversation(); } k_punk_bastatt04 void main() { ActionPauseConversation(); ActionMoveToLocation(GetLocation(GetObjectByTag("bast2", 0)), 1); SetGlobalFadeOut(2.0, 1.0, 0.0, 0.0, 0.0); ActionResumeConversation(); } k_punk_bastesc void main() { if ((IsNPCPartyMember(5) == 1)) { AddJournalQuestEntry("k_swg_juhani", 120, 0); } SetGlobalNumber("G_FinalChoice", 2); PlayMovie("05_8E"); ActionJumpToLocation(GetLocation(GetObjectByTag("playerend", 0))); DestroyObject(GetObjectByTag("GWing", 0), 0.0, 1, 0.0); SetGlobalFadeIn(0.0, 2.0, 0.0, 0.0, 0.0); DelayCommand(0.1, DestroyObject(OBJECT_SELF, 0.0, 1, 0.0)); } From what I can tell, the first two do nothing but moving characters around and other cutscene stuff. But I can't see anything related to my problem in k_punk_bastesc either, so I ran out of ideas and that's why I'm asking for help here... Sorry for the long post, but I figured I'd let you know what I did before asking for help. Any help would be very much appreciated now
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K1 human dialog. Here's what one of those lines looks like in the dlg editor:
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Lol yeah
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Uhm, no. The mod I'm currenty working on has many lines without VO and none of these skip forwards even though I haven't set a delay.
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It would indeed no longer skip. If the VO_ResRef is empty, the game waits a certain amount of time (depending on the text length maybe?) before going to the next line.
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No, that's not what she's talking about. If you open a .dlg file in some dlg editor and select an entry you'll see a field called VO_ResRef. Whatever is written in that field is the name of the audio file used for this line. So if you're editing all the .dlg files anyway, you could just make that field blank and all the voices would be removed.
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Oh... yeah, that would be possible, but I don't even want to know how many utc files that would require...
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Mega-mod attempt advice needed
Kexikus replied to Platypuslord's topic in Knights of the Old Republic General
Looks like some of Xediis background textures used .txi files, where my skybox mod doesn't. Search your Override folder for them and then delete them if they are remnants of the overwritten 2012 pack. Or post a screenshot for us to better see what's going on -
I always had weird effects with SSAO in some places. Has reshade improved in that regard?
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That's also not possible since you can't give scripts via feats in K1... :/
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Blog #29 - Star Wars Crawls in KOTOR 1 and 2 (Non English Versions)
Kexikus commented on Sith Holocron's blog entry in Sith Holocron's Blog
I just checked the German opening crawls and they seemed to be correct. -
Just a short update: I finally continued working on this mod and basically finished up the scene on top of the Rakatan temple with all its variations. All that remains there is the Juhani romance in certain outcomes. I also wanted to move on to the beach scene, but encountered a really weird issue: The Rakatan computer is not accessible if you choose the Dark Side ending with Juhani as dark party member... I think I know what file is causing this, but I have no idea what the issue is^^ Edit: Figured it out
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I could make utc's for different levels and then use the one with the correct level. But I agree that losing the rest is not the best option... the same happens with Bastila in the DS ending though. That's why I asked though. Both options I could see have their issues.
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Yeah, the portrait transition works but the big picture doesn't change... I'll check out the disguises but I don't think it'll work sadly. If none of that works I'll either have to live with the character picture not changing or I'll use a new .utc with a script to transfer equipment and xp.
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I have a small problem. I want to change the alignment of a partymember using a script. That's obviously not a big problem, since I could simply use SetGoodEvilValue() or something similar. The problem with that is that the preview in the party selection screen would not change as that one is set by the row in portraits.2da. So now I'm wondering if there is any way to change the appearance of a character so that I can make the party member use a new row in portraits.2da. I know that ChangeObjectAppearance() exists in TSL but not in K1...
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Updated my Skybox mod. There is now a 1k version of all textures available for those who had problems with the textures being too big
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You need to use 2DAMemory Tokens with TSLPatcher to make that work. I recommend reading the manual for the exact instructions but what you do is the following: First you save the row of the 2da file as 2daMemory Token. Then you set TSLPatcher to edit the appearance entry of your characters .utc file but instead of setting the row number directly you use the memory token. With that in place, TSLPatcher will add your row to the users appearance.2da file using the next available number and then sets your character to use that row number as appearance.
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I had that same problem during my entire last playthrough, but your fix fixed it for me too. Thanks
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[KotOR Guide] Juhani Romance Guide - Now Complete!
Kexikus replied to Leilukin's topic in Knights of the Old Republic General
Great guide and thanks for mentioning my mod One thing you might want to add (although it's pretty obvious) is that you have to be nice to Juhani or the global T_JUHANIROM will be set to 0, ending the romance and as far as I know it's impossible to restart the romance afterwards.- 9 replies
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- kotor guides
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But tolerated infringement in most cases (like fanfilms). But accepting donations makes it more likely to be shut down I guess.
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I have to admit that the Upper City looks quite cool... But if it weren't for The Aurebesh and Huttese letters I'd never have guessed it's supposed to be Star Wars. They even managed to get Tatooine wrong. Not that I expected anything else after their first trailer but I'm still puzzled about how non Star Wars it all looks... And the level design also seems pretty bad. It's just supposed to look good (and it mostly doesn't) but there don't seem to be any game play related design choices, so it'll probably work pretty bad if this ever reaches a playable state.
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I vote not to take it down. Of course, Steam treated You like sh*t and forcing people to use a Smartphone authenticator sucks, but TSLRCM and TSL shouldn't suffer from that. And here's why I think they would: We can probably all agree that TSLRCM is needed for The Game to be the way it was intended to be. With that in mind, people should use The mod and while many people now know about it Thanks to The media coverage of Aspyr's big update, new players are still discovering TSL that might have missed these news. Currently they get The Game on Steam, see The Workshop and check out The most popular mods. And them they hopefully decide to install TSLRCM. With The mod taken down (or no Workshop) a huge amount of those players would simply not use it (as everyone can see by comparing DS and Workshop download numbers). In most cases, it's probably not even The amount of Work keeping them from installing non Workshop mods but they just don't know about them and don't read forums or search for them. So, for the sake of honest players, I'd keep it up there. Also, as was mentioned before, someone would reupload it and them it'd be broken and people would complain even more. Not to mention the sh*tstorm coming from the actual removal. Long story short: I can fully understand why you don't want to support Steam any longer. (Same with annoying Steam comment sections...) But keep in mind that those are only a minority and having it on the Workshop helps a really really big deal in making TSL a better game for a large amount of people. And even though some would read a sticky informing them about TSLRCM, most of them wouldn't.
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Probably just a typo, but "Bioware servers"? TSL updates shouldn't be found on Bioware servers I think. Also: http://deadlystream.com/forum/topic/2390-read-me-second-information-for-those-posting-errors-glitches/
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- Nar Shaddaa
- globals
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