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Everything posted by DarthParametric
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[KotOR scripting] GetObjectSeen()
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You're already doing a distance check, which would be what I would fall back to as a poor man's proxy. -
[KotOR scripting] GetObjectSeen()
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
My own limited experience with it was not successful. One of the vanilla Xor scripts relied on it, which was probably one of the reasons why he was so broken. -
[KotOR Scripting] OnDeath() for henchmen
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Yeah if you are already editing the entire party's UTCs then it's six of one, half a dozen of the other I guess. -
[KotOR Scripting] OnDeath() for henchmen
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
He's checking for when the rest of the party is dead while Mission is still alive, so that would require adding OnDeaths to everyone else. -
[KotOR Scripting] OnDeath() for henchmen
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Since you clear it out of combat, you could just go with permanent. Something you'll need to test I guess. Another thing that springs to mind is that you'll probably need a GetIsDead check in addition to or as opposed to the GetIsObjectValid check, much like that Xor mooks issue for K1CP. Especially with party members, they presumably remain a valid object after death, since they resurrect after combat is over. -
[KotOR Scripting] OnDeath() for henchmen
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
Not sure about the duration type, since I haven't messed much with that sort of thing besides some cutscene-related stuff. -
[KotOR Scripting] OnDeath() for henchmen
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You'll probably need to edit k_hen_damage01 and do a HP check. They don't have an OUD or OnDeath script assigned aside from Canderous, who has an OUD with an OnDeath event for his regen. -
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It wasn't a stylistic choice, it was a performance optimisation. I very much doubt Bioware's original vision for the game was characters looking like they were taken straight out of the original Tomb Raider.
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The other thing you can do is add the emitters that the regular door forcefield has (check the "mydoor2" door model) to each side. I didn't add them to the Leviathan field because it was too big, but maybe the Manaan/Yavin hangar opening is small enough that you won't need too many duplicates. Plus you don't get to wander around the Leviathan hangar anyway, so there wasn't much point.
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Well I stand corrected then. I'll have to make use of it in the next K1CP update to change some of the existing hacky workarounds.
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You'll still see UI notifications and feedback messages for gained/lost items. If it is really important and it involves a party member, you can temporarily remove them from the active party to do whatever you need, then add them back. Although typically you want to do this under a fadeout/during a cutscene.
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The remake is in UE4. There won't be any NWScript in it. It doesn't even use UnrealScript any more, just Blueprints. If you are giving up, then please at least make the current source code available. DS now has its own Github repo for various tool projects. If you'd like to create a repo for it there, jump on the DS Discord - https://discord.gg/h68Z9Ds2 - or send me a PM.
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Not in K1. You can in TSL, since Obsidian added an extra variable for suppressing those messages.
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No. The debug features require the debug build. We have the shipping build in which all the debug features were stripped out. However, there is the SendMessageToPC function, which pipes strings to the in-game message window. You can make use of this for script debugging functionality, although the message window buffer is very small, so during combat especially you will find your messages quickly disappear. Armbands that provide location info (like the WhereAmI armband) are a good example of the use of SendMessageToPC. You can also edit the various debug include functions and switch out their use of PrintString/AurPostString to use SendMessageToPC, then recompile the target script/s.
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A module's IFO has provision for specifying OnXYZ event scripts for most of those, although I don't know how many of them actually function aside from the specific module events, since most are left blank in the vanilla modules. Odyssey has a lot of leftover Aurora (NWN) stuff.
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No sound on some animations
DarthParametric replied to DiePutinDie's topic in General Kotor/TSL Modding
This is a known issue that requires Sithspecter to upload the fixed version of the Revan model. -
As far as I know, the party selection screen is the only GUI to have something like that, but even then only when opened via script in the first place (the ShowPartySelectionGUI function allows you to define an exit script).
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You may want to consider adding a magfield barrier to the hangar entrance. Even though the movie doesn't show it, you can just handwave it as it being activated/deactivated before/after the movie. Check out the K1CP modifications to the Leviathan hangar bay for an example of it: https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdl https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdx
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The problem is there is no way to know what the party was wearing prior to equipping the disguises, at least two modules previously. The game doesn't store that information, and there's no real practical way to implement doing so either unless you forcibly equip the disguises in a cutscene before entering the Sand People Territory. Even then, K1 is not really set up to store strings. There is a SetGlobalString function, but the nwscript.nss comments say it was not to be used without explicit permission from Preston Watamaniuk, so that sounds dicey. You could get around it by using a series of ints and SetGlobalNumber, but it would be kind of messy. So you either leave them in their underwear, you equip clothing, or you just equip random gear from the player's inventory (presumably the best available based on the character's class and skills). You could look at Bioware's k_inc_tat include function EquipBasicClothing, which has a commented out section for equipping robes to Jedi classes for an idea of how to implement a basic version of the latter. If you want to revert it altogether and leave the party in their underwear, you could edit the scripts listed in my previous post and switch CP_StripDisguise to the vanilla k_inc_tat function DestroySandpeopleDisguise.
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There are two primary scripts that handle it, depending on whether you choose the hostile or friendly approach. For the hostile approach, it's an added script cp_tat20_strip which uses a function from the K1CP Tatooine include cp_inc_tat. For the friendly approach, it's a modified version of the vanilla script k_ptat_meetchief, again using the same include function. Note that you should also refer to the other related scripts listed in both those, since some of these work in conjunction with the stripping. There was also a restructure of the DLG for the initial entering scene (tat20_09first_01.dlg) in order to better mask the switch. It should also be noted that this wasn't so much of an introduction by K1CP as a restoration of the original intended function by Bioware. My take on it is that they removed it because of all the issues I encountered when re-implementing it, with t-posing and the like.
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Track down this texture for me
DarthParametric replied to martixy's topic in General Kotor/TSL Modding
Yes, this is user error. You've overwritten the textures for the Better Twi'lek Male Heads mod with textures intended for the vanilla head models. Probably one of the texture upscales and you forgot to get the compatibility patch. -
They are fundamentally incompatible. The only way it could work would be to convert the Qel-Droma mod into a disguise, which is highly impractical when dealing with player heads.
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