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Everything posted by DarthParametric
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I think 2K19 Ultimate Edition sounds better.
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I think AFP was inspired by Leilukin's mod. It simply swaps their equipped robe for clothes (and puts their robes in the inventory). The script edit for Jolee joining is unrelated. That one is to hide the fake Jolee visibly fading out as the real one joins the party.
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Issue w/ Edited Mesh Head Import
DarthParametric replied to weirderwest's topic in General Kotor/TSL Modding
There's no animation on the model, so that won't make any difference. Post your ASCII. -
Issue w/ Edited Mesh Head Import
DarthParametric replied to weirderwest's topic in General Kotor/TSL Modding
She looks great. You should play like that. At a guess, I would suggest you have destroyed the skin weights on some or all of the meshes. That last pic is definitely an instance of what should be skinned meshes no longer deforming due to animation. -
June 2020 here we come.
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
Might need an appearance.2da edit to set a default envmap. What player head are you using? -
Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
DarthParametric commented on DarthParametric's file in Mods
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An idea regarding the tips/donations crossed my mind, that I'm not sure what the overlords would make of. Rather than asking for direct cash payments such as through PayPal, how about instead asking for Steam gift codes (and/or GOG, if they do that too)? I can see that being less of a headache for the mod author, saves them giving out their personal details and having to deal with potential tax implications of money magically appearing in their bank account.
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Not without forcing them to use a custom body model, since players share animations with 90% of other characters. Thus changing the generic supermodels would affect everyone else as well. And in TSL it would probably require additional custom animation for robes.
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Assuming you haven't implemented it (or plan to) already, one way of managing the tips thing (which I find a weird nomenclature btw, why not just call it a donation?) might be to add a dedicated field to the mod submission page where the modder can enter a PayPal address or whatever. Maybe with a default message to the effect of "The author has opted out of tips/donations for this mod". It would make it a more consistent enduser experience rather than making them have to ferret through different readmes for the information. And it would keep that junk out of the actual important information about the mod.
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I fixed the animation issue. It seems that the game didn't like it when reading directly from a modified human supermodel, but when I loaded the anims onto a scaled up Jawa rig they work fine: K1_Jawa_Supermodel_v2.7z The other issue is that none of the Jawa will actually do anything because they lack any default scripts, aside from the OnDialogue one: Adding in all those results in this: I also tweaked the script a bit. It now uses an include script, so you'll need to extract those from scripts.bif and put them in the same folder as the hostile script - k_inc_generic, k_inc_gensupport, k_inc_drop, k_inc_walkways: #include "k_inc_generic" void main() { object oPC = GetFirstPC(); object oJawaA = GetObjectByTag("tat20_06jawa_01", 0); object oJawaB = GetObjectByTag("tat20_06jawa_02", 0); object oJawaC = GetObjectByTag("tat20_06jawa_02", 1); // 10 is considered "high" in vanilla shifts, so I reduced this from 15 AdjustAlignment(oPC, ALIGNMENT_DARK_SIDE, 10); ChangeToStandardFaction(oJawaA, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaA, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaA, GN_DetermineCombatRound())); ChangeToStandardFaction(oJawaB, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaB, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaB, GN_DetermineCombatRound())); ChangeToStandardFaction(oJawaC, STANDARD_FACTION_HOSTILE_1); DelayCommand(0.5, AssignCommand(oJawaC, ClearAllActions())); DelayCommand(1.0, AssignCommand(oJawaC, GN_DetermineCombatRound())); } And one final tweak to the UTCs is that they lack the proper Jawa soundset. Much like the missing scripts, this was due to there never being the intention for them to end up in combat. Oh, and if you want to make UTC changes, be aware that editing them and dumping them in the Override won't work for an existing save. That will require a save before entering the module or otherwise you'll need to edit the save itself, since a module's GIT is included as part of the save, which incorporates the UTC data from any (living) NPCs.
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The latest version seems to always revert to the KOTOR 2 format setting when the program restarts, unlike prior versions.
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The DS shift worked fine for me, but there was a problem with the script that meant the Jawa wouldn't turn hostile. This is the corrected version: void main() { object oPC = GetFirstPC(); object oJawa; string sJawa = "tat20_06jawa"; AdjustAlignment(oPC, ALIGNMENT_DARK_SIDE, 15); oJawa = GetFirstObjectInArea(); while (GetIsObjectValid(oJawa)) { if (GetStringLeft(GetTag(oJawa), 12) == sJawa && GetStandardFaction(oJawa) != STANDARD_FACTION_HOSTILE_1) { ChangeToStandardFaction(oJawa, STANDARD_FACTION_HOSTILE_1); } oJawa = GetNextObjectInArea(); } } However, the Jawa model lacks any combat or death animations (and has no supermodel), so even though they turn hostile, they just stand there and freeze in place once killed. Looking at the rig, it seems like it might be possible to point it to one of the player supermodels, or at least create a unique supermodel with a subset of required anims. I'll have a play with it.
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NWScript is closer to C than C#. You have a few issues there: ExecuteScript is for, as the name suggests, executing other, external, compiled scripts. Declare your sub-functions first, before the main. Seems you have some C# influence going on there. If you want to call a sub-function declared inside the same script, you just use its name, along with any requirements. So, for example, simply CombatOnDialogEnd(oBob, STANDARD_FACTION_HOSTILE_1). You don't need to declare constants like the factions, as they are already declared in nwscript.nss and will be converted as needed by the compiler. The order of your declarations is invalid, again due to C# influence. OBJECT_SELF refers to the script owner, not the PC. Since the script will be fired from a DLG, the owner will be whoever owns the DLG, presumably the hostile NPC (you also don't declare it). That is incorrect use of GetObjectByTag - "GetObjectByTag(string sTag, int nNth=0)". Knowing in advance that the Sandpeople Enclave has multiple instances of the same Jawa UTC that you have to account for, something like this should work: void main() { object oPC = GetFirstPC(); object oJawa; string sJawa = "tat20_06jawa"; // I assume you want a DS shift here AdjustAlignment(oPC, ALIGNMENT_DARK_SIDE, 15); oJawa = GetFirstObjectInArea(); while (GetIsObjectValid(oJawa) && GetStringLeft(GetTag(oJawa), 12) == sJawa && GetStandardFaction(oJawa) != STANDARD_FACTION_HOSTILE_1) { ChangeToStandardFaction(oJawa, STANDARD_FACTION_HOSTILE_1); oJawa = GetNextObjectInArea(); } } Although you may additionally need to give them some prompting to attack the PC, depending on how your initial testing turns out. I'd suggest perusing nwscript.nss, which there will likely be a copy of in your Override if you have used KTool. You should also extract the script source (NSS) available in scripts.bif (via KTool: BIFs -> scripts.bif -> Scripts, Source).
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Offhand Weapon Issue/bug
DarthParametric replied to OttersFromSpace's topic in Knights of the Old Republic General
This is a vanilla problem in both games. You'll just have to live with it. -
Editing dialog conditionals
DarthParametric replied to AmanoJyaku's topic in General Kotor/TSL Modding
No, they will never be the same because DLGEditor adds a bunch of extraneous crap to every node it edits, plus it adds a custom field that says the file was modified by it and what the time/date was (KTool does the same thing, but across three fields). -
Editing dialog conditionals
DarthParametric replied to AmanoJyaku's topic in General Kotor/TSL Modding
There doesn't appear to be any problem with the DLG. And even if there was, that shouldn't cause a crash on loading the module. The MOD seems fine. Doesn't look like anything is missing. The crash is repeatable I take it? If you temporarily remove the MOD from the modules folder, do the crashes stop?