-
Content Count
567 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by djh269
-
Is this a mod? Remember reading this scene is in vanilla but can't remember:
-
This scene is accessible in vanilla game, if female Revan romanced Carth, but turned DS in the Rakatan temple.
Additional option to side with Carth in this scene and alternate ending (all voiced!) were cut before release.
-
Ah okay, thanks for the information, saw it on YouTube and got weirded out by the idea of not having noticed this scene, but it has been years since I've done a female Dark Side playthrough though!
-
-
"In 3960 BBY, the Mandalorians surrendered unconditionally, with Mandalore having been personally slain by Revan while the others were stripped of their weapons and armor and sent into exile in the Outer Rim."
If this is true, why does most of the Mandalorians encountered in K1 still have their Armor? Can't remember if a character in the first game references this or not. Just wondering why Canderous Ordo doesn't have armor initially in the first game.
Source: https://starwars.fandom.com/wiki/Canderous_Ordo
-
The most likely reason is Revan stripped them of their Beskar armor. What we see in the games is inferior:
QuoteThe highest quality sets are made by lightsaber-resistant beskar (Mandalorian Iron), but the exceptionally high cost and rarity of beskar has led to the use of durasteel, alum, and duraplast in armor production.
Even before Revan, the Mandalorians had to use other materials and weren't wearing true Mandalorian armor.
https://www.starwars.com/news/the-history-of-mandalorian-armor
-
Thanks for the information, I read that paragraph and questioned whether my Canderous mod was in line with the games Canon!
-
-
I like that idea, there's quite a few thugs/mercenaries/Sith that should be using poison weapons! That's fair play mate, I look forward to your 1.1 release!
-
This is such a necessary mod! Poison is underutilized in both K1 and K2, almost makes the Immunity: Poison property useless after early game. This mod definitely changes that! Are you thinking of doing a mod similar to this for Kotor 1?
-
You've all done excellent work on this mod, can't wait for the new release mate!
-
Everything working properly now! Thanks for all the assistance
-
All I get when I try and compile the script is this:
-
I've seen people advise others on scripting functions before, like above. But I don't know how to go from the above to have the script lines ready like below 😀
-
I was being an idiot, I basically wasn't compiling the k_pend_area01.nss file with the k_inc_end.nss file into the Override folder, and it's actually working. But weirdly this function still isn't working: } if(GetHasSkill(SKILL_COMPUTER_USE,GetFirstPC())) { CreateItemOnObject(COMP_PART,oLocker, 2); } My PC doesn't have Computer Use, but I still get the computer parts in the footlocker. Weird!
-
Hey all, I've modified the k_inc_end.nss file and used the below k_pend_area01.ncs file and the script won't work, please see the bottom code for the modified version of k_inc_end.nss #include "k_inc_utility" #include "k_inc_generic" string sTraskTag = "end_trask"; string sTraskWP = "endwp_tarsk01"; string sCarthTag = "Carth"; string SOLDIER_WEAPON = "g_w_blstrrfl001"; string SOLDIER_ITEM01 = "g_i_adrnaline003"; string SOLDIER_ITEM02 = "g_i_medeqpmnt01"; string SOLDIER_ITEM03 = "g_i_medeqpmnt02"; string SOLDIER_ITEM04 = "g_w_iongren01"; string SOLDIER_ITEM05 = "g_w_fraggren01"; string SOLDIER_ITEM06 = "g_w_stungren01"; string SOLDIER_ITEM07 = "g_i_adrnaline001"; string SOLDIER_ITEM08 = "g_i_cmbtshot001"; string SOLDIER_ITEM09 = "g_i_belt001"; string SCOUT_WEAPON = "g_w_blstrpstl004"; string SCOUT_ITEM01 = "g_i_belt003"; string SCOUT_ITEM02 = "g_i_implant101"; string SCOUT_ITEM03 = "g_w_adhsvgren001"; string SCOUT_ITEM04 = "g_w_iongren01"; string SCOUT_ITEM05 = "g_w_stungren01"; string SCOUT_ITEM06 = "g_i_adrnaline002"; string SCOUT_ITEM07 = "g_i_progspike01"; string SCOUT_ITEM08 = "g_i_parts01"; string SCOUT_ITEM09 = "g_i_secspike01"; string SCOUT_ITEM10 = "g_i_medeqpmnt01"; string SCOUNDREL_WEAPON = "g_i_medeqpmnt01"; string SCOUNDREL_ITEM01 = "g_i_secspike01"; string SCOUNDREL_ITEM02 = "g_i_progspike01"; string SCOUNDREL_ITEM03 = "g_i_secspike02"; string SCOUNDREL_ITEM04 = "g_w_adhsvgren001"; string SCOUNDREL_ITEM05 = "g_i_gauntlet05"; string SCOUNDREL_ITEM06 = "g_w_stungren01"; string SCOUNDREL_ITEM07 = "g_i_parts01"; string SCOUNDREL_ITEM08 = "g_i_mask20"; int ROOM3_DEAD = 3; int ROOM5_DEAD = 4; int ROOM7_DEAD = 2; int TRASK_DEFAULT = -1; int TRASK_MUST_GET_GEAR = 0; int TRASK_GEAR_DONE = 1; int TRASK_TARGET_DONE = 2; int TRASK_MUST_EQUIP = 3; int TRASK_EQUIP_DONE = 4; int TRASK_MUST_MAP = 5; int TRASK_MAP_DONE = 6; int TRASK_MUST_SWITCH = 7; int TRASK_SWITCH_DONE = 8; int TRASK_SWITCH_REMIND = 9; int TRASK_CARTH_BRIDGE = 10; int TRASK_BRIDGE_DONE = 11; int TRASK_MUST_DOOR = 12; int TRASK_DOOR_DONE = 13; int TRASK_ROOM3_DONE = 14; int TRASK_MUST_MEDPACK = 15; int TRASK_COMBAT_WARNING = 16; int TRASK_COMBAT_WARNING2 = 17; int TRASK_COMPUTER_DONE = 18; int TRASK_MUST_DROID = 19; int TRASK_DROID_DONE = 20; int TRASK_MUST_MAP_02 = 21; int TRASK_NOTHING_02 = 22; //int TRASK_COMBAT_WARNING = 27; int TRASK_LEVEL_INIT = 28; int TRASK_MUST_LEVEL = 29; int TRASK_PARTY_LEVEL = 30; int TRASK_LEVEL_DONE = 31; string LOCKER_TAG = "end_locker01"; string STEALTH_UNIT = "g_i_belt010"; string COMP_PART = "g_i_progspike01"; string DEM_MINE = "g_w_cryobgren001"; string REP_PARTS = "g_i_parts01"; string SEC_SPIKES = "g_i_secspike01"; string MED_PAC = "g_i_medeqpmnt01"; //returns Trask's object id object GetTrask(); // checks if the conditions for passing the healing stage have been met int HealingDone(); // returns Carth's object id object GetCarth(); // checks if this has never been done before. uses sw 10 int HasNeverTriggered(); // Has Trask initiate with the pc at any distance void TalkTrask(); // returns the effect from the corridor explosion effect CorridorExplosion(); //spawns equipment into the first locker dependent on the players class void SpawnStartingEquipment(); // returns if the door has been sliced (uses plot 2) int GetIsSecureDoorSliced(object oDoor = OBJECT_SELF); // sets the slice state of the door (uses plot 2) void SetSecureDoorSliced(int bState, object oDoor = OBJECT_SELF); // returns if the door has been repaired (uses plot 3) int GetIsDamagedDoorRepaired(object oDoor = OBJECT_SELF); // sets the repaired state of the door (uses plot 3) void SetDamagedDoorRepaired(int bState, object oDoor = OBJECT_SELF); // returns the value of the trask dialouge state global int GetTraskState(); //sets the trask dialouge global void SetTraskState(int nValue); // returns true if there is somethin equipped in the weapon or body slots int GetHasEquippedSomething(); // Checks if Trask is already waiting to initiate int GetTraskWillInitiate(); // Sets the flag for Trask waiting to initiate void SetTraskWillInitiate(int nValue); //returns Carth dialgue state