DarthParametric

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Everything posted by DarthParametric

  1. Going back to your original post, this is actually something KTool can do. Look for the blueprint, items sub-section of templates.bif.
  2. Presumably it's hard capped at 100%. If that's the case you are out of luck as far as scripting goes. You'd need to change all the base item prices in the global UTIs (item templates). That's what Bioware did for the stimpaks, except they created a second set. There are the regular ones you get at the beginning of the game, then if you nuke the giant fish they swap to the other set that cost more.
  3. There's little point. Pretty much all of them have already been told, and Valve doesn't care.
  4. Yes, lots of mods on the Workshop are stolen by retards/assholes and reuploaded there without permission. There's an existing thread about it from about a year ago.
  5. Yeah there are a number of Russian (and other non-English) sites that host stolen mods. I'm sure some of them would try to excuse it by saying they are doing translations or something, but they never ask for permission. Best not to link to them, lest they get traffic they don't deserve.
  6. We make no claims of compatibility with M4-78 or EE, regardless of version. It may work or it may not, that's up to the enduser to determine. TSLRCM is probably still fine, I don't think any radical changes were made. K2CP is pretty innocuous at the moment, it doesn't make anything like the sorts of changes K1CP makes, so it's probably fine. But nobody has assessed the current status formerly as of yet.
  7. Big guns:

    Big_Guns.thumb.jpg.3059943f1ba73c5f33e4c90825edb824.jpg

    I had to do an update for my Harbinger Hull Fixes mod. While I was at it, I figured I should probably address something that has always bothered me. So I hacked up the Harbinger's exterior model, made some new gun meshes, and plonked it on top of the bridge. And since the bridge is just a reskin of the Endar Spire's bridge, it will also slot straight into K1. I think I might add some actual mesh frames to the glass as well, give those dirt stains something to actually accumulate around.

    One drawback is that the guns now almost completely block the docking collar which I added previously. Oh well.

    1. jc2
    2. LDR
    3. DarthParametric

      DarthParametric

      I added some inner frames to the windows. Changed the glass texture as well, although I'm still tweaking that.

      Harbinger_Bridge_Windows_02.thumb.jpg.f5cd4f5bce2cfc40b217cf4d0285d562.jpg

       

