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Everything posted by bead-v
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I can't think of a K1 model with a danglymesh, any help?
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Actually that's a very good idea. It always annoyed me that they look just like regular selkath and I have to use my imagination to see them as young. For me this is way more important than having them use lightsabers.
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Wait, where's the L?
- 42 replies
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- recruitment mods
- reztea
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Your DelayCommand() is fine, the problem is that you put the object you're assigning the action to inside ActionStartConversation() instead of AssignCommand(), and you're missing one ). Here's what it should look like: void main(){ object oNPC = GetObjectByTag("KreiaEvil"); DelayCommand(2.0, AssignCommand(oNPC, ActionStartConversation(OBJECT_SELF, "FinalKreia"))); }
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I would say a little preview can't hurt
- 42 replies
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- recruitment mods
- reztea
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(and 4 more)
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lol I almost didn't mention that because I was like "what are the odds of that!" Anyway, glad it's working now!
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Yeah, so then the setting of the global is failing, make sure that the globals are named EXACTLY as in globalcat.2da, and that the global variable type is set to Boolean. Also make sure you don't have another globalcat.2da lying around somewhere in an override subfolder or something.
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I think then you need to use a_glob_bool_set or something like that, check it out in kotor tool. When and how do the scripts to set the booleans fire? Maybe the problem is that those scripts never fire. To diagnose, you could include this in your setting scripts, then check your feedback screen after they're supposed to have run. void main(){ SetGlobalBoolean("Recruit_Atris_E", TRUE); string sMessage = "Recruit_Atris_E setting script fired! Current value: "; if(GetGlobalBoolean("Recruit_Atris_E")) sMessage += "TRUE"; else sMessage += "FALSE"; SendMessageToPC(GetFirstPC(), sMessage); }
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Okay, so then we need to make sure the globals are set correctly in the first place. I'm not sure whether the globals are case-sensitive, but they could be, and you're setting them in all caps, while you're getting them with only the first letter of the word capitalized. Try fixing that.
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I just checked both your posts, it seems like you never mentioned what actually goes wrong, ie. what actually happens with your current setup Anyway, I think I've had trouble in the past with using replies for directing cutscene flow like that, I don't remember the details, but you could try putting the scripts onto entry nodes instead.
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Try this instead: int StartingConditional() { return GetGlobalBoolean("Recruit_Atris_E"); }
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T3 does not have a 'talk' animation. HK-47 does, however, and it has 16 selfillumcolor keys on Mesh01. Looking at T3 talking, it doesn't seem to have much relation to the sound, unlike the HK's eyes. So I would guess that comes from somewhere else. I think you meant that they don't have any selfillumcolor keys on 'tlk*' animations, which is true, and it's curious because that'd be the obvious thing to look at for T3's animation. I'm currently out of ideas where that is coming from for T3. EDIT: T3 does have selfillumcolor keys on the listen animation though.
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Hmm, I just checked some videos on YT, couldn't see any lipsync-related changes on the model for any droid. Any self-illumination changes you see (actually, where do you see them?) could be part of the 'tlknorm' animation that animates the body. This is completely unconfirmed and just a hunch, but I always thought the movement of the lips for the different phonemes was defined in the 'talk' animation. But I never looked into how the .lips work and how the phonemes would connect to the keyframes in that animation. If that is true though, the question is if you could add a working 'talk' animation to droids to do lipsync, likely by way of lights lighting up rather than parts actually moving...
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Kotor 2 story questions
bead-v replied to Markus Ramikin's topic in Knights of the Old Republic General
I agree with JCarter, I think those lines were for testing purposes (or just for fun during testing). Though to me it seems that you were able to talk to the bounty hunters before initiating the Goto Meeting cutscene. The lines for the HK units are the same thing. In my version of Goto's Yacht, I've gotten rid of both those scenes. -
Kotor 2 story questions
bead-v replied to Markus Ramikin's topic in Knights of the Old Republic General
Well, that would make sense if there was no other way to sell the Exile to Goto – otherwise some other way would probably have been easier than walking into a place that can kill you if your suit gets breached. Also, whether Visquis works for Goto at this point or not is irrelevant, in both cases he'd want the Exile, so he'd do the same thing. Mira must have thought like you said to have gone to meet Visquis, but it justs seems very naive, which goes against Mira being otherwise portrayed as smart. Actually in LS, it's even worse because she actually warns the player that Visquis is setting up a trap. Going in like that regardless just seems stupid. It's just badly written, which is probably the result of the other Nar Shaddaa stuff being cut, but unfortunately that's what we have to work with. -
End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue
bead-v replied to Sith Holocron's topic in TSLRCM
Well, it's easier to make a good mix if you can actually see what it's playing against Sounds good! I'm hoping that's it then Any other ideas for the music can be considered for the separate mod that you suggested -
Kotor 2 story questions
bead-v replied to Markus Ramikin's topic in Knights of the Old Republic General
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. -
End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue
bead-v replied to Sith Holocron's topic in TSLRCM
I'm liking this one as well! @TSLRCM_team: There's been plenty of proposals, you're bound to find something among them that works. This issue ain't worth keeping the mods off the site, so.... make TSLRCM and M4-78EP downloadable again! -
End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue
bead-v replied to Sith Holocron's topic in TSLRCM
DarthVarkor's first mix seems like the simplest and most obvious thing to do (rebuilt enclave for tslrcm, hero's walk for m478). Actually, hero's walk is pretty much perfect for m478. Here's two more suggestions for tslrcm in case you're looking for something more bombastic in the beginning. -
Is there a thread somewhere that explains what exactly is going on?
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Revan's Hoodless/Maskless Flowing Robes For TSL
bead-v replied to DarthParametric's topic in Mod Releases
Awesomeness! Great work DP! There's a typo in the computer conversation (in the video at least, maybe it's been fixed since). 'TARIS ACADEMY' is probably supposed to be 'TELOS ACADEMY' -
No, but you do need the .lip files in your .mod file. Try to think of a module with an alien you need lipsync for, then take the .lips from that module's _loc.mod.
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http://deadlystream.com/forum/topic/4843-problems-with-custom-lip-syncing/ No known solution. You have to either find an OS that can install it or do it by hand.
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You could also tie the script to the door opening instead, if it's supposed to fire the first time you go there