int GetCarthState(); //sets Carth dialogue state void SetCarthState(int nValue); // plays an explosion void PlayExplosion(string sWP = "end_explode01", int bWithShake = TRUE, int bWithRumble = TRUE); //returns a cutscene invisible placeable based on the given number object GetCutsceneObject(int nObjectNumber); ////////////////////////////////////////////////////////////////////////// object GetTrask() { return GetObjectByTag(sTraskTag); } int HealingDone() { int bDone; object oPC = GetFirstPC(); int bHasMedPack = GetIsObjectValid(GetItemPossessedBy(oPC,"g_i_medeqpmnt01")); int bFullHitPoints = GetCurrentHitPoints(oPC) == GetMaxHitPoints(oPC); if(bFullHitPoints || bHasMedPack == FALSE) { bDone = TRUE; } return bDone; } object GetCarth() { return GetObjectByTag("Carth"); } int HasNeverTriggered() { int bReturn; if(UT_GetPlotBooleanFlag(OBJECT_SELF,SW_PLOT_BOOLEAN_10) == FALSE) { bReturn = TRUE; UT_SetPlotBooleanFlag(OBJECT_SELF,SW_PLOT_BOOLEAN_10,TRUE); } return bReturn; } void TalkTrask() { object oTrask = GetTrask(); if(GetPartyMemberByIndex(0) == oTrask) { SetPartyLeader(NPC_PLAYER); } // AurPostString("Trask trying to talk" + IntToString(GetTraskState()),5,5,5.0); NoClicksFor(0.5); DelayCommand(0.1,SignalEvent(oTrask,EventUserDefined(50))); } effect CorridorExplosion() { effect eZap = EffectBeam(VFX_BEAM_LIGHTNING_DARK_L,GetObjectByTag("end_zap01"),BODY_NODE_CHEST); return EffectLinkEffects(EffectDamage(5),eZap); } object GetSpeaker() { return GetPartyMemberByIndex(1); } object GetListener() { return GetPartyMemberByIndex(0); } void SpawnStartingEquipment() { object oLocker = GetObjectByTag(LOCKER_TAG); int nClass = GetClassByPosition(1,GetFirstPC()); if(nClass == CLASS_TYPE_SCOUNDREL) { CreateItemOnObject(SCOUNDREL_WEAPON,oLocker, 4); CreateItemOnObject(SCOUNDREL_ITEM01,oLocker, 5); CreateItemOnObject(SCOUNDREL_ITEM02,oLocker, 4); CreateItemOnObject(SCOUNDREL_ITEM03,oLocker, 5); CreateItemOnObject(SCOUNDREL_ITEM04,oLocker); CreateItemOnObject(SCOUNDREL_ITEM05,oLocker); CreateItemOnObject(SCOUNDREL_ITEM06,oLocker, 4); CreateItemOnObject(SCOUNDREL_ITEM07,oLocker, 4); CreateItemOnObject(SCOUNDREL_ITEM08,oLocker); } else if(nClass == CLASS_TYPE_SCOUT) { CreateItemOnObject(SCOUT_WEAPON,oLocker); CreateItemOnObject(SCOUT_ITEM01,oLocker); CreateItemOnObject(SCOUT_ITEM02,oLocker); CreateItemOnObject(SCOUT_ITEM03,oLocker, 4); CreateItemOnObject(SCOUT_ITEM04,oLocker, 2); CreateItemOnObject(SCOUT_ITEM05,oLocker, 2); CreateItemOnObject(SCOUT_ITEM06,oLocker, 2); CreateItemOnObject(SCOUT_ITEM07,oLocker, 5); CreateItemOnObject(SCOUT_ITEM08,oLocker, 5); CreateItemOnObject(SCOUT_ITEM09,oLocker, 2); CreateItemOnObject(SCOUT_ITEM10,oLocker, 4); } else if(nClass == CLASS_TYPE_SOLDIER) { CreateItemOnObject(SOLDIER_WEAPON,oLocker); CreateItemOnObject(SOLDIER_ITEM01,oLocker, 2); CreateItemOnObject(SOLDIER_ITEM02,oLocker, 5); CreateItemOnObject(SOLDIER_ITEM03,oLocker, 5); CreateItemOnObject(SOLDIER_ITEM04,oLocker, 4); CreateItemOnObject(SOLDIER_ITEM05,oLocker, 4); CreateItemOnObject(SOLDIER_ITEM06,oLocker, 4); CreateItemOnObject(SOLDIER_ITEM07,oLocker, 2); CreateItemOnObject(SOLDIER_ITEM08,oLocker, 4); CreateItemOnObject(SOLDIER_ITEM09,oLocker); } if(GetHasSkill(SKILL_STEALTH,GetFirstPC())) { CreateItemOnObject(STEALTH_UNIT,oLocker); } if(GetHasSkill(SKILL_COMPUTER_USE,GetFirstPC())) { CreateItemOnObject(COMP_PART,oLocker, 2); } if(GetHasSkill(SKILL_DEMOLITIONS,GetFirstPC())) { CreateItemOnObject(DEM_MINE,oLocker, 2); } if(GetHasSkill(SKILL_REPAIR,GetFirstPC())) { CreateItemOnObject(REP_PARTS,oLocker, 