DarthParametric

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Everything posted by DarthParametric

  1. Don't install an old version of Java (ever, on anything). Grab the latest. DeNCS works fine with it on Win10.
  2. I'll take that as a no then. The engine only deals with binary (compiled) scripts, NCS. What I posted was source, plain text (NSS). The game won't do anything with that. You have to compile it first. You can do it via KOTOR Tool, or directly use NWNSSCOMP via commandline. There are also a few other frontends around, like the KOTOR Script Tool (check the Tools section in Downloads).
  3. You compiled the script I take it? Put the NCS and UTP in the Override (or module)?
  4. Your script resref has too many characters. The maximum filename character count is 16.
  5. It won't work in a module you've already been in. The original version of the object will be stored in your save file.
  6. No. And if it's the object's OnHeartbeat then it stays OBJECT_SELF.
  7. It's a creature script type. OnHeartbeat should work and reapply it even if the party re-enter a module on subsequent occasions.
  8. It would need to be scripted. There are a couple of ways to go about it, depending on the circumstances. Could be included in the object's OnSpawn perhaps, or if it is a continually revisited area it may need to be done in the module's OnEnter to ensure it stays up. For the former, perhaps something like void main(){ effect eVFX = EffectVisualEffect(VFX_DUR_SHIELD_BLUE_01); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVFX, OBJECT_SELF); } For the latter, you'd replace the OBJECT_SELF reference with an object declaration/GetObjectByTag.
  9. If you don't decompile the vanilla binary model alongside the vanilla binary walkmesh then you won't retain the proper room links in your ASCII, hence why you can't enter the room in your compiled version. You'll need to start from scratch. Extract the WOKs from BIFs -> models.bif -> Walkmesh. Put the appropriate WOK alongside the MDL/MDX when decompiling with MDLEdit. It will store the appropriate room link information in the ASCII model for KMax to properly re-export later.
  10. All the "legacypc" version is is the non-bastardised version, i.e. the same as the original CD or GOG versions. The holograms work fine in those. As was the case previously, I suspect the problem this user has is actually the TOR uniform addon to this mod in conjunction with an integrated GPU. That's the only instance where holograms get rendered without the effect that I can recall, due to the normal maps (for which there is a fix supplied with the other mod).
  11. If you mean they just appear like regular NPCs instead of blue and transparent, then that's not the mod, that's your hardware. You have an integrated GPU?
  12. It's questionable whether you'd actually get shadows that dark with such an apparently overcast sky, but the new version is certainly much more appropriately moody looking.
  13. Random aesthetic mods don't meet the criteria for inclusion in the Community Patches. We try and steer clear of that sort of thing unless it's a case of a pre-existing vanilla asset (like swapping "lite" models for higher poly/higher res texture versions), or there's some fault in the vanilla asset (like broken lightmaps, model issues, etc.).
  14. OK, I think this is done, at least as far as K1CP changes go. I changed the Dodonna backwards walk back to the vanilla version. I'm not keen on it, but it's less egregious than the hacked moonwalking version to get her in the proper position.
  15. That's a missing Visual C++ redistributable binary. Try installing this - https://www.microsoft.com/en-us/download/details.aspx?id=40784
  16. Yeah I'm not changing that. It would be weird to have half a dozen medals magically appear out of thin air, and there's no practical way to actually show the others getting medals pinned on. You'll just have to imagine the others got theirs afterwards. Besides, the entire point is that the player is special, so it's only natural the focus is on them.
  17. As mentioned at various points, self-illum is a trimesh setting, so it requires editing the model. Depending on what you are doing, you might get away with just editing an ASCII in a text editor, but if you need to make physical alterations to the mesh/es then you'll need to edit the model in Max/GMax in conjunction with the KOTORMax script.
  18. Editing models (either creatures or levels) will require Max/GMax with the KOTORMax script and MDLEdit. Although on the creature side you could conceivably mash something together purely by editing ASCII models in a text editor.
  19. I'll say. So many replacement body parts I could harvest. If anyone knows of a secret Island-like setup, let me know. I'll also happily take a ScarJo clone.
  20. I think they are both actually placeables. Or at least there is a placeable Kreia corpse. But there is also a stunt Kreia creature in the module as well, so I don't know which one they used (or whether TSLRCM made any changes).
  21. Any surface you want a creature to be placed on must have a walkable walkmesh. In your example, both Kreia's bed and the one with torch corpse on it have a walkable walkmesh chunk in the middle of their respective beds (along with a surrounding non-walkable barrier to prevent the player getting on there).
  22. You don't want to create an actual placeable model. You want a regular creature model, just full body (assuming it is a creature with a separate head). Then you just add a new row to placeables.2da and specify your creature model. Look at some of the vanilla "siiters" for examples of how to do it (rows 199-212). In order to get it to animate, you'll need to add a an ANIMLOOP animation to it. The existing supermodels only have sitting, sitting & drinking, and sitting & playing Pazaak (ANIMLOOP01 through 03, respectively). You'll need to add a copy of whatever animation you want to use onto your model and name it ANIMLOOPXX (available numbers are 04-10). You should then be able to set the animation state in the UTP and/or script it. Alternatively, you could stick with a regular creature and rely on editing the level model in order to create a suitable walkmesh to allow it to lie on a bed. The Ebon Hawk module does this, for example, in order to place the player and Visas on the med bay bed in cutscenes in TSL.
  23. Does it tell you how to specifically use it though? It didn't seem to actually do anything when I tried it. What's the exact procedure?
  24. You can always put them back after the 30 seconds you see the guys in the tanks. Otherwise, check the TXI for the texture in question and make sure it has the semantic blending additive in addition to whatever else it has.