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Posts posted by Neville
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Most have likely seen my questions and work regarding creating a new character for recruit. Many mods use the tag and reference of an existing character in the template/.utc file. I thought this would overwrite the existing character. How do I create recruit function script to replace a character removed from the party by the game? The only instance I can find of this in the game is losing Trask Ulgo on the Endar Spire and adding Bastila Shan. Trask and Bastila use the same character slot on the party select screen. I have looked at most script files, but I need help in finding a way to add the character to replace Bastila after she is captured on the Leviathan. I do not understand tutorials on destroying the original NPC, and the scripting tool will not recognize the path to my current version of KotOR. My character, template n_sarna, name Sarna, tag Sarna021, Template ResRef tar02_sarna021, spawns on Tatooine following asking the Customs Officer "What do I get for my 100 credits?". Sarna carries a Mandalorian Blaster, and I have assigned dialogue with some voice refs, with a node assigned script to recruit her, but I cannot compile recruit script to add the party member, template p_sarna, which adds a version of her wearing armor. I am trying to create new armor, but, currently, she wears Republic soldier armor.
Following checking other mods, my scripting tool stated it could not compile, then stated it had the path set to Program Files/LucasArts/SWKotOR, and could not initialize NwnStdLdr. This creates difficulty. I do not know how to change path.
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I realize I have made similar requests, my first in 2015, but, as it appears my "Recruit Sarna" mod will work, I hoped someone could help modify and retexture armor to give Sarna unique armor. I believe, if the textures for the Republic officer uniform, the Republic soldier uniform, and Sith armor could be applied to the Sith uniform, or if the models can be merged, the uniform would appear similar to Republic armor from the Mandalorian Wars. I have been trying to create this. I attempted to modify the Republic soldier uniform by removing the shoulder guards and applying Republic officer textures, but the color maps differ, and I could not merge the different shoulder pads. Further, the Republic officer coat extends too far down, and the Republic officer uniform appears too bulky. I had problems similar when attempting to modify models for the Female Sith Apprentice and the base clothing for Juhani. Could someone help create this armor for Sarna? I can give more information.
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22 hours ago, DarthTyren said:If you use the armband to add Bastila back, yes. If not, she's taken out of the party, making it possible to have a new NPC in her place.
Because default position on the Ebon Hawk is relative to position on the party table, yes.
I have found another problem. I assigned the script to spawn my NPC on a node in dialogue. The NPC spawns, but dialogue of the character I assigned the script to ends with this script. The dialogue for my NPC (I found voice reference files for some) is working.
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1 hour ago, DarthTyren said:The ultimate question is "Is this NPC still on the Party Selection screen?" If not, then they have been fully removed from the available party. For example, when Bastila is taken by Malak aboard the Leviathan, you no longer see her as an available party member. This allows mods like BOS:SR to kick in and place a new NPC straight into the party in her place.
Whenever an NPC needs to be removed from the available party, you just need to run the RemoveAvailableNPC() function in a script, usually fired by dialog.
I see compiled scripts for the module. The "RemoveAvailableNPC(0)" line is for source scripts. I have an older version of the spawn armband. The Readme file states that Bastila can be added to the party after the Leviathan, so problems may occur. Would a replacement NPC (I am attempting to work with necessary script) be, additionally, in the same location as Bastila on the Ebon Hawk?
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Most tutorials related to adding party members have script for another party member to be replaced. As I have been working to add a party member to, following her capture aboard the Leviathan, replace Bastila, I have been looking at game scripts. I cannot determine if Bastila is truly removed from the party. I must know this, as problems occur if a recruit mod removes a party member that has been removed previously. Further, there are script files that have positions and actions for party members on the Ebon Hawk (k_trg_partyinit.nss, k_pebn_pophawk.ncs). Is there a conditional that would allow me to place my character where Bastila was seated?
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Who are the members of the TSLRCM team? I know Fair Strides was one.
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On 5/22/2021 at 4:06 PM, LoneWanderer said:Ok. Then let's move to replacing Bastila.