2); } if(GetHasSkill(SKILL_SECURITY,GetFirstPC())) { CreateItemOnObject(SEC_SPIKES,oLocker, 2); } if(GetHasSkill(SKILL_TREAT_INJURY,GetFirstPC())) { CreateItemOnObject(MED_PAC,oLocker, 2); } } int GetIsSecureDoorSliced(object oDoor = OBJECT_SELF) { return UT_GetPlotBooleanFlag(oDoor,SW_PLOT_BOOLEAN_02); } void SetSecureDoorSliced(int bState, object oDoor = OBJECT_SELF) { UT_SetPlotBooleanFlag(oDoor,SW_PLOT_BOOLEAN_02,bState); } int GetIsDamagedDoorRepaired(object oDoor = OBJECT_SELF) { return UT_GetPlotBooleanFlag(oDoor,SW_PLOT_BOOLEAN_03); } void SetDamagedDoorRepaired(int bState, object oDoor = OBJECT_SELF) { UT_SetPlotBooleanFlag(oDoor,SW_PLOT_BOOLEAN_03,bState); } int GetTraskState() { return GetGlobalNumber("END_TRASK_DLG"); } void SetTraskState(int nValue) { // AurPostString("New State" + IntToString(nValue),5,7,2.0); SetGlobalNumber("END_TRASK_DLG",nValue); // AurPostString("Set: " + IntToString(nValue),5,10,3.0); } int GetHasEquippedSomething() { int bItemEquipped = FALSE; object oPC = GetFirstPC(); if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON,oPC)) || GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_LEFTWEAPON,oPC)) || GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_BODY,oPC)) ) { bItemEquipped = TRUE; } return bItemEquipped; } int GetTraskWillInitiate() { return UT_GetPlotBooleanFlag(GetTrask(),SW_PLOT_BOOLEAN_03); } void SetTraskWillInitiate(int nValue) { UT_SetPlotBooleanFlag(GetTrask(),SW_PLOT_BOOLEAN_03,nValue); } int GetCarthState() { return GetGlobalNumber("END_CARTH_DLG"); } void SetCarthState(int nValue) { SetGlobalNumber("END_CARTH_DLG",nValue); } void PlayExplosion(string sWP = "end_explode01", int bWithShake = TRUE, int bWithRumble = TRUE) { location lExplode = GetLocation(GetNearestObjectByTag(sWP)); effect eExplode = EffectVisualEffect(VFX_FNF_GRENADE_FRAGMENTATION); effect eShake = EffectVisualEffect(VFX_IMP_SCREEN_SHAKE); ApplyEffectAtLocation(DURATION_TYPE_INSTANT,eExplode,lExplode); if(bWithShake) { ApplyEffectToObject(DURATION_TYPE_INSTANT,eShake,GetFirstPC()); } if(bWithRumble) { PlayRumblePattern(14); } } object GetCutsceneObject(int nObjectNumber) { return GetObjectByTag("end01_sceneobj0" + IntToString(nObjectNumber)); } Do I need to compile either of the scripts in a specific folder with the include script also?
-
I'm pretty sure I remember Stoffe modifying her own nss files when she used her high level Force powers mod and they weren't compiled, thanks for the info!!
-
Thanks for all the excellent advice, I will try and be more concise with my scripting and learn to commonly used functions from the various include files! Why doesn't the k_inc_end.nss compile? So annoying haha!
-
Oh okay, thanks for the clarification! If I used this if statement and I was also a Consular and a Soldier, would it still spawn items? If I was technically both? else if(nClass == CLASS_TYPE_SOLDIER) { CreateItemOnObject(SOLDIER_WEAPON,oLocker); I'm concerned with compatibility with Jedi from the start mod
-
Hahaha, seems a better option than £24.95 on Amazon hahaha. Okay I finally get to implement this within the script: } if(GetHasSkill(SKILL_STEALTH,GetFirstPC())) { CreateItemOnObject(STEALTH_UNIT,oLocker); } Instead of: } if (GetHasSkill(2, GetFirstPC())) { CreateItemOnObject(stringGLOB_35, object1, 1); } But why doesn't the vanilla script for k_pend_area01.ncs actually use the include for k_inc_end.ncs? I can't find it referenced in k_pend_area02.ncs either. Weird.
