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Everything posted by DarthParametric
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K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
As I said in your previous thread, K1 doesn't work like TSL. You can only script the animations explicitly listed in nwscript.nss - ignore anything in the 2DA. If you want a custom animation you'll either need to use a stunt model specified in the DLG (which I'm surprised Bioware didn't do in the Calo example), or use the same hacky animation name swap trick if you want to script it. -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Not unless you do the same sort of thing, preferably not using an important animation like usecomp. That's usually why people substitute the dance animation - it's one of the few scriptable animations that is pretty much never needed (unless you are making a Twi'lek stripper cutscene I guess). -
K1 - Does anyone know what this animation is?
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Per nwscript.nss, animation 113 is ANIMATION_FIREFORGET_USE_COMPUTER. If you look at Calo's model, it has a single animation - usecomp. Seems even Bioware use the dance animation substitution trick (albeit using a different anim). -
Porting the Peragus Mining Droids to K1
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
They need entries added to droiddischarge.2da (as do all droids with integrated weapons). Also, make sure whatever blaster type you equip them with is the NULL variant (i.e. no physical model). -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
That's the byte code - what the actual compiled script looks like to the engine. You can have nwnnsscomp output it I believe (or at least it's an option for scripts that can't be decompiled), and ncsdis from Xoreos Tools will also convert all scripts into byte code. For scripts that can't be decompiled, you can often figure out what it is doing from the byte code and, depending on the complexity, try and recreate it manually. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
When it actually fails to decompile, the only thing you'll see is a message in the status window down the bottom. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
It has decompiled it, it is just warning you that its interpretation doesn't match 100% with the original. Generally you can ignore that. You can right click on it and have it show the decompiled code, or just close that tab and say yes when it asks if you want to save it as an NSS. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
Ah, I thought it included it. Grab it here and copy the exe to the same folder as DeNCS.jar (ignore the included nwscript.nss and use the game-specific versions I mentioned before) - https://web.archive.org/web/20180820120330/http://www.starwarsknights.com/mtools/nwnnsscomp_st.zip -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
You'll want to use DeNCS (requires Java) - https://web.archive.org/web/20180820120330/http://www.starwarsknights.com/mtools/DeNCS.zip You'll need to supply it with a copy of nwscript.nss in the same folder in order for it to work. I would suggest making two folders with separate copies of DeNCS, and have the nwscript.nss for K1 in one, TSL in the other. I have come across the occasional script in K1 that won't decompile when using TSL's nwscript.nss. If you want to follow along with that cutscene specifically, I'd recommend starting with tar03_calo031.dlg as there are multiple different scripts used for the various shots. Btw, if you want different VFX you can browse through nwscript.nss to see what constant is required for the one you want. -
Trigger explosion at designated location
DarthParametric replied to DarthVarkor's topic in General Kotor/TSL Modding
You can either create a waypoint or use the co-ords directly, whichever takes your fancy. To do the latter: location lBlastPoint = Location(Vector(4.51,48.57,14.57), 0.0); Then you'd apply the effect with something like: effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_THERMAL_DETONATOR); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lBlastPoint); You should look at the Calo Nord cutscene in Javyar's Cantina (TAR_M03AE). It's quite instructive for this sort of thing. In that scene they also have Calo doing a throw animation and spawn a grenade model on the ground. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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TOR Ports: Pureblood Sith Male Player Head for TSL
DarthParametric commented on DarthParametric's file in Mods
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Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
I was operating on the assumption that you already had a fully functioning module. But if you are starting from a completely blank slate, then yes, you'll need to add your OnEnter to the ARE. -
Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Then your OnEnter would probably be something like this, assuming you have an NPC with a DLG attached: void main() { AssignCommand(GetObjectByTag("NPC_TAG_HERE", 0), ActionStartConversation(GetFirstPC(), "", 0, 0, 0, "", "", "", "", "", "")); } -
Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
And do they ever return to Not301NAR? If they don't, then the OnEnter can handle it very simply. -
Dialogue upon entering module
DarthParametric replied to N-DReW25's topic in General Kotor/TSL Modding
Your two choices are editing the module's OnEnter, or placing a trigger over the entry point and having it fire a script. Either way you'll likely need to account for multiple re-entries, unless it is a one and done custom module. You wouldn't edit the ARE whatever way you do it, but adding a trigger would require editing the GIT. What is the specific nature of your mod? -
Any tutorials for a beginning modder?
