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Everything posted by DarthParametric
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
That's k_ptar_takearmor: void main() { DestroyObject(GetItemPossessedBy(GetFirstPC(), "ptar_sitharmor")); CreateItemOnObject("ptar_sithpapers", GetFirstPC(), 1); } I already altered this script to handle multiple sets of disguises as part of a mod request - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension/blob/master/Source/k_ptar_takearmor.nss -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
#include "k_inc_tar" void LockArmour() { object oArmour; oArmour = TAR_StripSithArmor(); if (GetIsObjectValid(oArmour)) { SetItemNonEquippable(oArmour, TRUE); } } void main() { object oEntering = GetEnteringObject(); if (GetIsPC(oEntering)) { DelayCommand(1.0, LockArmour()); } } -
Custom Lightsaber Modelling
DarthParametric replied to Numeric II's topic in General Kotor/TSL Modding
Be wary of old tutorials, especially for sabers. The old approach using MDLOps 0.5/0.7 and the Replacer function is no longer valid. -
Custom Lightsaber Modelling
DarthParametric replied to Numeric II's topic in General Kotor/TSL Modding
Yes, your model doesn't have any animations. As @Stormie97 said, make sure you choose the appropriate export option in KMax. -
Questions About using Subdirectories for TSL
DarthParametric replied to Elwood288's topic in General Kotor/TSL Modding
No. Do not use subdirectories. -
Custom Lightsaber Modelling
DarthParametric replied to Numeric II's topic in General Kotor/TSL Modding
That's outdated. The current version of MDLOps is 1.0.2 and the most recent version of MDLEdit is 1.0.104b. Attach your ASCII for someone to look at to diagnose your problem. The first suspect would be a lack of animations. -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
Yes, that is the script. Save it as an NSS and compile. You'll also need the includes (k_inc_generic, k_inc_gensupport, k_inc_walkways, k_inc_drop) present as well. If you prefer, here's a pre-compiled one using ActionEquipMostDamagingMelee(), so you should be fine to edit his UTC however you like with no further changes. k37_sha_hostile.ncs -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
That was the trigger OnEnter that starts his conversation. Per kor37_shaardan.dlg, the script that turns him hostile is k37_sha_hostile, which cleaned up is: #include "k_inc_generic" void main() { object oSpeaker = GetPCSpeaker(); ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1); object oSword = GetItemPossessedBy(OBJECT_SELF, "G_w_VbrDblswd01"); if (GetIsObjectValid(oSword)) { ClearAllActions(); ActionEquipItem(oSword, INVENTORY_SLOT_RIGHTWEAPON, FALSE); } DelayCommand(0.5, GN_DetermineCombatRound(oSpeaker)); SetGlobalNumber("KOR33_SHAARDAN", 4); } I usually just give him a fake sword, which is far more amusing, so I don't think I've ever actually had him turn hostile. But I can see straight away that this is probably going to lead to the very common attacking with fists issue. A change in the order of operations should help prevent that, something like this: #include "k_inc_generic" void main() { object oPC = GetFirstPC(); object oSword = GetItemPossessedBy(OBJECT_SELF, "G_w_VbrDblswd01"); SetPartyLeader(NPC_PLAYER); if (GetIsObjectValid(oSword)) { ClearAllActions(); ActionEquipItem(oSword, INVENTORY_SLOT_RIGHTWEAPON, FALSE); } DelayCommand(0.4, ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1)); DelayCommand(0.6, GN_DetermineCombatRound(oPC)); DelayCommand(0.6, AssignCommand(oPC, GN_DetermineCombatRound())); DelayCommand(0.6, AssignCommand(GetPartyMemberByIndex(1), GN_DetermineCombatRound())); DelayCommand(0.6, AssignCommand(GetPartyMemberByIndex(2), GN_DetermineCombatRound())); SetGlobalNumber("KOR33_SHAARDAN", 4); } This is probably something we need to investigate for K1CP. If you are planning on changing his gear, I'd suggest just switching the equip command to ActionEquipMostDamagingMelee() instead, like so: #include "k_inc_generic" void main() { object oPC = GetFirstPC(); SetPartyLeader(NPC_PLAYER); ClearAllActions(); ActionEquipMostDamagingMelee(); DelayCommand(0.4, ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1)); DelayCommand(0.6, GN_DetermineCombatRound(oPC)); DelayCommand(0.6, AssignCommand(oPC, GN_DetermineCombatRound())); DelayCommand(0.6, AssignCommand(GetPartyMemberByIndex(1), GN_DetermineCombatRound())); DelayCommand(0.6, AssignCommand(GetPartyMemberByIndex(2), GN_DetermineCombatRound())); SetGlobalNumber("KOR33_SHAARDAN", 4); } -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