-
Mate, I think what's happened is he's missed out scripts for his mod... I think you need to extract these two vanilla scripts and rename them with _old against them... k_ptat17ab_enter.ncs k_ptat18ac_enter.ncs Extract the above vanilla scripts into a seperate folder and rename them to: k_ptat17ab_enter_old.ncs k_ptat18ac_enter_old.ncs And then place them in your override folder, I could be wrong though haha. This is the decompiled k_ptat18ac_enter.ncs file I extracted with DeNCS: void main() { if (((!GetLocalBoolean(OBJECT_SELF, 40)) && (GetEnteringObject() == GetFirstPC()))) { SetLocalBoolean(OBJECT_SELF, 40, 1); object oKrayt_skel = CreateObject(64, "krayt_skel", Location(Vector(344.99, 327.62, 81.32), 90.0), 0); CreateItemOnObject("info_pad", oKrayt_skel, 1); } ExecuteScript("k_ptat18ac_enter_old", OBJECT_SELF, 0xFFFFFFFF); } But there is no k_ptat18ac_enter_old.ncs file in the tslpatchdata folder
-
The copy and paste function has been my best friend with scripting in the past but I'll definitely keep researching to become better, I'll peruse the K1CP nss files. I archived all the scripts I could find on Lucasforums years ago but I never set up account recovery on my old email and lost them all haha. Thanks for the advice! 🙏
-
Okay I'll look into both scripts involved! Where'd you learn to script so well? The Nwn Lexicon, Lucasforums or anything like that? Most people have backgrounds in programming like Stoffe to get to such such a high level of understanding of scripting, pretty sure its C++ am I right?
-
Thanks for such a quick response! Yeah the original script is very messy, where does the function: SpawnStartingEquipment() Pull from? From your include script or nwsscript.nss? It'll be more concise if I used the include function definitely, I'll also use the getskillrank function as my original line just checked whether you had the skill and not a specific number rank. I just found it odd the original check which gave you a stealth field generator was the only function that actually carried out a check or not. So strange haha.
-
Hello all, I was tinkering with the Endar Spire script that specifically places class custom items within the initial Footlocker (k_pend_area01.ncs). For some reason whenever I try and use an If statement to check whether the player has a certain skill, it will then place an item within the Footlocker, but regardless of whether I have any points in the skill it still spawns the item and I can't see why. Please see the Important section below as the main script is pretty big: } if (GetHasSkill(2, GetFirstPC())) { CreateItemOnObject(stringGLOB_35, object1, 1); } if (GetHasSkill(0, GetFirstPC())) { CreateItemOnObject(stringGLOB_36, object1, 2); } if (GetHasSkill(1, GetFirstPC())) { CreateItemOnObject(stringGLOB_37, object1, 2); } if (GetHasSkill(5, GetFirstPC())) { CreateItemOnObject(stringGLOB_38, object1, 2); } if (GetHasSkill(6, GetFirstPC())) { CreateItemOnObject(stringGLOB_39, object1, 2); } if (GetHasSkill(7, GetFirstPC())) { CreateItemOnObject(stringGLOB_40, object1, 2); } } // Globals int intGLOB_1 = 0; int intGLOB_2 = 1; int intGLOB_3 = 2; int intGLOB_4 = 3; int intGLOB_5 = 4; int intGLOB_6 = 5; int intGLOB_7 = 6; int intGLOB_8 = 7; int intGLOB_9 = 8; int intGLOB_10 = 9; int intGLOB_11 = 10; int intGLOB_12 = 11; int