DarthParametric

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Everything posted by DarthParametric

  1. You can try running SetIsDestroyable on it first. You also don't need to use DelayCommand with fade ins/outs, as the first term already specifies the delay. Try this: void main() { object oDroid = GetObjectByTag("dan15_ancientdrd", 0); ActionPauseConversation(); SetGlobalFadeOut(0.0, 0.5); AssignCommand(oDroid, SetIsDestroyable(TRUE, FALSE, FALSE)); DelayCommand(1.0, DestroyObject(oDroid, 0.0, TRUE)); SetGlobalFadeIn(2.0, 0.5); ActionWait(2.5); ActionResumeConversation(); } When using DestroyObject, you'll typically want to enable the No Fade option (second term) when doing a quick off-screen destroy. Any terms left out will inherit the default values on compile. Check out nwscript.nss for more info.
  2. No, your "NCS" files in the archive are just renamed NSS. Open them in a text editor and you'll see.
  3. Lol, I didn't even look. Yeah these are just NSS that are renamed. Well there's your problem.
  4. If you are requesting help, it would be wise to include script source, not just binaries. DeNCS won't decompile either.
  5. There should be a 0.2s delay to destroy the existing NPCs, and a 0.5s delay to spawn them back - i.e. 0.3s apart. So yes, it's possible there might be some collision interference from "ghost Bastila" I guess. You could try padding the spawn-in by another few milliseconds to see if that helps at all. Alternatively, there's always the woodshed technique. You could also try switching to a stated location instead of doing a GetLocation from a waypoint. Not that that should make any difference, but the game is kind of screwy with waypoints. Regarding the fade out, yes, that is a known problem because they didn't set the NoFade flag in DestroyObject to TRUE. It's fixed in the revised version I have for K1CP that also fixes Juhani missing a state save like all the other party members, but I never got around to adding that before the release of 1.8. Just be aware that k_pebn_pophawk resref is used in all the EH modules, so it must be injected into a MOD unless you want to bork the Lehon sequence.
  6. All party members get destroyed and respawned by the module OnLoad. They should always spawn at the same waypoint rather than having anything to do with the player. Unless the player was standing on top of the waypoint (which should be impossible).
  7. You deleted too much. You should just select the polys you want to delete, not the verts if you aren't 100% sure what you are doing. As to how to model the collar itself, there are many ways to skin a cat. What matters most is that the end result looks good and there are no gaps. Looking at what you have there, I'd say you need to weld the verts and/or adjust the smoothing groups to get an idea of what the final result will be.
  8. Not anything like what you can render out of Terragen, etc., no. I'm trying to think of a way you could render a moving cloud layer keeping the sun backlighting.
  9. Ah, well yeah then that probably won't work then I guess. The only other way would be a second cloud dome using transparency. That could then move (or have scrolling UVs), with the rear/original skydome being static with just the sky and sun.
  10. For some inexplicable reason, the TSLRCM installer stores the install location the first time you install it. If you don't run the uninstaller, then the next time you install it then it will just reuse the same directory as previously, regardless of whether TSL is still installed there or not.
  11. Hrmm... I wonder how it would go if the skybox had scrolling UVs for a bit of cloud movement? That might require converting it into a single mesh though.
  12. Yes, it works on 10. All versions of 10 should be 64bit.
  13. Sitters need to be a full body model, since for placeables there is no provision to specify a separate head like with parts models in appearance.2da as happens for characters. As there is no regular "high poly" Twi'lek full body model, you'll need to create your own in Max/GMax by merging the appropriate separate head and body models. Edit: Also, be aware that K1 has a very small row limit for placeables.2da, so it is highly advisable not to add new placeable entries.
  14. It is intended to be used with a new playthrough. There's no guarantee something won't work as intended or outright break if you install it midway through.
  15. You'll probably want to do some in-game testing and see what the feedback log says to make sure they didn''t just skip scripting and hardcode it all.
  16. // 533: Get the creator of oTrapObject, the creature that set the trap. // - oTrapObject: a placeable, door or trigger // * Returns OBJECT_INVALID if oTrapObject was created in the toolset. object GetTrapCreator(object oTrapObject); You may also find the following useful in order to grab the trap in the first place: // 488: Get the trap nearest to oTarget. // Note : "trap objects" are actually any trigger, placeable or door that is // trapped in oTarget's area. // - oTarget // - nTrapDetected: if this is TRUE, the trap returned has to have been detected // by oTarget. object GetNearestTrapToObject(object oTarget=OBJECT_SELF, int nTrapDetected=TRUE); Since GetTrapCreator returns an Object, just do a GetTag on that and then you can do some simple if checks against the party member tags.
  17. Should be PLC_RepTab, although there's also a second variant, PLC_RepTab2.
  18. You should definitely use the Unofficial Tweak Pack to remove the most questionable elements of TSLRCM. Some other suggestions from my usual suspects list: Backdrop Improvements HD Cockpit Skyboxes (despite violating my "HD" rule) Head Model Fixes High Quality Blasters Luxa Hair Fix (make sure to use the hotpants option!) Realistic Nar Shaddaa Skybox Realistic Visual Effects Telos Citadel Station Skybox Since I seem to recall you not always playing in widescreen, these are optional I guess: Improved Widescreen Experience (stretched UI fix) Main Menu Fix for Widescreen Probably a good idea. Not least because, unlike K1, TSL is fundamentally broken in ways that are not easily fixed beyond the remedial work TSLRCM has already performed.
  19. It's ok, if completely overhyped. It is the best thing to come out of the Disney Star Wars era by a large margin though, so I guess that shouldn't be too surprising. If you've ever seen Eddie Murphy's skit about a starving man in a desert being given a cracker, you know what to expect.
  20. Note that since Bioware's compiler (and nwnnsscomp too) pull in all globals listed in listed includes, the script doesn't actually need to make any use of RACE_DEFAULT. Simply being in the global list is enough to bork it. Which is why half the Tatooine and Manaan scripts don't decompile, despite none of them appearing to actually make use of it (not that I have seen anyway). Doing this: #include "k_inc_tat" void main() { } is enough to choke DeNCS.
  21. Nope, still fails. I'd already hex edited it to replace that, as with all other Tatooine/Manaan module scripts. There are a number that still fail to decompile for unknown (to me anyway) reasons.
  22. You can start a new game if you want, although that's a bit extreme for a simple Bowcaster. If you have a burning need to add it to a store inventory rather than simply directly to your own via KSE, like I said you can either edit the save file or use a script to add it.
  23. You don't need to do this. The G vs G1 was merely Bioware's internal reference for differentiating items added in the Yavin DLC. Whatever you call it, the UTI filename (ResRef) should match the TemplateResRef field. Ideally for items you should also keep the Tag the same, although that is primarily for scripting purposes. This is the real problem. It doesn't matter. All three inventories are added to your save on the very first visit to Yavin. The only way to add it in a later save is either via script, or editing the save.
  24. No, that one still doesn't decompile.