DarthParametric

Modders
  • Content Count

    4,727
  • Joined

  • Last visited

  • Days Won

    538

Everything posted by DarthParametric

  1. Texture sets defined by appearance.2da will only use the TXI data from the 01 texture. So if the 01 texture doesn't have the semantic you want then editing the 02, 03, 04, etc. texture TXIs won't do anything. It's presumably due to the way the engine instances data to handle memory use on the Xbox. TL:DR: Add whatever semantic you want to the 01 texture's TXI as well.
  2. And after all that you didn't go for the threesome?
  3. No, you don't use an extension, just the base script name. Seems like that function was cut, along with a bunch of others. You can check nwscript.nss in the Override folder to see the available functions. It's what your script is compiled against. There are some functions that would display floaty text: void DisplayFloatyFeedback(object oObject, int nStrref); void ShowHint(int nMessageStrRef, float fDurationInSeconds); void ShowDialogBox(int nMessageStrRef, int nShowCancel, string sOkScript, string sCancelScript); But they requires a StrRef (i.e. a string in dialog.tlk) which is kind of a pain in the ass. There are also the various debug Print functions for outputting to a log file, but just like KOTOR they presumably won't work in the release version. Talking about cut functions, it seems GetPlayer() is the replacement for GetFirstPC(). One thing you could do to determine if the script is working is have the player do an animation, or apply some VFX. You could also use this as a sort of half-assed alternative to a log file. Do some checks of the global states after you have changed them and play various animations based on whether they return the value you want or not. But even random StrRefs from the TLK would work as well I guess if you want to use DisplayFloatyFeedback. Choose StrRef 375 for a laugh.
  4. You only need to add it in the Script field. That will automatically execute it when the line plays. You can try adding some debug feedback. I'm not sure if JE still has all the same script functions. Does it even have a combat log? Been a while since I played. Anyway, try adding the following to the script: SendMessageToPC(GetFirstPC(), "SCRIPT FIRING");
  5. Just edit any DLG that you can quickly access in-game. One of the companion DLGs would be the easiest. I haven't looked at JE's file structure for years, so I couldn't tell you where to look. The easiest solution would be to just find a mod that already edits one of those DLGs and steal it as a basis. You only need to keep it long enough to execute your script once.
  6. Easiest way is probably just to attach it to a dialogue.
  7. That literally makes no sense. A single PC can do both. Why would you waste money on a whole second PC when you could just put all that money into a single PC?
  8. That's not a patch, it's a cracked exe. Presumably the Aspyr version.
  9. You're thinking of Flawless Widescreen, which patches the game in memory. You should never use it, precisely because it causes crashes. UniWS permanently edits the exe, the same as manually hex editing it.
  10. All of it is possible, none of it is probable. Take it from someone that knows: never go full total conversion.
  11. I thought we addressed flaky animation resumption in K1CP at some point, at least for specific instances anyway.
  12. KBlender will automatically load all referenced textures as long as you have defined the texture locations in its settings under Edit -> Preferences -> Add-Ons: You can specify multiple folders separated by a semi-colon ( ; ).
  13. Milliseconds. A script that took seconds to execute would make the game freeze and unplayable. If you mean how often do they re-execute, then yes, every creature will have multiple scripts firing every round, so every 3-6 seconds. Also anything else with a heartbeat, like placeables and so forth.
  14. Per a comment from JC back in 2022: KOTOR 1 goes up to 72 and KOTOR 2 goes up to 109 I think the free/unused ones in K1 start in the 50s. You'd have to check the vanilla scripts to see what they use. Also note that various mods also make use of them which could lead to compatibility issues. Which reminds me, I should probably revert a few of those cases in K1CP and use the standard plot booleans instead.
  15. You'll want to be careful with that. I'm unsure if there are any unused local numbers in K1. I believe I did test the theoretical limits at some point previously though, and posted about it in the DS Discord server. Edit: Ah, 0 to 7, and all of them are used by AI scripts.
  16. Anything with the MG prefix is "minigame", i.e. either turret or swoop (the former in this case). Stunt is a layout only used for cutscene versions of the Hawk. You should refer to the list below for the module names (i.e. m12aa.lyt is the one you want) :
  17. Yes, just download the two includes (the main cp_inc_k1 is an include for the debug) and add #include "cp_inc_debug" to the top of your script as you would any other include and have them in the same folder when you compile. You could always switch to globals instead I guess. I generally prefer not to do that unless necessary, but it may be in this case.
  18. No, only GetHasSpellEffect. They didn't add it in TSL either. Not ideal, no, but there aren't really any alternatives. Although you don't need to do the actual effect check on every character, since you can first parse through and eliminate any non-party NPCs that don't have a suitable weapon equipped (and possibly in their inventory, since they could have swapped to melee). Alternatively, have the effect set a local (unused) boolean that the heartbeat can check for the presence of. Edit: Btw, this may be useful to you while debugging - https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/Source/cp_inc_debug.nss
  19. Yeah the heartbeat is not consistent on PC. My assumption was always that it was probably tied to frame rate (or more specifically frame time), but it's extremely difficult to test with any sort of accuracy. My prior experiments clocked it at anywhere from 3 to 6 on average when capped at 60fps. Never got around to trying it with the game capped at 30fps.
  20. A good part of doing anything significant in the game - like your recruitment/companion mod example - requires scripting. That's not something you can really make a video about.
  21. Well that is supposedly happening, although I suspect that whatever eventuates is likely going to be KOTOR in name only. As far as the mod community remaking levels goes, there's not much point while still bound to Odyssey's limitations. If reone ever gets to a usable point, or if nVidia add OpenGL support to Remix, then that would be a viable option.
  22. It's pretty much the norm across all modules. Just depends on how deep you want to go looking. The more problems you fix, the more new problems you discover.
  23. It's entirely possible. The level geometry side of things is the least of it though. The main thing would be ensuring there are no problems arising from changing module IDs, since Manaan has multiple instances of cross-module teleporting as part of the main plot. There might also be problems with ResRef clashes, since both Bioware and Obdisian did love their generic name reuse.
  24. That's the dancer outfit patch. You need to install the actual mod first. The other file in the available downloads.