intGLOB_13 = 12; int intGLOB_14 = 13; int intGLOB_15 = 14; int intGLOB_16 = 15; int intGLOB_17 = 16; int intGLOB_18 = 17; int intGLOB_19 = 18; int intGLOB_20 = 19; int intGLOB_21 = 1100; int intGLOB_22 = (-6); int intGLOB_23 = (-5); int intGLOB_24 = (-4); int intGLOB_25 = (-2); int intGLOB_26 = (-1); int intGLOB_27 = 0; int intGLOB_28 = 1; int intGLOB_29 = 2; int intGLOB_30 = 3; int intGLOB_31 = 4; int intGLOB_32 = 5; int intGLOB_33 = 6; int intGLOB_34 = 3; int intGLOB_35 = 4; int intGLOB_36 = 5; int intGLOB_37 = 6; int intGLOB_38 = 7; int intGLOB_39 = 1; int intGLOB_40 = 2; int intGLOB_41 = 3; int intGLOB_42 = 4; int intGLOB_43 = 5; int intGLOB_44 = 6; int intGLOB_45 = 7; int intGLOB_46 = 8; int intGLOB_47 = 9; int intGLOB_48 = 10; int intGLOB_49 = 11; int intGLOB_50 = 12; int intGLOB_51 = 13; int intGLOB_52 = 14; int intGLOB_53 = 15; int intGLOB_54 = 16; int intGLOB_55 = 17; int intGLOB_56 = 18; int intGLOB_57 = 19; int intGLOB_58 = 20; int intGLOB_59 = 21; int intGLOB_60 = 22; int intGLOB_61 = 23; int intGLOB_62 = 24; int intGLOB_63 = 25; int intGLOB_64 = 26; int intGLOB_65 = 27; int intGLOB_66 = 28; int intGLOB_67 = 29; int intGLOB_68 = 30; int intGLOB_69 = 59; int intGLOB_70 = 0; int intGLOB_71 = 1; int intGLOB_72 = 2; int intGLOB_73 = 29; int intGLOB_74 = 30; int intGLOB_75 = 34; int intGLOB_76 = 35; int intGLOB_77 = 36; int intGLOB_78 = 37; int intGLOB_79 = 38; int intGLOB_80 = 39; int intGLOB_81 = 41; int intGLOB_82 = 42; int intGLOB_83 = 46; int intGLOB_84 = 47; int intGLOB_85 = 15; int intGLOB_86 = 10; int intGLOB_87 = 5; int intGLOB_88 = 2; int intGLOB_89; int intGLOB_90; int intGLOB_91; object objectGLOB_1; int intGLOB_92; int intGLOB_93; int intGLOB_94; int intGLOB_95; int intGLOB_96; int intGLOB_97; int intGLOB_98 = 1; int intGLOB_99 = 2; int intGLOB_100 = 3; int intGLOB_101 = 20; int intGLOB_102 = 21; int intGLOB_103 = 22; int intGLOB_104 = 23; int intGLOB_105 = 24; int intGLOB_106 = 25; int intGLOB_107 = 26; int intGLOB_108 = 27; int intGLOB_109 = 28; int intGLOB_110 = 31; int intGLOB_111 = 32; int intGLOB_112 = 33; int intGLOB_113 = 40; int intGLOB_114 = 43; int intGLOB_115 = 44; int intGLOB_116 = 45; int intGLOB_117 = 48; int intGLOB_118 = 49; int intGLOB_119 = 50; int intGLOB_120 = 51; int intGLOB_121 = 52; int intGLOB_122 = 53; int intGLOB_123 = 54; int intGLOB_124 = 55; int intGLOB_125 = 56; int intGLOB_126 = 57; int intGLOB_127 = 58; int intGLOB_128 = 60; int intGLOB_129 = 61; int intGLOB_130 = 62; int intGLOB_131 = 63; int intGLOB_132 = 64; int intGLOB_133 = 65; int intGLOB_134 = 66; int intGLOB_135 = 67; int intGLOB_136 = 68; int intGLOB_137 = 69; int intGLOB_138 = 70; int intGLOB_139 = 71; int intGLOB_140 = 72; int intGLOB_141 = 1; int intGLOB_142 = 2; int intGLOB_143 = 3; int intGLOB_144 = 4; string stringGLOB_1 = "end_trask"; string stringGLOB_2 = "endwp_tarsk01"; string stringGLOB_3 = "Carth"; string stringGLOB_4 = "g_w_blstrrfl001"; string stringGLOB_5 = "g_i_adrnaline003"; string stringGLOB_6 = "g_i_medeqpmnt01"; string stringGLOB_7 = "g_w_blstrpstl004"; string stringGLOB_8 = "g_i_belt003"; string stringGLOB_9 = "g_i_implant101"; string stringGLOB_10 = "g_i_medeqpmnt01"; string stringGLOB_11 = "g_i_secspike01"; string stringGLOB_12 = "g_i_progspike01"; string stringGLOB_13 = "g_i_medeqpmnt02"; string stringGLOB_14 = "g_w_iongren01"; string