DarthParametric

Modders
  • Content Count

    4,626
  • Joined

  • Last visited

  • Days Won

    523

Everything posted by DarthParametric

  1. 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).
  2. 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
  3. I literally linked to the source files. You don't need to decompile them. The source for every K1CP script is in the Github repo.
  4. 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.
  5. 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.
  6. The model is PLC_PlstcCrt (mdl/mdx) and the texture it uses is PLC_KolTank.
  7. 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.
  8. 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.
  9. Last time I looked at it, it was far too much of a pain in the ass to bother with.
  10. If all you want to do is change the description, then that's just a TLK entry. The feat properties themselves are hardcoded.
  11. Kreia is a full body model. If you have a creature with a separate head model from heads.2da then you cannot have a hood without getting the animation desync. A full body model is the only way to deal with it.
  12. 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.
  13. 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:
  14. 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.
  15. K1CP does add it, but that doesn't mean another mod installed afterwards couldn't have replaced it. That was the most likely culprit, given the trigger was right where you were crashing. There's nothing else that really jumps out as being potentially at fault.
  16. The likely culprit is k_trg_partyinit.ncs (which I gather is from the T3 mod). Try removing it from your Override and see if you still get the crashes.
  17. You'll likely need to run the command prompt as an administrator, especially if the game is installed in Program Files.
  18. What script did you remove exactly? This was from the Override presumably? As per my instructions to StellarExile a few posts up, I'll need you to dump a list of what's in your Override folder. Run a command prompt in there and enter: dir /b > override.txt then attach the text file.
  19. Looking at the layout, I can see a trigger for the party member "XYZ looks like they have something to talk about" scenes just before you hit the fire. Are you getting past the fire? Have you triggered Carth's next batch of whining?
  20. 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?
  21. You appear to have made a few questionable life choices, but nothing that should affect the Hawk bark bubble.
  22. The script is correct, so the module itself shouldn't be a problem. You'll need to dump a list of what's in your Override. Run a command prompt in the folder and type in: dir /b > override.txt Then find the txt file in the folder and attach it here.
  23. 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.
  24. #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.
  25. Possibly, although I suspect doing so intentionally would be unlikely. You could check your Override for k_pebo_galaxytlk.ncs. Failing that, attach ebo_m41aa.mod from your Modules folder.