      Harbinger_Bridge_Windows_03.thumb.jpg.0041e6d07fd65c8753dc5ebef2e86763.jpg

    4. Show next comments  135 more
  8. His thugs in the Shadowlands use the Sith Apprentice appearance (41), so no, they are not changed.
  9. Game version is determined by what game's nwscript.nss you feed the compiler. And there is no reason to have TSLPatcher compile scripts unless you require the use of script tokens. Regardless though, if your source came from TSL then it needs to be vetted for use with K1, as JC pointed out.
  10. Eh, it's an icon. I'm sure you can change it on your end if you feel the need.
  11. Good thing it only took someone four years to notice. That might have caused problems.
  12. Read the linked thread. You can't have a hooded outfit without making a disguise due to how the engine duplicates animations between head and body models. If you want a different mask, edit SS's model.
  13. It was a request. If you want the full getup, just use SS's mod directly.
  14. Nothing has changed regarding fonts. Installing K1CP on Android would be the same as any other TSLPatcher mod. You presumably need to do it on a PC and then copy the files back. But I don't have the mobile version, so I have never done it myself. You'd have to ask someone conversant with it how to do it. And be aware that as of K1CP v1.8, it is no longer compatible with K1R, so you have to pick one or the other.
  15. Just note that SS's mod requires a tweaked version to match his revised weapon models. So while the fix I made for the Community Patches works fine with the vanilla gun models, when used with this mod the guns will be slightly mispositioned, possibly with some minor clipping.
  16. @forfunandmore: The updated version is live. The Dantooine element is now a separate component, so you'll need to run the installer a second time and choose it from the drop-down after installing the primary part of the mod. After installing, extract the attached archive and drop the UTP into the user's Override before they reach Dantooine. This will make the added computer terminal non-interactive, but still leave all added placeables in-place. Dummy_Dantooine_Terminal.7z
  17. The vanilla issue is fixed by the Community Patches.
  18. The problem is that integrated guns use the droid's racetex texture due to how appearance.2da works. SS has a fix, it just hasn't been uploaded yet.
  19. Kindly stop spamming this in every Revan mod's comment section. The source of the problem is this mod (at least in K1). I have a fix for it. I just need to contact @Sithspecter about it.
  20. This is not something you can do with placeables. Well not existing placeables anyway. What you are talking about is room model editing and/or creation. This has to be done in 3DS Max/GMax. It's not a topic that can be easily summarised in a couple of lines. As for screenshots, you can enable them in the ini under the [Game Options] section, setting EnableScreenShot=1 and in K1 you can also use GUIsInScreenShot=0 to always take screenshots without the GUI just like in first person mode (doesn't work in TSL though). Using the PrintScreen button will save screenshots in the game folder as TGAs.
  21. Seems like I can probably split the Dantooine component out into a separate optional installation. I'll take a look at it over the weekend and upload an updated version.
  22. It's possible. The requirements for doing so, and the difficulty, depend on whether or not you've already installed it.
  23. In future, you shouldn't use K1R and K1CP together. Versions of K1CP after 1.7 aren't compatible. If you are getting crashes with the fade, try Disable Vertex Buffer Objects=1 in the [Graphics Options] of swkotor.ini if you don't already have that added. That's the only thing I can think of with that. It shouldn't be related to the script itself. As I said before, fading is the default behaviour that a lot of vanilla scripts use, so if you are encountering crashing elsewhere then that could be the cause.
  24. A conversation is initiated between two objects. One is the owner of the dialogue (and all scripts attached to it) and the other is the listener. This is typically the player, but not always. The owner of a DLG is considered the default speaker of entry nodes unless someone else's tag is specified in the Speaker field for that node. All scripts attached to the DLG are executed by the owner. In practical terms, this means you don't need to use a tag for the owner, you can use OBJECT_SELF. You also don't need to assign commands to the owner - any command that isn't assigned to someone else defaults to the owner. But, as I said, a script (and the DLG itself) will immediately terminate when their owner is destroyed. This can create problems if you need a scene to continue on past a creature being destroyed and it was the owner. In essence, whoever you assign an ActionStartConversation to is the owner of that DLG and its scripts. If you assigned it to a placeable then the placeable is the owner. The game uses a lot of invisible placeables as owners for cutscenes, because it frees the designer up to do whatever they want to the NPC participants. As to your crashes, that is not normal behaviour. Not for a simple fade. That is the default behaviour anyway, so you'd be getting that all the time during the vanilla game. If you are using an EndConversation/EndConverAbort script then yes, I'd expect that could be the issue, since you are presumably destroying the owner of the DLG just as it tries to fire another script due to the delay.
  25. Is the NPC the owner of the DLG/script? That can sometimes cause problems, since a script will immediately terminate as soon as its owner is destroyed. You can still destroy the owner as the final function in an exit node script, but this will usually happen in plain sight of the player unless you jump them somewhere else first. You can also command them to walk somewhere, like the module exit, first before destroying themselves. In general though, it's pretty straightforward: DestroyObject(oNPC, 0.0, TRUE, 0.0); The variables here are the creature to destroy, the delay in seconds before destroying them, not fading them out (so FALSE if you do want them to fade), and the delay in seconds before they start fading (which only matters if the previous term was set to FALSE). If the creature is the script owner then you can swap the object reference to OBJECT_SELF. But in that case I would delay calling the function until everything else in the script has finished executing, like so: DelayCommand(2.5, DestroyObject(oNPC, 0.0, TRUE, 0.0)); This will delay calling the function by 2.5 seconds, the value of which you can adjust as needed. If you want a creature to destroy itself after walking somewhere first, you can add the command to its action stack. This is commonly seen when an NPC "exits" an area. Often this can be part of the creature's UserDefine script, the case for which can be called at the end of the conversation. For example: ActionMoveToObject(GetObjectByTag("k_exit", 0), FALSE); ActionDoCommand(DestroyObject(OBJECT_SELF)); SetCommandable(FALSE); To issue those commands from a script owned by a different creature/object, you'd need to use AssignCommand to assign them to the NPC of interest. If you want more specific details, you need to provide more info about the circumstances of your scene and how it is currently set up.