bead-v

Premium Member
  • Content Count

    589
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by bead-v

  1. Me and VP've sorted it, but thanks anyway!

  2. I'm on now. =)

  3. bead-v

    Workbox

    File Name: Workbox File Submitter: bead-v File Submitted: 07 Sep 2012 File Updated: 10 Sep 2012 File Category: Mods TSLRCM Compatible: Yes This is a mod for Kotor II: The Sith Lords created by VarsityPuppet and bead-v. This is a modding tool, designed mainly for module editing and cutscene creation/editing. It's designed to allow the modder to quickly change parameters when testing different scenarios. To obtain it, type "giveitem workbox" into the cheat console with the cheats enabled. The item will immediately become usable by everyone in the party as it doesn't need equiping. The Workbox supports the following features: - Prints the coordinates of the user's current location to the feedback screen, as well as its orientation in: - - degrees (to be used in scripts) - - radians (to be used in .gits for placeables) - - X and Y orientation (to be used in .gits for creatures,...) - - "cos" and "sin" (to be used in .gits for cameras ("cos" is the top-most box, while "sin" is the bottom-most)) - Prints the tag and coordinates of the nearest object, as well as its type and distance to it. It also prints the tag and coordinates of the nearest door, creature, placeable, waypoint and trigger. - Spawn a dummy: spawns a dummy creature to be used for reference when collecting coordinates for a cutscene. - Open/Close nearest door - Destroy nearest object - The Warp console - Camera finder: This feature lets you cycle through the module's cameras. - Adjust party members' skills, attributes, influence, availabilty - Adjust PC's skills, attributes, alignment and gender - Add/remove party members from the party - Change current player character - Toggle party switching on/off - Toggle MinOneHP on/off: basically makes the user invincible. - WM_custom is a script that is intended to be used when a modder wants to test something quickly in a script, saving them the dlg editing or editing existing scripts. - A GetIsObjectValid option, which requires the tag of the object to be entered in the dlg. - Global/Local changing with minimal dlg editing. In addition to that, we have developed a module editing system: The module's OnEnter script is modified to fire a dialog named "pre*MODULE_NAME*" (ie. "pre905mal") under the condition that the global 000_Debug is set. The placeable that fires the dialog is "*MODULE_NUMBER*dlghost" (ie. "905dlghost"). This dialog then controls various condition under which to fire the module, or just fires some cutscenes directly. Basically you can do anything with it. The Workbox has an option to fire the module PreDialog directly, and also controls whether the global 000_Debug is set or not (under "settings"). Whether you use this system or completely ignore it is up to you. Two features require editing of the workbox.dlg. The first is putting in the object tag for the GetIsObjectValid feature, to check whether the object exists. The node where the tag needs to be entered is marked. The other feature is the editing of globals and locals. What you need to do is create a new reply in the "Set Globals and Locals" tree, and attach the "WB_control" script to it with the following parameters: P1 - always 15 P2 - 1 if boolean, 0 if number P3 - local ID; if left 0, then this marks a global String Parameter - if local then this is the object tag (empty means OBJECT_SELF), if global then this is the global ID. (Like "000_Debug") P5 - this parameter can optionally mark the instance of the object with the local boolean or number. (P4 is not used) After creating the reply, you need to copy the entry from the other replies. There are two versions of the entry, based on whether it's a number or a boolean. Make sure to copy the right one. Examples: Darth Nihilus local number 13 15, 0, 13, 0, 0, DarthNihilus global boolean 000_PLAYER_GENDER 15, 1, 0, 0, 0, 000_PLAYER_GENDER global number K_CURRENT_PLANET 15, 0, 0, 0, 0, K_CURRENT_PLANET Click here to download this file
  4. Hey SH! I need a favor. I've recently uploaded a file (it's still pending approval), but as I submitted it I forgot to add to the description that it's by me AND VP. Now I'm not sure if I'll be able to edit this correctly, if not maybe you can? Thanks.