I quickly researched several recruitment mods and it seems all you have to do is to write 2 scripts: one to delete npc from module when she is recruited and another to replace party member with your npc. Something like this:
void main() { ActionPauseConversation(); object oNpc_sarna = GetObjectByTag("npc_sarna", 0); SetGlobalFadeOut(1.0, 0.5, 0.0, 0.0, 0.0); DelayCommand(1.0, DestroyObject(oNpc_sarna, 0.0, 0, 0.0)); DelayCommand(1.0, SetGlobalFadeIn(0.7, 0.0, 0.0, 0.0, 0.0)); ActionResumeConversation(); }
void main() { RemoveAvailableNPC(0); AddAvailableNPCByTemplate(0, "p_sarna"); DelayCommand(1.5, ShowPartySelectionGUI("", 0xFFFFFFFF, 0xFFFFFFFF, 0)); }
You need to compile the scripts (via Kotor Scripting Tool + nwnnsscomp.exe) and to attach them to the “Script that fires when spoken” fields of dialog lines.
But the big question is: At what point in the game do you intend to replace Bastila? She appears in many scenes that can potentially break without her, so you'll need to check them
I still must analyze the numbers to ensure "n_sarna" is removed properly. I have found the regular positions of characters on the Ebon Hawk (k_pebn_pophawk). A duplicate is referenced whenever a new party member is recruited (HK-47, Jolee). Is there a conditional to put a new character in place? I hoped to make my party member, at the Star Forge, state "That's new to me as well."
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2 hours ago, LoneWanderer said:Ok. Then let's move to replacing Bastila.
I quickly researched several recruitment mods and it seems all you have to do is to write 2 scripts: one to delete npc from module when she is recruited and another to replace party member with your npc. Something like this:
void main() { ActionPauseConversation(); object oNpc_sarna = GetObjectByTag("npc_sarna", 0); SetGlobalFadeOut(1.0, 0.5, 0.0, 0.0, 0.0); DelayCommand(1.0, DestroyObject(oNpc_sarna, 0.0, 0, 0.0)); DelayCommand(1.0, SetGlobalFadeIn(0.7, 0.0, 0.0, 0.0, 0.0)); ActionResumeConversation(); }
void main() { RemoveAvailableNPC(0); AddAvailableNPCByTemplate(0, "p_sarna"); DelayCommand(1.5, ShowPartySelectionGUI("", 0xFFFFFFFF, 0xFFFFFFFF, 0)); }
You need to compile the scripts (via Kotor Scripting Tool + nwnnsscomp.exe) and to attach them to the “Script that fires when spoken” fields of dialog lines.
But the big question is: At what point in the game do you intend to replace Bastila? She appears in many scenes that can potentially break without her, so you'll need to check them
I am testing methods of spawning Sarna on Tatooine. She will, due to the Sith destroying Taris while she was still on the planet, state she left the Sith and offer help. Accepting her offer will be similar to Bastila replacing Trask Ulgo after he fights Darth Bandon. I would advise only accepting her offer (joining your party) after Darth Malak captures Bastila on the Leviathan. Most dialogue is complete, and I have made a node in the dialogue to run a recruit script (add_sarna). I have script that should spawn Sarna in the Tatooine docking bay. I may have difficulty with two scripts to recruit. I knew a new character has to be added to the party and the original NPC has to be destroyed, but I am unsure as to how to run two scripts with one command.
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1 hour ago, LoneWanderer said:This is easy. You need to create 2 dialog trees inside your .dlg file: upprer one for the first interaction, lower one for second and later conversations.
After that you need to attach 2 basic scripts (they already exists in the game files, you just need to call them) to the first NPC line of upper dialog tree: "k_con_talkedto" in the “Script that determines availability” field, “k_act_talktrue” in the “Script that fires when spoken” field. Like this:
You should study existing K1 Recruitment mods like "Recruit Kay". I can't work with K1 resources at the moment, so my help with this will be limited, but I'll post here if I find something useful for you.
As I studied the .dlg files for Sharina Fizark and Yuka Laka, prior to your reply, I had added the scripts you mention.
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6 hours ago, LoneWanderer said:So, you managed to open .dlg file, and text is correctly displayed? Then, to edit a line of dialog, you need to change the value of its StrRef field to -1.
There are 2 ways to create/modify dialogs: adding lines to dialog.tlk and then using StrRef entries or adding lines directly to .dlg files.
If you don't plan to translate your mod into other languages, then It is easier to work directly with .dlg files without ever touching dialog.tlk .
Also, if you need basic tutorial about dialog creation, watch this tutorial by Rece https://www.youtube.com/watch?v=u8tixbfgJ8g
Examining other .dlg files (Czerka Protocol Officer, HK-47, Sarna, Sharina, Yuka Laka), I believe I have created, nearly, a new .dlg file. I am trying to find a way to make the recruitable NPC greet the player differently if there was previous interaction and, my intent being to have the NPC replace Bastila, location of Bastila on the Ebon Hawk. I believe the script k_act_talktrue in dialogue makes the NPC respond to the player.