DarthParametric replied to H!dden's topic in General Kotor/TSL Modding
Probably one of his videos I would assume - https://www.youtube.com/channel/UCgX9Qskh0HfwtUblmhSIpyQ/videos -
There are still some technical issues that needed to be resolved that were causing crashes during testing. But honestly I kind of lost interest in a public release once TOR ports were allowed. The interesting part for me was modelling them and getting them in-game, and I have already done that. I don't really see the mileage in going to the effort of making a functional version for release when the average slob is just going to assume it was ported directly from TOR. Plus I already have enough on my plate at the moment with other stuff. Maybe I'll get back to it at some point, if the mood strikes me.
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It's both the **** and the roomcount number. You have to both remove the former and change the latter to get it to successfully import.
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Got a LYT that causes the script to choke. Seems it absolutely does not like the room count not matching the actual number of room models. #MAXLAYOUT ASCII filedependancy m40ad.max beginlayout roomcount 13 **** 225.0 44.99 0.0 **** 195.0 65.0 0.0 **** 215.0 45.0 0.0 **** 160.0 43.0 0.0 **** 131.0 80.0 0.0 **** 106.0 79.0 0.0 **** 175.0 65.0 0.0 M40ad_25a 300.0 50.0 0.0 **** 160.0 110.0 0.0 M40ad_08d 244.0 44.99 0.0 **** 145.0 65.0 0.0 **** 170.0 110.0 0.0 StuntRoom40d 280.0 50.0 0.0 trackcount 0 obstaclecount 0 doorhookcount 12 M40ad_08a door_17 0 190.45 55.0 3.0 0.707107 0.0 0.0 -0.707106 M40ad_24a door_15 0 151.65 55.0 3.0 -0.707107 0.0 0.0 0.707106 M40ad_20a door_14 0 123.0 75.15 3.0 1.0 0.0 0.0 3.84015e-007 M40ad_21a door_13 0 115.0 61.15 3.0 1.0 0.0 0.0 3.84015e-007 M40ad_28a door_16 0 166.85 55.0 3.0 0.707107 0.0 0.0 -0.707106 M40ad_27a door_21 0 122.5 92.5 3.0 0.0 0.0 0.0 1.0 M40ad_27a door_20 0 126.5 96.5 3.0 0.707106 0.0 0.0 0.707107 M40ad_27a door_22 0 184.5 79.5 3.0 -1.0 0.0 0.0 0.0 M40ad_27a door_23 0 184.5 63.3 3.0 -1.0 0.0 0.0 0.0 M40ad_27a door_24 0 184.5 70.5 3.0 -1.0 0.0 0.0 0.0 M40ad_08d door_18 0 249.2 55.0 9.0 0.707107 0.0 0.0 -0.707106 M40ad_07b door_25 0 141.15 55.0 3.0 0.707107 0.0 0.0 -0.707106 donelayout This is stunt_levbridge.lyt, which is obviously just M40AD with most of it removed.
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[K1/TSL] BlasTech E-11 Blaster Rifle
DarthParametric replied to DarthParametric's topic in Mod Releases
I was still in the transitional phase back then, moonlighting here while riding out the final days of LucasForums. In hindsight, yeah, probably should have released it here (and the HK mods), but I'm not big on hosting a file in multiple places, and I don't like pulling something from a site once it has been uploaded. -
Fixed Hologram Models and Admiralty Redux for TSLRCM
DarthParametric commented on DarthParametric's file in Mods
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As I said in a previous post, this approach is only for patching files in the MOD, not inserting files. The current version of TSLPatcher can't handle that. If you are only changing or adding entries to existing files, you shouldn't need a copy in the tslpatchdata folder anyway. That's only for new files, or ones that have deleted nodes and thus need to outright replace the originals. In those cases you'll want to revert to the usual approach.
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Yep, looks correct. Using the module name is a nice touch - helps keep things organised. I'll probably steal that idea the next time I need a setup like that.