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Everything posted by Kexikus
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Thanks, both of you I haven't had the time to try the trigger but I was wondering if it wouldn't trigger the conversation everytime you go there. But with that additional part of the script I should be able to make it work.
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No, she just stops right infront of the door. But as I said, I managed to "fix" it.
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There's nothing to be said except for: Wow, that's amazing
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Thanks for the tip but I already managed to do it Here's the script that worked in the end: void main(){ object oNPC=GetObjectByTag("kor33b_belaya"); float x=88.44; float y=-5.2; float z=58.51; int bRun=FALSE; vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); object oDoor = GetObjectByTag("k33b_dor_academy", 0); ActionPauseConversation(); SetLocked(oDoor, FALSE); DelayCommand(4.0, AssignCommand (oDoor,ActionOpenDoor(oDoor))); SetCommandable(TRUE,oNPC); DelayCommand(0.0, AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun))); DelayCommand(7.0, AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun))); DelayCommand(8.5, AssignCommand(oDoor,ActionCloseDoor(oDoor))); DelayCommand(8.5, SetLocked(oDoor,TRUE)); DelayCommand(11.0, DestroyObject(oNPC)); DelayCommand(3.5, ActionResumeConversation()); } I also paused the conversation for 3.5 seconds to stop the player from cheating himself through a door that's supposed to be locked^^ But I have two new and somewhat related questions: Is there a way to stack commands? What I mean is that for example, the first command forces an NPC to walk somewhere and the second one does something else. Is there a way to make it so that the second one is triggered only after the first command is done, i.e. the NPC has walked to his destination. And the second question is: How do I make it so that a dialogue is triggered once the player is near enough?
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That doesn't work either. I have the feeling that the NPC can't go through the door for some reason even though it's open, because no matter how I edit the coordinates to be behind the door, the NPC will always stop right in front of it. So, my guess would be that the script is basically working and either I'm too dumb to enter the right coordinates or there is something blocking the NPC from going through that door... Edit: Checked your link and made some tests and it seems like the issue is that the door is not fully opened when the NPC starts moving, resulting in the behavior I described.
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So, I'm trying to force an NPC to leave a module by going through the same door the player goes through when changing the module. But since that door is locked at that time, I want the NPC to open the door and close it once he went through it. I managed to open the door, close the door, lock it and to force the NPC to go somewhere but no matter what I do, he does not go through the open! door even when the coordinates set are behind the door. Is there something I'm missing? Here's the (probably pretty bad) script I have so far: void main(){ object oNPC=GetObjectByTag("kor33b_belaya"); float x=88.44; float y=-5.2; float z=53.51; int bRun=TRUE; vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); object oDoor = GetObjectByTag("k33b_dor_academy", 0); SetLocked(oDoor, FALSE); AssignCommand (oDoor,ActionWait(0.0)); AssignCommand (oDoor,ActionOpenDoor(oDoor)); ActionDoCommand(SetCommandable(TRUE,oNPC)); AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun)); AssignCommand (oNPC,ActionDoCommand(AssignCommand(oDoor,ActionCloseDoor(oDoor)))); AssignCommand (oNPC,ActionDoCommand(SetLocked(oDoor,TRUE))); AssignCommand (oNPC,ActionDoCommand(DestroyObject(oNPC))); } Any help would be great
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It's quite hard to see but some of the buildings in the distance are 2d sprites with my new textures. But if you compare it to the vanilla look, you'll notice the difference. Also, it seems like Bioware used a very similar model to the one Darth Parametric extracted for me to make the two building backdrop textures as I was able to find all the building formations. My texture won't have the exact same buildings in higher resolution as that'd have been too much work but they should look pretty similar now.
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I tried that but the problem is still there. The line also doesn't stay in this spot but moves when I move the camera and appears almost everywhere, mostly at the side of the screen. Maybe it's because of my resolution or something. Anyway, it's no big deal but I thought you should know. Also, but I don't know if that's intentional, your textures for the Kolto tanks, force cages and loot containers are not included in this pack. No big issue as they are in your other packs but the screenshots are kinda misleading in that regard
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The only way this could happen due to a deleted texture is if you removed it from your Override while playing the game. But then it should be back to vanilla the next time you restart the game. Or you deleted the actual texture but I wouldn't even know how to do that^^
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I LOVE the generic desk And the rest is looking really cool too. Good luck getting them into the game. I'd love to help but that's something I don't know anything about. And btw, I edited my last post in the Manaan release thread with a small issue you might want to check out if you haven't seen it.
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That's a simple bug that occurs on some graphic cards with textures with resolutions other than powers of two. Simply delete KOTOR2Logo.tga from your Override folder. You'll have the original logo without TSLRCM again but that's better than a white square I guess^^ And I think someone posted a version with the proper size in some thread here on DS. You could look for that if you absolutely want to have the TSLRCM logo (or simply resize it yourself).
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Thank FS, he's the one who uploaded all that stuff. But I'm glad I could help
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Nothing new to report but I have a request: Could someone extract the Anchorhead model from the game and convert it to a .obj file for me? That'd allow me to replace another low resolution backdrop texture I came across. To be more specific: I need some kind of Tatooine city model and figured that Anchorhead would probably be the easiest to get. My idea was to extract the model used in the Dune Sea module without the city walls. So if anyone feels like doing that, let me know, as I have no knowledge about these things at all Thanks. Edit: Thanks to Darth Parametric, I have what I need.
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I'll check it out tomorrow. About the skyboxes: Vanilla is done except for the Unknown World, as I'm waiting for a model from Quanon and he's having some problems right now, so I have no idea when I can finish those. But Manaan is done and looks really cool with your textures^^ Edit: Looks way better with cubemaps now^^ But I still have a weird edge in the reflection that moves with the camera. I don't know if that's fixable but I thought you might want to know about it
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Now I finally got to test your textures ingame and they just look amazing They certainly wont leave my Override folder ever again^^ I have one bug however. Some of the panels are transparent and I assume they should be shiny instead. My guess is that this is due to a missing cubemap texture as there are none coming with the download, so I only have those installed from your Endar Spire pack (haven't tried the Sith Base yet, shame on me^^). Here's a screenshot, so that you know what I mean:
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This thread has a link to a big collecion of modding tools, including the DLGEditor: http://deadlystream.com/forum/topic/3003-starwarsknightscom-down/
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Very cool Did you manage to fix your hex editing issues?
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I'm also pretty sure I saw a mod that gives Atris the dark model when you face her again on Telos, but I can't remember where I've seen it. Also, I personally don't like the model at all and I don't feel like Atris has fallen far enough to the dark side to change her appearance that much.
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Very strange sound issue, or is this intended?
Kexikus replied to zaiyan's topic in Knights of the Old Republic General
mus_kreiaevil is the file you're looking for I think. It is a bit longer than the youtube link you posted but otherwise the same. And it's located in the streammusic folder. Edit: Alternatively you can use mus_s_darkside. It's in the same folder and I couldn't hear any difference compared to kreiaevil. -
I'd probably make two packs, one including all force powers and one including all feats. And maybe make a 0.1 version of the latter including only those feats used in combat, so that everything on screen looks good when using this with the force power pack. And then there would be a third pack including everything else that's not part of the first two^^ But in the end it's your call of course. And also, great job on everything you've shown lately
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Thanks for explaining all this, I'll give it a try soon
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Looking really good. Off-topic question: How do you make those screenshots without GUI and player characters?
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Looking good again, but on your first screenshot, the outlines of the arrows are too thick for my taste. I think it'd look better if those were a bit smaller