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4 hours ago, LoneWanderer said:Never used it before. Tried it now, and it couldn't open existing .dlg files because of some error.
Funny thing is, this just happened to me too. I never noticed this problem before, because I always use DLGEditor to work with dialogs (I needed to open TSL dialogs and internal dlg editor of Kotor Tool doesn''t work correctly with TSL dialogs).
So, once again, I suggest you download DLGEditor, set up TLK path in File/Set TLK File Path; set up Mod: KOTOR. Then:
1. Extract some .dlg file with KotOR Tool, but don't open it with KotOR Tool after extracting.
2. Launch DLGEditor and open extracted .dlg file, edit and save it.
I was able to open dialog from purchase of HK-47 with DLGEditor, but displays information from strings in the .tlk file. I can replace dialogue lines with lines from other .dlg files. Do I have to add StrRef entries or modify a .dlg file prior to extraction?
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9 hours ago, LoneWanderer said:What tools did you use to extract and edit dialogs? I'm not sure what your problem is, but did you try to use other tools?
For example, if you used only Kotor Tool, then try to open existing .dlg file or to create new dialogue in DLGEditor (https://deadlystream.com/files/file/750-dlg-editor/) to see whether it'll also bugged for you or not.I was using KotOR Tool to extract dialogue. All text disappeared when I attempted to edit and save with it. KOTOR Dialog Editor (KOTOR Dialog Editor - Modding Tools - Deadly Stream) failed to recognize .dlg files, but opened the .tlk file with all StrRef files in KotOR.
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Whenever I extract dialogue to edit for my recruit mod, the text disappears when I attempt to go to the dialogue and edit. This occurred in 2015 and this has occurred when I attempt to check dialogue from other recruit mods. I have pre-recruit/recruit dialogue planned, but my tools fail when I attempt to save dialogue. Can someone help?
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On 5/9/2021 at 10:17 AM, Thor110 said:Congrats / that's ironic I was considering releasing this myself as I just ported all KotOR items to TSL that were not present. Did you make them upgradeable as well?
Most weapons are fully upgradable. Some may not work. If this happens, I will upload corrected .uti files.
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KotOR Items in TSL
It always bothered me that TSL changes textures and stats of weapons from KotOR. I have restored most ranged weapons and some armors. I will try to change more. Put the .uti files in your Override folder to have these items back.
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Submitter
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Submitted05/04/2021
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Category
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TSLRCM CompatibleYes
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21 hours ago, Thor110 said:For creating a portrait I think most people load the model up in Blender and place a simple shaded / coloured background behind them.
Though you could always use gimp or photoshop to edit it and give it a similar background to the other portraits in the game.
As far as I know portraits are listed in the portraits.2da file
and then referenced by the associated number in .utc files by PortraitID
I use K-GFF Editor and 2DA Editor to access these filetypes, the above is an example of the Yuthura Portrait added in my port of KotOR1 to KotOR2.
This should be everything you need to add a custom portrait besides the making of the portrait itself.
Perhaps you could edit one of these.
Hopefully that helps, you may need to edit it somewhat.
Party member portraits are in portraits.2da, but three images are required. Party selection, party equip, and another portrait for selecting other party members in normal gameplay.
Character models are in appearance.2da
In appearance.2da, a body and clothing are assigned, and a head must be assigned by a number. A name assigned in appearance.2da becomes a selectable character appearance model in .utc files.
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I added to line 1 of appearance.2da. While I hope to create new armor, Sarna in standard Republic armor is a selectable appearance. I tested it. I am able to change base clothing with the file and add weapons with the .utc file. This post includes a .2da file that creates Sarna in a Republic Officer uniform, though most portraits are intended for three possible classes. Sarna's dialogue includes plans to leave the Sith, so I was considering a portrait in standard clothing or showing the upper portion of a Republic Officer uniform. The neck and shoulder pads of the Republic Officer uniform may be the closest. I am including the .utc file for Sarna. This should give Sarna the appearance specified in the .2da files I sent (Republic Soldier/Republic Officer), and give her a Mandalorian Blaster.
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23 hours ago, N-DReW25 said:I've been meaning to say this for a while but now might just seem to be the best time to say it:
When a new person first gets into modding, as sad as this sounds, you may have to "abandon your hopes" and dreams when it comes to modding.