  5. If you send me the files, I'll try to help, yeah. hehe =D
  6. bead-v

    Workbox

    Version 1.1

    474 downloads

    This is a mod for Kotor II: The Sith Lords created by VarsityPuppet and bead-v. This is a modding tool, designed mainly for module editing and cutscene creation/editing. It's designed to allow the modder to quickly change parameters when testing different scenarios. To obtain it, type "giveitem workbox" into the cheat console with the cheats enabled. The item will immediately become usable by everyone in the party as it doesn't need equiping. The Workbox supports the following features: - Prints the coordinates of the user's current location to the feedback screen, as well as its orientation in: - - degrees (to be used in scripts) - - radians (to be used in .gits for placeables) - - X and Y orientation (to be used in .gits for creatures,...) - - "cos" and "sin" (to be used in .gits for cameras ("cos" is the top-most box, while "sin" is the bottom-most)) - Prints the tag and coordinates of the nearest object, as well as its type and distance to it. It also prints the tag and coordinates of the nearest door, creature, placeable, waypoint and trigger. - Spawn a dummy: spawns a dummy creature to be used for reference when collecting coordinates for a cutscene. - Open/Close nearest door - Destroy nearest object - The Warp console - Camera finder: This feature lets you cycle through the module's cameras. - Adjust party members' skills, attributes, influence, availabilty - Adjust PC's skills, attributes, alignment and gender - Add/remove party members from the party - Change current player character - Toggle party switching on/off - Toggle MinOneHP on/off: basically makes the user invincible. - WM_custom is a script that is intended to be used when a modder wants to test something quickly in a script, saving them the dlg editing or editing existing scripts. - A GetIsObjectValid option, which requires the tag of the object to be entered in the dlg. - Global/Local changing with minimal dlg editing. In addition to that, we have developed a module editing system: The module's OnEnter script is modified to fire a dialog named "pre*MODULE_NAME*" (ie. "pre905mal") under the condition that the global 000_Debug is set. The placeable that fires the dialog is "*MODULE_NUMBER*dlghost" (ie. "905dlghost"). This dialog then controls various condition under which to fire the module, or just fires some cutscenes directly. Basically you can do anything with it. The Workbox has an option to fire the module PreDialog directly, and also controls whether the global 000_Debug is set or not (under "settings"). Whether you use this system or completely ignore it is up to you. Two features require editing of the workbox.dlg. The first is putting in the object tag for the GetIsObjectValid feature, to check whether the object exists. The node where the tag needs to be entered is marked. The other feature is the editing of globals and locals. What you need to do is create a new reply in the "Set Globals and Locals" tree, and attach the "WB_control" script to it with the following parameters: P1 - always 15 P2 - 1 if boolean, 0 if number P3 - local ID; if left 0, then this marks a global String Parameter - if local then this is the object tag (empty means OBJECT_SELF), if global then this is the global ID. (Like "000_Debug") P5 - this parameter can optionally mark the instance of the object with the local boolean or number. (P4 is not used) After creating the reply, you need to copy the entry from the other replies. There are two versions of the entry, based on whether it's a number or a boolean. Make sure to copy the right one. Examples: Darth Nihilus local number 13 15, 0, 13, 0, 0, DarthNihilus global boolean 000_PLAYER_GENDER 15, 1, 0, 0, 0, 000_PLAYER_GENDER global number K_CURRENT_PLANET 15, 0, 0, 0, 0, K_CURRENT_PLANET
  7. Either that or just the dialog. I don't get why his name is not showing up though.
  8. Uh... I didn't even think about that. Sure, Ferc, I can do that. I'll probably add zoom in and zoom out options to the menu.
  9. There supposed to be an EH cutscene running here, right? What have you changed in the .utc file?
  10. That would be very awesome. =P

  11. That's awesome. I've just heard about your project over at LF. Interesting. =P

    Well, I've been modding again since May, first Nar Shaddaa, now I've transitioned to Telos. ... you know, I miss you sharing good music like you used to back on hssiss.

    Oh, are you still in the band? How's that coming along?

  12. Thanks zbyl. Let me know how that goes.. =P
  13. Hey guys! Some time ago I needed to modify a module's .pth file for a mod and I decided to make an editor. I've been developing it slowly over the past two months, and I think I'm finally done with it. Since this was my first program it's not a state-of-the-art editor app, but I still thought I'd put it up here if anyone ever needs to edit/create new .pth files. http://www.mediafire.com/?av5w161aut87da3 (UPDATED: 19/7/2014) The program has not been tested extensively though, so it likely contains bugs. If anyone encounters any I'd appreciate it if they could report it to me so I can fix them. EDIT: The editor doesn't work for K1. Will try to add support for K1 soon.
  14. Heya Candy! I'm great! Done with high school, off to study languages in October. How've you been?

