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Everything posted by DarthParametric
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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? -
Editing dialog conditionals
DarthParametric replied to AmanoJyaku's topic in General Kotor/TSL Modding
That procedure should work. Post your edited MOD for someone to check. -
Well probably best to establish if there is a problem first of all. But assuming there is, you can only have a single head per appearance row, so there's no way to avoid mixing body models using different supermodels if you want that outfit to be wearable (other than a disguise).
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Not if it was a full body model as I suggested, where the head is part of the same model. If it is a parts model, like regular clothes/armour, then the head will use whatever supermodel is specified in its model, independent of the body it is attached to.
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Hrm, there may be issues then if mixing a head with the vanilla K1 anims with a body with TSL anims. I guess you'll need to test it and see how it goes.
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Since she'll need a unique appearance row for this as the DS Grove look (I'm assuming that's the intention anyway), I'd advise changing the names of JC's ported TSL supermodels to something unique (e.g. s_strmjuh_m01, s_strmjuh_f01, etc.) and redirecting the robe model to whatever the renamed equivalent is. Since the head will need to point to them too I would just make it all a single full body model. If you do it that way then you can make it a simple copy and paste option between the too naked and not naked enough versions with no further install requirements. And you won't be overriding the global supermodels which cuts down on potential clashes/incompatibilities, and enduser questions.
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Hah, I have to laugh about all those people on Reddit crying about covering her up. If you do want to do an overlaid robe option though, I'd suggest looking at @JCarter426's TSL robes port Cloaked Jedi Robes and grabbing the modder's resource bundle and using that. You should be able to take something like this: and make it work over the top of your existing model, albeit likely with some positional tweaking required. The hooded version is an addition I added for my Dark Jedi Wear Robes mod, which you are free to use as a basis if you wanted a hood option (although you'd have to lop off her top knot and make it a full body model).
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Yes, a decompiled NCS will never exactly match the original source. That's impossible. The more extensive and complex the code, the greater the difference will be. What you will also be seeing is a heap of stuff from the includes that are only referenced in the source, but have to be pulled in for the binary script. A single function in the original source like GN_DetermineCombatRound(); will probably result in several hundred lines of added code in the decompiled source. Giving the 3rd party script a cursory once-over, it looks like he has completely removed events KOTOR_HENCH_EVENT_ON_PERCEPTION (2002), KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END (2003), KOTOR_HENCH_EVENT_ON_ATTACKED (2005), and KOTOR_HENCH_EVENT_ON_DAMAGE (2006).
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There's always interest. Progress is just gated by the tools so it gets put on the backburner.
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Btw by donate I assume you mean buy a premium account? That's all I can see rather than an actual donation option.
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Perhaps you should have a more prominent option for people to donate? Maybe some sort of benefits? Cosmetic DLC?
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MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric replied to DarthParametric's topic in Mod Releases
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dialog.tlk Gender Check With K1's TLK
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
Ah, well there you go. I probably should have dug a bit deeper. But the proposed approach may still prove useful for other use cases.- 7 replies
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- custom token
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Does anyone know the source of this visual effect?
DarthParametric replied to DasRoteBaron's topic in TSLRCM
Search for CM_Baremetal.tga/.txi/.tpc in your Override folder. Delete them. -
dialog.tlk Gender Check With K1's TLK
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
In the same DLG. I'd run it on a prior node though so it is already set beforehand. The logical choice would be whatever the starting node is, or one directly afterwards. Although maybe the tokens are set in the save? The ones in k_con_tokens don't appear to be set every time after all.- 7 replies
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dialog.tlk Gender Check With K1's TLK
DarthParametric replied to ebmar's topic in General Kotor/TSL Modding
Not by default in K1 I don't believe. However, you could script it using a custom token object oPC = GetFirstPC(); int nSex = GetGender(oPC); if (nSex == GENDER_FEMALE) { SetCustomToken(666, "her"); } else { SetCustomToken(666, "him"); } Then your TLK line would be something like I am no longer <CUSTOM666> now. I'm not sure what the upper bound of custom tokens is though. You can check k_con_tokens for vanilla ones. Look like they go up to at least 45, so you'd need to be above that.- 7 replies
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Just be aware that only Trimeshes can be Danglymeshes, not skinned meshes. If it is currently part of the head you'll need to split it out to a separate mesh.
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The boxes are the constraints for each vertex with a weight greater than zero. You're best to switch to the "scaled by weight" option. You can select a vert or group of verts and hit the "read values" button to see what their individual weights are. You can also weight selected verts with the options in the top half of the tool's panel (the options are similar to skin weights, either relative or absolute). As you can see, only the lower two rows of verts in her topknot have any weighting, so it's almost imperceptible in-game. I would guess that was done to prevent clipping into the back of her head/neck, since there is no collision. With your more vertical hair mesh, you could have more of it with weighting, just probably reduced in magnitude (or dial down the global Flex value in the modifier's base settings) since it is much closer to the back of the head.
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KOTORMax has a built-in tool for it, although as I recall it incorrectly sets a minimum weight of 1, whereas your anchor points need a weight of 0 to be static. I don't think there would be any practical way of doing it in Blender. Although it's ultimately just vertex painting, so you might be able paint it in Blender and then export it as an FBX or something to get it in to Max.
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Make sure you look at other hair danglymeshes so you can add a bit of life to that topknot. I don't think her vanilla one uses it.
