N-DReW25

Modders
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Everything posted by N-DReW25

  1. Me: *Loads Kotor Tool*

     

    *Kotor Tool's script compiling feature suddenly works*

    Me:

    maxresdefault.jpg&f=1&nofb=1

     

    *But now I can't edit any uti files*

    Me:

    376plnri2s731.jpg&f=1&nofb=1

     

    1. Mellowtron11

      Mellowtron11

      KOTOR tool in a nutshell....

  2. All my efforts to decompile vanilla scripts and even scripts from other people's mods for TSL have all been in-vein. They'd decompile using DeNCS but when I opened them in Kotor Tool text editor and tried to compile it for TSL, even when I didn't even touch the decompiled code, it would always have some form of error preventing me from doing such. The point of me decompiling the scripts was for me to attempt to view the code, see how it works and use it in my own mods but that's seemingly not an option at this time so I've decided to create this thread asking what I would need to do in order to create these scripts for TSL. 1) Dialogue Cutscenes This I imagine should be fairly basic, what I want to create is a cutscene where NPCs walk from where they are standing to a given set of coordinates. From what I can make out from the scripts I've decompiled, their seems to be two ways for this to work, its either a script which makes an NPC walk to the coordinates or a script which makes the NPC walk to a waypoint which would be placed at my coordinates in the git file. 2) Terminal dialogue to normal dialogue If you remember on Telos during your house arrest when you'd access a wall terminal, click the option "accept call" and it'd start a normal conversation separate from the wall terminal. From what I can see from the script which does this all I'd need to do is to put either the tag of the NPC speaking or the name of the dialogue into the correct places in the script to work. 3) Opening doors with a script Through dialogue, I want to create the effect that an NPC is using a security animation to unlock a locked door. Before the convo starts, the door shall be locked and cannot be opened except through this cutscene and shall remain open after the cutscenes end. The script I'd want is one which would turn a door from locked to unlocked and open during said conversation. If anyone would be able to share their scripts for any of these and/or dip their 2 cents into this topic it would be greatly appreciated
  3. Thank you both, through this thread I was reminded by how Fallen Guardian actually edited Darth333's K1 Utilities to properly find the "quaternions" that the Kotor orientations use. In the end, I believe I have found something which can help me with my issue and I can now work on getting those static cameras.
  4. Hello, I am attempting to create "animated cutscenes" (By animated I do mean custom static cameras and moving NPCs) though I am having a problem doing such. I am currently using the mod "Handy Force Powers" which pretty much adds in the functions of the Whereami armband mod as a Force Power, so to set the coordinates first I am placing the NPCs and the coordinates into the git to ensure that they work first. While I can get the coordinates correct to actually place my NPCs I cannot seem to get the correct orientations so that they face the direction I want them to. A very similar problem occurs with Static Cameras, while I can put them where I want them I cannot get them to point in the right direct. Would anyone know of any better coordinate mods or tips on how I can get accurate coordinates in TSL?
  5. This will be very useful in module building in the future. While I can guess this won't let me place placeables or NPCs inside the module by simply dragging and dropping them where I want but would it be possible to use this tool to reskin the rooms/modules to be unique (Reskinning a new module with the Ahto City room/module to use the textures of the rusty Taris sewer whilst leaving Ahto and Taris alone)
  6. Thank you, thought it might be slightly buggy with the ability to upgrade the HW feats from what I remember.
  7. At last, at LONG last! K1GI has been updated. For me its currently May 5th but for those in the United States its still May the 4th so consider this my "May the 4th" gift to you.


    This update and any following updates shall primarily focus on 'filling in the gaps' of any modules I have missed thus far. Once that's done I will work on the Star Forge and hopefully finish the Demo stage and move onto Beta.

     

    This particular update which has just been released also fixes most of the bugs you guys have reported, too many bugs for my liking but they've all been fixed. However, as my free time is getting crushed harder than Jabba's Rancor it has been getting difficult to properly test and create content for K1GI so please play the latest patch with a keen eye for any bugs (this includes old bugs which might not be fixed or any new bugs which have been added in the new content).

     

    For those who'll play the mod I hope you guys have fun after the long wait.

  8. Oh my god, what have you done?! Now while this is an example of how not to install my mod, I still really want to see where this goes. Looking forward for more broken Kotor here. Edit: Just realised you intended to break your game here, thanks for considering my mod: you made a bloody good choice XD. Will you consider posting a list of mods (maybe mods used in each blog per blog to keep things small) so that I could use the list so that when I make a "Compatibility list of mods" in the future I could use that for reference?
  9. Whilst I like the premise of this mod, you have a severe problem with the download. Normally, you download a zipped up folder which contains the mod files. You've somehow didn't do that and made it so that I need to download each mod file individually (each model and texture one by one). Can this be fixed?
  10. Interesting, I am confident those with weak PCs will find this enjoyable.
  11. A lot of them do, you'll get them from loot drops on the first visit on the Citadel.
  12. I would like to ask this: Because I see no dlg files within the zip file I'll assume that Selkath dialogue do use "Talk_Forceful" but because they lack that animation nothing happens during those animations? Because your mod adds Selkath forceful animations this should make the animations visible.
  13. I think these are the droids you're looking for- https://www.lonebullet.com/models/download-padme-amidala-pc-knights-of-the-old-republic-model-free-3825.htm
  14. If I said you'll get the 1.23.1 fix patch for K1GI within an hour that's now been changed to potentially within 24 hours or more due to my PC shutting off thanks to a black out.

  15. It is compatiable, I'll have to fix that error.
  16. This mod does use custom mp3 files for dialogue and music so they'll be silent, but other than that i imagine if u installed this mod alone it'll work like a charm
  17. By "Modding PC heads" do you mean re-skinning existing heads or making new player heads (by re-skinning old ones). Because re-skinning existing heads is the easiest thing to do, I'd highly recommend you start with this first before you try making new player heads.
  18. Any bugs with any mods I intend to implement will be corrected. Of course, I have no intention of using every single power in the Force Pack. (Plus, a planned "Force Re-balance" would have to be implemented first before integrating FP 2.0 features)
  19. Oh ok, considering KSE with a vanilla exile says "None" for the soundset it made me think it was actually set to nothing for a second. By any chance would turning the soundset files into mp3 files work for Steam Users (If it doesn't work that is)?
  20. Would it be possible to create a script which changes the players soundest from having nothing to the new soundest you've added and attach said script to the opening scene on Peragus? Or is that impossible and the only way to enjoy the soundset is via KSE? (Or am I missing something here?)
  21. I wouldn't say it's easier to complete side quests as much as it is much more beneficial to have high persuade when dealing with side quests. Why would you want 300 credits for a bounty when with persuade you get 400 credits, with all of the bounties available by getting 300 credits each bounty you get 1500 credits but by getting 400 with persuade for each bounty you get 2000 credits, multiply that with every other opportunity you can persuade for more credits you got yourself a heck tone of credits to later spend at Suvam Tam's Yavin Station. In K1, considering Stealth, Demolitions and Awareness are useless I'd recommend pumping it all into Persuade and Repair and sparingly give some points to Computer Use and Treat Injury. In theory, what with all the other hacks in K2 persuading for money credits isn't really that useful in the second game so one may get away with ignoring it but I'd still suggest you pump it all into your persuasion skill.