  15. About the Bread V: no problem. Actually I should thank you because it made me laugh =D

  16. I thought you had left DS/LF.. I'm guessing you heard about 1.8?

  17. lol Bread V, thanks bendarby.. =D Well, as VP and I have mentioned several times, when we started the project we couldn't even imagine how far it would go and just how awesome it would become. And really, I *could* continue to work on it by myself, but I refuse to because without VP this mod would just be so much less. Believe me, Malachor requires VP. It's true that VP has retired for the foreseeable future, and as such this mod has been postponed indefinitely. I have many other mods in the works and will work on that instead of Malachor. You should remember however that it is also in OUR interest that what we made isn't just lost. I would much rather we release what we have if we know we will not finish it. But that too isn't going to happen in the foreseeable future.
  18. I wasn't thinking about that when I was picking them out, I just browsed through the existing icons and picked the ones that looked most like what I would expect. Except for the maneuvering flaps that is, I don't know why but they stuck in my head. As for the upgrade screen, that is definitely not the final version, I can move the stuff around and resize without a problem.. But I think I need at least some image of a swoop bike to stick in there before I start finalizing it. Without anything else in it it just looks... too empty. EDIT: Oh, and there was one thing I forgot to mention. The empty upgrade slots look like crystal slots and unfortunately there is nothing that can be done about it. They never made separate icons for them and now all that is hard-coded into the .exe.
  19. Hey guys! I'm working on a mod that will allow the player to buy a swoop bike and race with it. There is a twi'lek on Nar Shaddaa that will sell you a swoop bike (the same model as the one from K1, not like the K2 versions). You will then be able to upgrade that swoop bike (a cut/never finished feature of the game) with upgrades that you can buy in Tienn's shop and race with it on Nar Shaddaa and Telos. You won't be able to race with it on Onderon because the Hawk never actually lands there. The mod is functional, but still needs some improvements that I can't do myself. The swoop driver needs to be removed and a .pwk created for the swoop bike. Also, custom icons for the upgrades, as well as a high-res image of the swoop bike for the upgrade screen would also be very welcome. If anyone is able and interested to help out with this, please send me a PM. The best upgrade configuration makes swoop racing quite a lot easier. While I had to try 100 times before I beat the fastest time on Telos without upgrades (which is 41.something seconds), on my first try with the upgraded swoop bike I got a time of around 25 seconds, probably even less. So to keep the game balanced I may have to put the right price up for the upgrades while still keeping them purchasable, modify the way in which upgrades work, and/or change the default racer times in the game. Since I'm gonna have a difficult time figuring that out by myself, I was thinking about uploading like a beta version of the mod here, before applying the final balancing changes, so you can give me your suggestions if you have any. First the problems mentioned above have to be fixed though.
  20. Well enough, I think.. just gotta wait for the results now...

  21. bead-v

    Update on 1.8

    Have you tried destroying and respawning the hologram instead of jumping, HH? That might get rid of those orientation problems (though you'd have to make sure that that hologram is not the owner of the dialog, else it'll drop). And maybe if he teleported a bit faster it would look better. As for the walking around, as I imagine it, it would look even worse. If nothing works though, have him just stand there, as 105491689125 suggested.
  22. bead-v

    Update on 1.8

    Personally, I prefer version one. However if you decide for the second one in the end, I would recommend changing the camera when Tobin is choked, so that the empty space between his neck and where his hand is is less apparent (that would be a shot from the front and a little from Tobin's left).
  23. Well, yeah, of course they had to put it in somehow. The problem was just that I got a "wrong" idea about how this system worked from the kotor games. I'm glad to have cleared this up though. By the way, I never really heard a good explanation on why the bond between Kreia and the Exile doesn't exist anymore, aside from Kreia cutting it (as she did in an unrestored/unrestorable version of the DS council meeting). I was wondering if maybe you had any ideas on that, SiZo?
  24. However, the expression of these thoughts is not tied to the results of your acts, since it basically reflects your feelings at the time, your reasons really. This means that if you feel giving towards Saquesh when you get rid of Geriel for example, you should get LS points. This is comparable to when Kreia in a way rid the universe of Nihilus and the Sith indirectly, by which she did the republic/galaxy a favor, but since she did it out of revenge, she got DS points. Meaning it just depends on whether said qualities were stamped with "good" and "bad". I understand. This is getting off-topic though, so we should stop here. If you are interested in continuing this, SiZo, send me a private message please. EDIT: *Saquesh*, not Visquis...