stringGLOB_15 = "g_w_fraggren01"; string stringGLOB_16 = "g_w_stungren01"; string stringGLOB_17 = "g_i_adrnaline001"; string stringGLOB_18 = "g_i_cmbtshot001"; string stringGLOB_19 = "g_i_belt001"; string stringGLOB_20 = "g_w_adhsvgren001"; string stringGLOB_21 = "g_w_iongren01"; string stringGLOB_22 = "g_w_stungren01"; string stringGLOB_23 = "g_i_adrnaline002"; string stringGLOB_24 = "g_i_progspike01"; string stringGLOB_25 = "g_i_parts01"; string stringGLOB_26 = "g_i_secspike01"; string stringGLOB_27 = "g_i_medeqpmnt01"; string stringGLOB_28 = "g_i_secspike02"; string stringGLOB_29 = "g_w_adhsvgren001"; string stringGLOB_30 = "g_i_gauntlet05"; string stringGLOB_31 = "g_w_stungren01"; string stringGLOB_32 = "g_i_parts01"; string stringGLOB_33 = "g_i_mask20"; int intGLOB_145 = 3; int intGLOB_146 = 4; int intGLOB_147 = 2; int intGLOB_148 = (-1); int intGLOB_149 = 0; int intGLOB_150 = 1; int intGLOB_151 = 2; int intGLOB_152 = 3; int intGLOB_153 = 4; int intGLOB_154 = 5; int intGLOB_155 = 6; int intGLOB_156 = 7; int intGLOB_157 = 8; int intGLOB_158 = 9; int intGLOB_159 = 10; int intGLOB_160 = 11; int intGLOB_161 = 12; int intGLOB_162 = 13; int intGLOB_163 = 14; int intGLOB_164 = 15; int intGLOB_165 = 16; int intGLOB_166 = 17; int intGLOB_167 = 18; int intGLOB_168 = 19; int intGLOB_169 = 20; int intGLOB_170 = 21; int intGLOB_171 = 22; int intGLOB_172 = 28; int intGLOB_173 = 29; int intGLOB_174 = 30; int intGLOB_175 = 31; string stringGLOB_34 = "end_locker01"; string stringGLOB_35 = "g_i_belt010"; string stringGLOB_36 = "g_i_progspike01"; string stringGLOB_37 = "g_w_cryobgren001"; string stringGLOB_38 = "g_i_parts01"; string stringGLOB_39 = "g_i_secspike01"; string stringGLOB_40 = "g_i_medeqpmnt01"; // Prototypes object sub5(); void sub4(); void sub3(object objectParam1, int intParam2, int intParam3); int sub2(object objectParam1, int intParam2); int sub1(); object sub5() { return GetObjectByTag(stringGLOB_1, 0); } void sub4() { object object1 = GetObjectByTag(stringGLOB_34, 0); int int1 = GetClassByPosition(1, GetFirstPC()); if ((int1 == 2)) { CreateItemOnObject(stringGLOB_10, object1, 4); CreateItemOnObject(stringGLOB_11, object1, 5); CreateItemOnObject(stringGLOB_12, object1, 4); CreateItemOnObject(stringGLOB_28, object1, 5); CreateItemOnObject(stringGLOB_29, object1, 1); CreateItemOnObject(stringGLOB_30, object1, 1); CreateItemOnObject(stringGLOB_31, object1, 4); CreateItemOnObject(stringGLOB_32, object1, 4); CreateItemOnObject(stringGLOB_33, object1, 1); } else { if ((int1 == 1)) { CreateItemOnObject(stringGLOB_7, object1, 1); CreateItemOnObject(stringGLOB_8, object1, 1); CreateItemOnObject(stringGLOB_9, object1, 1); CreateItemOnObject(stringGLOB_20, object1, 4); CreateItemOnObject(stringGLOB_21, object1, 2); CreateItemOnObject(stringGLOB_22, object1, 2); CreateItemOnObject(stringGLOB_23, object1, 2); CreateItemOnObject(stringGLOB_24, object1, 5); CreateItemOnObject(stringGLOB_25, object1, 5); CreateItemOnObject(stringGLOB_26, object1, 2); CreateItemOnObject(stringGLOB_27, object1, 4); } else { if ((int1 == 0)) { CreateItemOnObject(stringGLOB_4, object1, 1); CreateItemOnObject(stringGLOB_5, object1, 2); CreateItemOnObject(stringGLOB_6, object1, 5); CreateItemOnObject(stringGLOB_13, object1, 2); CreateItemOnObject(stringGLOB_14, object1, 