The reason for this is because, as a new modder, you don't properly know how to do anything and it is usually new modder's who have big visions for their mods. When I joined Deadlystream in 2016 about 5 years ago, I also didn't know how to make mods... at all, and I also had big dreams. I began developing my dream mod, the K1 Gameplay Improvement mod, and back when I first published Demo version 1.0 to the public on July 4, 2016... IT WAS TRASH! It contained the Endar Spire modules alone and was buggy and weird as hell! So when did I finish the K1 Gameplay Improvement mod? When I fully finished the mod, I had added the Star Forge content meaning I had an entire games worth of content by November 1, 2020.I worked on my big mod for 4 years, 4 months & 28 days!
And by no means was it easy! I had my ups, my downs, I had many, MANY bugs and glitches I myself had to fix MYSELF! You might see a mod like @Logan23's Revenge of Revan mod who have a Team of Modder's making it and you may think "I can make my mod if I have a team like that" and I can assure, THAT'S NOT HOW IT WORKS!
I am part of Logan's team, and what does his team do? They write dialogue, LOTS of dialogue, it is @Logan23 who is doing 90% of ALL WORK.The reason why no one joins or makes teams is because everyone has their strengths and weaknesses. The reason Sith Holocron can't help you is because he cannot do UTC and 2DA modding, his strength is textures and textures alone. If you asked me, I couldn't do scripting because my scripting skills are weak, cut content is my strengths. If you are a new person, you wouldn't have strengths, you are new and as such if you did have a mod team you wouldn't do 90% of all work like a professional modder would, you'd put 90% of all work on other modders and other modders don't want to do 90% of all work for a mod which technically isn't even there's.
And usually, modders have a "rule" in which for us to get the best out of our mods we have to do things in a very specific order. For a recruitment mod, you'd create your character first (create a utc file for the character, create the recruitment script and begin dialogue) and usually what you'd do LAST is appearance, portrait and voice acting. If you got @Sith Holocron to make you a portrait first, and then you give up... you've wasted HIS time, the same goes for voice actors and texture artists.
So how will YOU make the mod you want? First, you abandon all hopes and dreams and start learning how to mod from the ground up!
My personal first mods where basic as hell, with mods like "Dark Jedi Robes Icon Fix" and "Davik's Upgradable Armor Mod" being very basic and simple UTI and texture modifications that where as basic as basic gets.
When I did bigger mods like GenoHaradan Legacy, when I first created my WIP thread... I didn't know how to make the mod, from 2017 to 2018 I continued to make the mod and proceeded to learn and learn new skills. My original goal was to complete another GenoHaradan mod but I went overboards and decided to make my own story, it was so cool and badass, it was in the Jekk Jekk Tarr, I had a whole backstory, I had cool Sith and an awesome duel... but cool ideas takes effort to make, and when I kept trying and trying to make a mod I couldn't make, I ended up learning more and more.
Whilst I couldn't make my cool and badass GenoHaradan mod, but by that point I did learn enough to do my original GenoHaradan mod which is the GenoHaradan Legacy mod I have out today.
Honestly, I think you should stop making the recruitable Sarna mod and instead focus your time on learning how to even make mods for Kotor in the first place! Take inspirations from other mods, there have been brilliant mods which have been made by Rookie Modders:
You've probably seen many HD textures made by professional graphics artists on Deadlystream and Nexus, but mods like "Taris NPC Overhaul" is a modders honest attempt at creating more diversity on Taris. Whilst his skins are beginner level, his efforts to implement a TSLPatcher to make his mod compatible shows that he is willing to learn they things to make his mod work and if he keeps up with leaning new things he may yet just return to his Taris NPC Overhaul and update it with better textures at some point.
https://deadlystream.com/files/file/1877-taris-npc-overhaul/
You probably don't know how to create cool and badass armor items as well, as do most new modders, but Czerka Armor and Appearance fix is a modest attempt by a Rookie Modder to create cool and badass Czerka based armor whilst still keeping in-line with the vanilla style of the game. He has taken the vanilla style of armor, as most modders do, and has done everything he can do to make it Czerka armor. As such, he strategically chose the yellow Cinaggar Combat Suit and yellow Echani Battle Armor textures to make his job easier. Again, with a TSLPatcher, he has demonstrated his willing to learn new things to ensure things work and is willing to make strategic decisions to ensure his texture is the best while he himself is a Rookie Modder.
https://deadlystream.com/files/file/1776-czerka-armor-and-appearance-fix/
And the best mod that I can use as an example, is Recruitable Maxis!
https://deadlystream.com/files/file/831-recruitable-maxis/Recruitable Maxis is a mod which started off as "Tatooine Merchant and Quest". It was a really basic quest mod which was the modder's very first mod and a test to improve his skills, it was very basic which used vanilla heads and poorly skinned Jedi Robes. But that would not be the end of this modder, he improved upon his work, expanding it into a recruitment mod which gave Maxis a unique head. It was a basic recruitment mod, I remember the early versions of the mod stating it wasn't very in-depth but was better than what T3-M4 had to offer (Which is not a lot).
