bead-v

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Posts posted by bead-v


  1. 2. What was Mira's plan when she went to meet Visquis? What was she hoping to accomplish?

     

    Had to think about that a lot for my Nar Shaddaa Rewrite mod (currently on hold since I'm working on modding tools).

     

    I don't think I managed to come up with a good answer. For the light side scenario, I was changing it to the alternative scenario where the Exile and Mira both believe that Visquis holds Zez-Kai Ell. The Exile obviously has to go to save him, all Mira does is warn him of Visquis and make a deal to take them both to G0-T0 with "no pain, no fuss" after they're done in the JJT. Then I have Mira discover that Ell isn't being held by Visquis, so she follows the Exile into the JJT. But that's my interpretation, only the bold part is the original scenario that we have VOs for.

     

    She would still do that for the DS scenario though, and I don't have a good answer to that either. Yet (hopefully).

     

    But there's way more nonsense in that part of the story. Like, in the LS scenario, Hanharr will claim that he brought the Jedi to the JJT (like in DS), but he didn't do anything at all actually. It's stuff like that that made my go into making that mod, along with clearing the base for the GenoHaradan.

    • Like 2

  2. If we're going to play that game, there are also a slew of grammar errors in that screenshot as well.

     

    In the second sentence, "Engine refresh" should be "Engine refreshes". That same sentence is also missing a comma after 80's, as it is composed of two statements.

     

    The next sentence is also two statements yet has no comma after "Half Life". (technically the word "Half-Life" should also be hyphenated, but that's getting into pedantry)

     

    The next sentence would either need a semicolon instead of a comma after "refresh", or it could be separated into two sentences. The next portion of the sentence would then have a comma between "Aperion" and "since".

     

    Lastly, "it's" should be "its". (the most egregious offence in my opinion)

     

     

    EDIT-

     

    Hm... It seems I missed one. The phrase "in the Unreal Engine 3" is technically wrong, and should either be "in the Unreal engine" or "in Unreal Engine 3". This is because "Unreal Engine 3" is technically a proper noun.

     

    Would you also put a comma between 'core' and 'Apeiron' in the last sentence?

     

    I wasn't aware that the basic rule for the conjunction 'and' between independent clauses is to put the comma in front of it. Interesting... :) My language wouldn't ever put a comma in such a case, and I don't *think* any of the other languages I know would. Will have to check.

    • Like 1

  3. Here's some advice I'd give. If you don't want it, just ignore it :)

     

    Make the decision about the VOs last (relatively). It's probably a good idea to make your characters aliens but keep in mind that you might be converting (some of) them to humans later. Anyway you've got a LOT of other work to do before you even get to actually finalizing the characters, which is when you will know for sure what you even need in terms of VOs, so it's pointless to think about VOs and voice actors now.

     

    The only exception is reused VO. If you plan on doing that, and especially if it's important to the story, collect your VOs first. Mute scenes don't work very well, and animations can't save you all the time!

     

    Also, do your story first and only move on when it's solid. It needs to be well thought out because it's not gonna help you if at some point you realize you can't pull something off and then you have to scrap a bunch of things and start over.

     

    I wish you good luck and lots of great ideas for your mod :)


  4. For your second question:

    void main(){
        int nParam = GetScriptParameter(1);
        switch(nParam){
            case 0:
            {
                //Do stuff when called with dialog parameter 1 == 0
            }
            break;
            case 1:
            {
                //Do stuff when called with dialog parameter 1 == 1
            }
            break;
            default:
            {
                //Default case
            }
            break;
        }
    }
    

    This is basically how all my dialog scripts look in TSL.

     

    A very important note: you can leave out the {braces} between case and break; as long as there are no variable definitions in there. But if there are, the compiler does not give any warning and will compile the script, but you will get all kinds of problems in the game that make absolutely no sense and you can waste a lot of time figuring out what's wrong if you don't know about this. So especially in kotor scripting, it is a very good practice to always write the braces. break; can be left out to allow falling through to the next case, just like in C++.

     

    As for your first question, no idea, sorry. I hope there is a way – it sounds pretty useful! :D


  5. I tried decompiling a_atrend2.ncs with DeNCS. I got "partial-byte code does not match", which I assume is also what you got. Now I'm gonna teach you a trick: right click on the binary code and select 'View Decompiled Code'.

     

    Also, before you lose your head reading the entire script – this one has an include script inside it (or maybe several), and those functions and variables come first. So for the stuff specific to a_atrend2.ncs, you need to look at the end of the script.


  6. If you write it like that, ClearAllEffects() is executed on the object that is the "OWNER" of the main function (the object that the script was run on).

     

    If you know a function affects an object, and it doesn't take that object as a parameter, then you can assume it's gonna operate on the OWNER. You can use AssignCommand() to specify the OWNER if need be. In your case:

    void main(){
        object oNPC = GetObjectByTag("Atton");
    
        AssignCommand(oNPC, ClearAllEffects());
    }
    

    If Atton was the owner of the script, however, your original script would work. But apparently he wasn't, so you were clearing the effects on some other object.

    • Like 1

  7. Please post the code that you've already tried to use.

     

    I second that. You'll get more useful information from us if you try to solve the problem yourself first, and then present us with the exact issue and the code.

     

    And generally, you're not very likely to get tutorial answers to questions of the type "How do you script ______?". Instead, try to think of an example in the game and go decompile those scripts and see how it's done there. If you run into issues, post about that and it'll be much easier for us to help you. Plus, you will learn more.


  8. The issue seems to depend on a private conversation between Sith Holocron and seph6 which the rest of us don't have access to. Since only Sith Holocron and seph6 really know all the circumstances of the issue, I think it would have been better to handle this in private.

     

    Anyway, unless Sith Holocron wants the pictures removed, the matter seems resolved, so I could see this topic being closed. There's no need for this thread to collect a bunch of opinions from people who don't know what went on behind the scenes.

    • Like 1

  9. Well, at least in K2, the party members say some specific line on a critical hit. But yeah, that doesn't apply to the PC.

     

    I'm not sure if K1 has the same system, but if so, the PC is also likely to have a line, because those kind of lines are actually voiced for the PC in K1.

    • Like 1

  10. Version 2.0 is now uploaded.

     

    Wow, this looks amazing! A pat on the back and thanks to everyone who contributed to the mod, but especially to Kexikus, great job man! :D

     

    This is definitely gonna be a standard mod for me! (Once I finally start actually playing TSL again, that is :P)

    • Like 1

  11. What about the KAurora exporter? Could it work for automating lightmap export?

     

    Kaurora comes with an updated NWmax script, which allows NWmax to export lightmaps. Kaurora then uses that information when compiling the model.

     

    But you still cannot import lightmaps into max, both because there is no corresponding updated import script for NWmax and because (current) MDLOps doesn't even print out lightmap data. So you can't preserve the lightmap data of vanilla models – currently the only way to do it is to re-lightmap the model from scratch and compile it with kaurora.

     

    And let me just say that appropriate tools to solve this are in the works.

    • Like 1