This was clearly using a Korriban module include, but that is not present in the source files. Here's the vanilla script: #include "k_inc_utility" void SetShaardanFlag(int nState) { UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, nState); } int GetShaardanFlag() { return UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01); } void main() { object oPC = GetFirstPC(); object oNPC = GetPartyMemberByIndex(0); object oShaardan = GetObjectByTag("kor37_shaardan", 0); if (GetShaardanFlag() == FALSE && GetEnteringObject() == oNPC && GetIsObjectValid(oShaardan)) { SetShaardanFlag(TRUE); UT_NPC_InitConversation("kor37_shaardan", "", OBJECT_INVALID); } } But I would suggest streamlining it to: #include "k_inc_utility" void main() { object oEntering = GetEnteringObject(); object oShaardan = GetObjectByTag("kor37_shaardan", 0); if (!UT_GetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01) && GetIsPC(oEntering) && GetIsObjectValid(oShaardan)) { UT_SetPlotBooleanFlag(OBJECT_SELF, SW_PLOT_BOOLEAN_01, TRUE); UT_NPC_InitConversation("kor37_shaardan", "", OBJECT_INVALID); } } -
The only route would be via making them disguises, but that's a pain in the ass for separate bodies and heads.
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JC's Cloaked Jedi Robes & Supermodel Port for K1
DarthParametric commented on JCarter426's file in Modder's Resources
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JC's Cloaked Jedi Robes & Supermodel Port for K1
DarthParametric commented on JCarter426's file in Modder's Resources
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The vanilla game only uses RIMs for module files (and ERFs for DLGs in TSL). Any MOD files there are from whatever mods you have installed. The only place the vanilla game uses MOD files is in the Lips folder.
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It's not that they can't be fixed, it's that I personally can't be assed to fix them because I don't give a toss about TSL (not because of bugs - I just don't like it period). K2CP is @JCarter426's baby, and he was AWOL for the last 12 months or so, hence why it hasn't been updated recently. Edit: To clarify, TSL is fundamentally broken narratively, and that indeed can never be fixed. TSLRCM scratches around at the edges of it, but you can never make TSL complete solely through mods. But that is not the purpose of K2CP, so it's not particularly pertinent to this discussion.
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TOR Ports: Kira Carsen Female Player Head for K1
DarthParametric commented on DarthParametric's file in Mods
After having a look at it, it seems like it is the teeth meshes clipping through the face. They extend a lot further beyond the edges of the vanilla teeth meshes. Since they aren't skinned, there's nothing preventing them from clipping during extreme facial deformation. I made some adjustments and it seems to have cured it, based on some quick tests. Try the attached and see how it goes. K1_Kira_Teeth_Fix_Beta.7z -
TOR Ports: Kira Carsen Female Player Head for K1
DarthParametric commented on DarthParametric's file in Mods
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[KotOR] A visor will not stay hiddem despire the flag
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You can check out the rigmarole I had to go through to get Carth to co-operate with the hide flags in the post-Leviathan scene for K1CP. It required some reworking of the DLG. -
[K1] Volume change for one ambient sound
DarthParametric replied to Salk's topic in General Kotor/TSL Modding
You'd be better off editing the UTS, since that will allow you to customise specific instances without affecting use of it globally. But if you're lazy, the WAV is in streamsounds. Note that it is an actual WAV with fake MP3 headers, so you'll want to strip those first with SithCodec before editing it (and use it to re-add them afterwards). -
Btw, I just realised what the problem with your original script was. if (nPersuade = 0) should have been if (nPersuade == 0) Not sure how I missed that.