Then, he expanded it even further, improving his skills and adding it sidequests and actual content into the mod in the form of Rodian gangsters... eventually, these Rodians got unqiue textures and these textures where good... because the modder who made the mod learned from his past textures and the more and more he made bad textures, he learned how to make decent textures.
He learned and he learned and eventually he was able to make fantastic content! A game spanning sidequest with those Rodian gangster's, multiple cutscenes, a Sith Ghost scene and a badass Jedi training bit! And I assure you, that modder couldn't have made a mod so good overnight.
My point being, you cannot make a good mod when you start! No one has, and if they have, I assure you, they've been modding other games for years before coming here. To sum it all up, I think you should stop the Recruitable Sarna mod, start from scratch, spend months or years to learn what you are doing and only once you have done that can you take a professional and mature approach to creating the mod you want to make.
I joined in 2015. Porting rules were the biggest problem. I have created mods of my own in the past. In KotOR, I modified .uti files, .utc files,.utm files, .utp files, and .2da files. For TSL, I modified many .uti files to restore KotOR weapons and added to itemcreate.2da files. I modified textures, SithSpecter helped me create a new helmet, and I added properties. I have had difficulty with dialogue, but I know the script to assign to a node.
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On 5/7/2021 at 12:32 AM, Sith Holocron said:We have several issues that need to be taken care of before you even get to the portrait stage:
1) Though I was sent a save and some 2da files, I don't have an updated UTC file for Sarna. Now to everyone else out there that isn't currently aware of this, I don't work with UTC files in my mod. I'm mostly a texture only mod type of guy. (loadscreens.2da being an exception in my TSL loading screen packs) As such, I wouldn't even be able to begin to explain how he can adjust Sarna's UTC file to have her wearing a Republic Trooper uniform. Which leads to the next problem...
2) From what I gather, Sarna's head just have a mask hook on it. So will Neville tackle that issue so that Sarna can wear that helmet?
3) That helmet is from @Sithspecter's Republic Helmet mod. Not sure if you've received permission to use that. How are you planning on dealing with that? Note that I've tagged SS in this post so he sees this.
When you requested portraits for this mod you've been discussing lately, I thought you'd be - um - further along. If the mod isn't ready enough to show the character in the uniform you want her in, it's too early to have portraits done. Unless you want her looking like she did in the cantina - in civilian clothing.
On LucasForums, SithSpecter stated his mods were free to use if given credit. Most portraits display characters in generic clothing. I am able to give Sarna new clothing and an equipped weapon. I can notify you when I have everything ready.
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1 hour ago, Sith Holocron said:Provide me with a save where the PC can engage in conversation with her. I may work on this but you'll have to be patient as this'll go by my schedule, not yours. Lack of patience will negate the request.
I sent you a message with a save attached.
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On 4/12/2021 at 2:12 PM, Qui-Gon Glenn said:In the tools section, I have attached ancient tutorials from LF that cover much of this.
RedHawke mods can be very informative, even if their method isn't the current best practice you can at least see what they did and how via the source scripts.
I am happy to help you, but my help will be intermittent and depends on you taking a lot of initiative.
MTFBWYA
Can you help create portrait images?
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I made a similar request. I worked on the character, the weapon, and the armor, but it did not get much attention for help.
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Just now, DeathScepter said:only on the dark side is the only legit way to bring her back to your party.
If you planning to a Recruitment Mod for this, you have to a solution with the Rakata Temple
I posted about this. I am having much difficulty in placing a script to spawn a replacement character. There are six versions of the regular "p_bastila" encountered on the Rakatan Temple. There is a final "unk44_evilbast". I do not know how the replacement character, 0, "p_sarna", in the party would be affected, or affect Bastila, but I always play a Light Side character.
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Recruit Function Script
in General Kotor/TSL Modding
Posted
KotOR Tool is working. KotOR Scripting Tool will not allow scripts to be compiled, and there are other problems. I cannot clearly determine why recruit script will not compile. I checked tutorials and other recruit mods, but some are unclear.