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Everything posted by DarthParametric
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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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Last time I looked at it, it was far too much of a pain in the ass to bother with.
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How are feats implemented? (How to fix broken feat?)
DarthParametric replied to martixy's topic in General Kotor/TSL Modding
If all you want to do is change the description, then that's just a TLK entry. The feat properties themselves are hardcoded. -
A hooded outfit is not practical for players because of the animation desync between bodies and heads causing clipping when using hoods. Obsidian added a workaround in TSL with appearance row linking for the Handmaiden, but again it's not really practical for players because you can't dynamically handle custom head rows. You can deal with the issue with scripting, but that has its own drawbacks. See here for some additional info.
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The sanity value is fine, although interestingly mine has usemax=0 (although looking at the script, this is bypassed via a lookup of the Max version number). Edit: The sanity values come from the Preferences settings:
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Here's an alternative archive of the LF thread - https://forums.mixnmojo.com/topic/160582-jade-empire-modding-see-first-post-for-info-summary/ As to SpaceAlex's mods, I'll PM you a link.
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Crashes like that are usually a sign of a model or appearance.2da problem. By that point you would have already encountered multiple Sith Troopers, so notionally it shouldn't be that, but I suppose it's possible that a mod altered that particular UTC to point to a unique appearance. Alternatively, it could be something else nearby perhaps, like one of the placeables. But the view distance for all of that should be pretty far. At what point does it actually crash? Can you see the door, the trooper, the turrets in the distance, or does it crash before that?
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
It's in the module OnEnter. This is the K1CP version, which is mildly tweaked to make sure the fade-in from the opening crawl/level load works correctly. #include "k_inc_end" void main() { if (GetIsPC(GetEnteringObject())) { if (HasNeverTriggered()) { SetGlobalFadeOut(); PlayMovie("01A"); SetReturnStrref(FALSE, 32228, 0); //String 32228 is "Return To Hideout". Should technically be 38550, "Transit Disabled", instead. SetGlobalNumber("K_CURRENT_PLANET", 5); SpawnStartingEquipment(); SetGlobalFadeOut(); NoClicksFor(1.0); DelayCommand(0.1, SetGlobalFadeIn(0.9, 1.5)); DelayCommand(0.1, AssignCommand(GetTrask(), ActionStartConversation(GetFirstPC(), "m01aa_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE))); SetMinOneHP(GetFirstPC(), TRUE); } } } SpawnStartingEquipment is the Include function (k_inc_end.nss) that you are after: void SpawnStartingEquipment() { object oLocker = GetObjectByTag(LOCKER_TAG); int nClass = GetClassByPosition(1,GetFirstPC()); if(nClass == CLASS_TYPE_SCOUNDREL) { CreateItemOnObject(SCOUNDREL_WEAPON,oLocker); CreateItemOnObject(SCOUNDREL_ITEM01,oLocker); CreateItemOnObject(SCOUNDREL_ITEM02,oLocker); } else if(nClass == CLASS_TYPE_SCOUT) { CreateItemOnObject(SCOUT_WEAPON,oLocker); CreateItemOnObject(SCOUT_ITEM01,oLocker); CreateItemOnObject(SCOUT_ITEM02,oLocker); } else if(nClass == CLASS_TYPE_SOLDIER) { CreateItemOnObject(SOLDIER_WEAPON,oLocker); CreateItemOnObject(SOLDIER_ITEM01,oLocker); CreateItemOnObject(SOLDIER_ITEM02,oLocker); } if(GetHasSkill(SKILL_STEALTH,GetFirstPC())) { CreateItemOnObject(STEALTH_UNIT,oLocker); } } The specific UTI tags are defined in the include's constant list: string SOLDIER_WEAPON = "g_w_blstrrfl001"; string SOLDIER_ITEM01 = "g_i_adrnaline003"; string SOLDIER_ITEM02 = ""; string SCOUT_WEAPON = "g_w_blstrpstl001"; string SCOUT_ITEM01 = "g_i_adrnaline002"; string SCOUT_ITEM02 = "g_i_implant101"; string SCOUNDREL_WEAPON = "g_w_blstrpstl001"; string SCOUNDREL_ITEM01 = "g_i_secspike01"; string SCOUNDREL_ITEM02 = "g_i_progspike01"; string LOCKER_TAG = "end_locker01"; string STEALTH_UNIT = "g_i_belt010"; I'm pretty sure editing the starting items has been covered multiple times on the site (probably even in this thread), and there are several pre-existing mods that already do it. You should try searching for those for some further info. -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
#include "k_inc_end" void main() { object oTrask = sTraskTag(); if (GetXP(GetFirstPC()) == 0) { GivePlotXP("end_tutorial", 5); } if (GetTraskState() < 2) { SetTraskState(2); if (!GetTraskWillInitiate()) { SetTraskWillInitiate(TRUE); DelayCommand(20.0, SignalEvent(oTrask, EventUserDefined(100))); } } } I assume this is from end_m01aa (Endar Spire Command Module)? I didn't download your attachment, just referred to my local copy. -
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