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This version works. Tested it with Eli's store. I've added some debug elements to it to post info to the Feedback screen via SendMessageToPC, which you'll want to remove in the final version. void StoreOpen(object oMerch, object oNPC, int nMarkUp, int nMarkDown, int nSkill) { SendMessageToPC(oNPC, "PC's Persuade = " + IntToString(nSkill)); SendMessageToPC(oNPC, "nBonusMarkUp = " + IntToString(nMarkUp)); OpenStore(oMerch, oNPC, nMarkUp, nMarkDown); } void main(){ object oPC = GetFirstPC(); int nPersuade; int nPersuadeAdj; AssignCommand(GetFirstPC(), ClearAllEffects()); nPersuade = GetSkillRank(SKILL_PERSUADE, oPC); if (nPersuade > 0 && nPersuade <= 17) { nPersuadeAdj = nPersuade - 10; } else if (nPersuade > 17 && nPersuade <= 30) { nPersuadeAdj = (2 * nPersuade) - 27; } else if (nPersuade > 30) { nPersuadeAdj = 33; } else { nPersuadeAdj = -10; } DelayCommand(0.1, StoreOpen(GetObjectByTag("kas_czerkastore", 0), oPC, (nPersuadeAdj * -1), 0, nPersuade)); } Declaring the skill has been moved to after the ClearAllEffects, since I presume you are trying to remove buffs first.
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1 * nPersuade is just nPersuade, so I'd drop the superfluous 1 *. As to nBonusMarkUp = -nPersuadeAdj, I'd try nBonusMarkUp = (nPersuadeAdj * -1) instead. void main(){ object oPC = GetFirstPC(); object oStore = GetObjectByTag("kas_czerkastore", 0); int nPersuade = GetSkillRank(SKILL_PERSUADE, oPC); int nBonusMarkUp; int nPersuadeAdj; AssignCommand(GetFirstPC(), ClearAllEffects()); if (nPersuade = 0) { nPersuadeAdj = -10; } else if (nPersuade > 0 && nPersuade <= 17) { nPersuadeAdj = nPersuade - 10; } else if (nPersuade > 17 && nPersuade <= 30) { nPersuadeAdj = (2 * nPersuade) - 27; } else if (nPersuade > 30) { nPersuadeAdj = 33; } nBonusMarkUp = nPersuadeAdj * -1; DelayCommand(0.1, OpenStore(oStore, oPC, nBonusMarkUp, 0)); } Have you tried using the nBonusMarkDown term in OpenStore by the way? Seems like that's what it should be for, rather than using a negative value for nBonusMarkUp (even though I see vanilla scripts do that).
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Replacing Alien Voice with Audio Files
DarthParametric replied to nadrino's topic in Work In Progress
You could try running it under Wine or something like that. Or perhaps @JCarter426 can upload the source and you could try compiling it for Mac. A random sample from K1 suggests 32,000 Hz, 48 kbs - NM11AAGADO02016_.mp3 -
A DLG will always initiate the first available branch. The way a vanilla DLG is ordered is that early branches all have starting conditionals, which allows the engine to fall through them until it reaches one with a valid condition. Failing that, it reaches the final branch which doesn't have any starting conditional. If you add new branches under this branch (typically Entry 0), they will never fire. You need to move your added branches higher up the tree and give them an appropriate starting conditional so they only fire under the correct circumstances. This may require the addition of new globals, depending on what exactly it is you are trying to do.
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Creating new facial animations
DarthParametric replied to Alvar007's topic in General Kotor/TSL Modding
If you only weight it to the head (as you would have to in a separate head model) then they will be completely rigid and clip through the body with even the slightest head movement. Danglymeshes will also clip. I figured there wasn't much likelihood of a sim being practical, so that's fine. Thanks for giving it a shot though. -