4); CreateItemOnObject(stringGLOB_15, object1, 4); CreateItemOnObject(stringGLOB_16, object1, 4); CreateItemOnObject(stringGLOB_17, object1, 2); CreateItemOnObject(stringGLOB_18, object1, 4); CreateItemOnObject(stringGLOB_19, object1, 1); } } } if (GetHasSkill(2, GetFirstPC())) { CreateItemOnObject(stringGLOB_35, object1, 1); } if (GetHasSkill(0, GetFirstPC())) { CreateItemOnObject(stringGLOB_36, object1, 17); } if (GetHasSkill(1, GetFirstPC())) { CreateItemOnObject(stringGLOB_37, object1, 18); } if (GetHasSkill(5, GetFirstPC())) { CreateItemOnObject(stringGLOB_38, object1, 21); } if (GetHasSkill(6, GetFirstPC())) { CreateItemOnObject(stringGLOB_39, object1, 42); } if (GetHasSkill(7, GetFirstPC())) { CreateItemOnObject(stringGLOB_40, object1, 44); } } void sub3(object objectParam1, int intParam2, int intParam3) { int nLevel = GetHitDice(GetFirstPC()); if ((intParam3 == 1)) { if (((((intParam2 == intGLOB_12) || (intParam2 == intGLOB_17)) || (intParam2 == intGLOB_18)) || (intParam2 == intGLOB_19))) { GiveXPToCreature(GetFirstPC(), (nLevel * 15)); } else { if ((((intParam2 == intGLOB_13) || (intParam2 == intGLOB_20)) || (intParam2 == intGLOB_16))) { GiveXPToCreature(GetFirstPC(), (nLevel * 20)); } else { if (((intParam2 == intGLOB_14) || (intParam2 == intGLOB_15))) { GiveXPToCreature(GetFirstPC(), (nLevel * 10)); } } } } if ((((intParam2 >= 0) && (intParam2 <= 19)) && GetIsObjectValid(objectParam1))) { if (((intParam3 == 1) || (intParam3 == 0))) { SetLocalBoolean(objectParam1, intParam2, intParam3); } } } int sub2(object objectParam1, int intParam2) { int nLocalBool; if ((((intParam2 >= 0) && (intParam2 <= 19)) && GetIsObjectValid(objectParam1))) { nLocalBool = GetLocalBoolean(objectParam1, intParam2); if ((nLocalBool > 0)) { return 1; } } return 0; } int sub1() { int int1; if ((sub2(OBJECT_SELF, intGLOB_10) == 0)) { int1 = 1; sub3(OBJECT_SELF, intGLOB_10, 1); } return int1; } void main() { if (GetIsPC(GetEnteringObject())) { if (sub1()) { SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0); PlayMovie("01A"); SetReturnStrref(0, 32228, 0); SetGlobalNumber("K_CURRENT_PLANET", 5); sub4(); SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0); SetGlobalFadeIn(3.0, 1.5, 0.0, 0.0, 0.0); DelayCommand(0.1, AssignCommand(sub5(), ActionStartConversation(GetFirstPC(), "m01aa_c01", 0, 0, 1, "", "", "", "", "", "", 0))); SetMinOneHP(GetFirstPC(), 1); } } }
-
Uthar looks dapper in those threads! Have you thought about implementing Sith Marauders/Sith Lords/Sith Assassins like in the Trayus Academy? Food for thought 🤔
-
Modding/Adding Mods to Mobile version (for me IOS)
djh269 replied to jonathan7's topic in General Kotor/TSL Modding
Apparently Snigaroo at Reddit is making an Android/IOS build, if you speak to him on there or on Deadlystream he surely knows how to mod on IOS! -
Modding/Adding Mods to Mobile version (for me IOS)
djh269 replied to jonathan7's topic in General Kotor/TSL Modding
Hello mate, I've found this whilst searching the web: https://ostoday.org/apple/can-you-mod-kotor-on-ios.html https://kotormobilemods.wordpress.com/ https://kotormobilemods.wordpress.com/mods-themselves/working-mods/ -
I do love the appearance changes you made in your mod and I can remember you implementing that into your mod xD
-
I love the Robe! Maybe have him equip his armor when his battle comes around