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DarthParametric

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Everything posted by DarthParametric

  1. The script's OnEnter appears to be: void main() { object trigger = GetObjectByTag("utt_belloq"); DestroyObject(trigger); ActionStartConversation(GetFirstPC(),"unk_belloq"); } So the issue is simple. You're destroying the script owning object (the trigger) while the script it is trying to execute is running. That instantly kills all commands in the script. I would suggest you look at some vanilla trigger OnEnters to get a better idea of how to do this. The two primary approaches are checking and setting a local boolean on the trigger (k_inc_utility has functions for this), or if you want to destroy the trigger either start the convo first and set the destroy on a delay, or signal an external object (invisible placeable typically) and have it fire the convo and destroy the trigger via its UserDefine. The other simple solution is to simply remove the destroy command from the OnEnter and move it to a script on the first node of the conversation.
  2. That's an engine limitation due to how globals are defined. People playing that much Pazaak is an extreme edge case, so not something K1CP will address.
  3. You'd need to edit the mod's texture, presumably a TGA given the age of the mod, in an image editor like Photoshop, Gimp, etc. There will presumably be two separate textures, one for females and one for males.
  4. Here you go. I'm not sure if your game being non-English will be a problem after being saved in my English version. Dantooine_Ruins_Door_Fix_xispect.zip Crash? There shouldn't be any crash. What you encountered is a "soft lock". You managed to break the script that triggers the cutscene, leaving you with no way to continue the main quest. I still don't know how people manage to break it, hence why it's not fixed. I can't replicate the problem on my end.
  5. Because it's a single model with a single texture that just plays two different animations.
  6. OK, nothing untoward sticks out in the Override. Only thing I have left is getting you to do an in-game check for me. You'll need to download and install this armband mod - https://deadlystream.com/files/file/1963-k1-party-herding-armband/ Once that is done, download the attached script, and move it to your Override folder. Overwrite when prompted. You'll need to add the armband via KSE or spawn it via console. Go to the torture room in your original screenshot, equip the armband, then activate it like you would a shield or stim. Open the Messages screen and switch to the Feedback tab where you should see some messages about searching for placeables. Take a screenshot and post that here. dp_ptyhrd_jump.ncs
  7. Jesus, that's a lot of mods. Well the good news is your placeables.2da looks fine. So I'm not sure how you managed to end up with what you did. You'll need to generate a file listing of everything in your Override folder. You can do this by opening a commandline window there and running dir /b /s > override.txt or if you're unable to do that, you can download the attached batch file, move it into the Override folder and double click it. After that, grab the override.txt file it generates and attach it here. FILE_LIST.bat That's unrelated to the issue at hand.
  8. You broke placeables.2da by the looks. The cage is a vanilla placeable, the mod doesn't add any. Attach the placeables.2da from your Override folder. Alternatively, some other mod overwrote my mod's script/s, which seems less likely but isn't out of the question. Post your mod list in the order you installed them.
  9. The Look In Override option just has it parse 2DAs in the Override whenever a 2DA is used in a template like a UTI, UTC, etc. It won't show up in the main asset browser. You'll have to open it manually via the 2DA editor (1st button under the top menu row). But KTool is old and creaky and not recommended to be used any more. There are multiple alternatives these days, including a new 2DA editor that was literally just released in the last 24 hours.
  10. Well the fact that it can generate TSLPatcher/HP ini data is pretty damn useful given how clunky ChangeEdit is. And HT is a complete mess and now officially dead, so new tools coming along isn't a bad thing, even if 2DAs aren't the most pressing use case.
  11. Jade Empire support.
  12. You need to send the entire folder of an individual save. For example, everything in saves\000051 - Game50. You'll need to archive it using something like 7-Zip, etc.
  13. In TSL they expanded on script functionality, so it's certainly possible to have a generic script that parses a string in the DLG to set a global. However, I'm not sure I recall ever seeing something like that. I'm only aware of starting conditional checks, like so:
  14. I don't see any references to it in either vanilla or TSLRCM scripts. The only "000_Hand" references I can see are to 000_Hand_Finale and 000_Handmaiden_Dead in 262TEL_Telos_Secret_Academy/a_kreatris. That's despite there being a bunch: 000_Hand_Angry 000_Hand_Atris_PC 000_Hand_Dad_Teach 000_Hand_Father 000_Hand_Finale 000_Hand_Love 000_Hand_Mom_PC 000_Hand_React_Evil 000_Hand_React_Good 000_Hand_Trial 000_Handmaiden_Dead 000_Handmaiden_Force 000_Handmaiden_Jedi
  15. Right click on the source child node, Copy Node, right click on target parent node, Paste Node as Copy:
  16. Yes, that's tk102's. FS just mirrored it here because the original host LucasForums/SWKnights went down.
  17. You mean tk102's? I'm not aware of FS making any dialogue editor. DLGEditor can absolutely do node links.
  18. Well I already did half of it for you (or anyone else interested).
  19. Yavin itself is also a billboard (albeit a dome-shaped one), just like the Yavin outside the window of the station in K1. Might be useful to someone if they wanted to swap it. /resources/art/fx/geometry/galaxy_map/texture/gal_map_yavin_dome.dds gal_map_yavin_dome.dds
  20. There is not. I have posted about it previously (probably multiple years ago at this point), but TOR only has a simple billboard (a plane with an alpha-masked texture) of the station, not a model. It's just a little Easter egg as you fly past Yavin on your way to Yavin IV, you never actually visit it. /resources/art/fx/geometry/cinematics/texture/cine_billboard_yavin_station_01.dds cine_billboard_yavin_station_01.dds
  21. Yeah, it's a bit of a squeeze, but it works:
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