doboy

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Everything posted by doboy

  1. Instead of creating a new thread, I thought I'd ask here. Why can I not compile scripts without a main()? I'm trying to have a function library I can access anywhere, but it's not working. Even when I try to compile one of the games default libraries like, say "k_inc_item_gen", it doesn't work. KotOR tool will say compiled successfully but no .ncs file will be created. Have y'all had any experience with this? It's not critical but annoying.
  2. I haven't played K1 in a very long time, so I don't think I have. Actually, I don't even own a copy as of now . But I don't mind a few hours as that is relatively short to what I've already put in. I don't know if that's a good thing or a bad thing... I think I prefer modding rather than actually playing the game.
  3. All I want to do is smoothly pitch the camera up and have it stay there until the conversation ends, so I don't think it should be complex. But seriously, you have saved me so much time and frustration. I can't thank you enough.
  4. Makes sense. I only have one more question for now... Do you know anything about manipulating the camera in dialogues? Is it possible to pan the camera or are you only able to cut directly to a different shot? And most importantly... how hard/time consuming is it lol.
  5. I was just wondering why the programmers would choose to add _FLAG_ to some of those names. Just for curiosity's sake. I have some experience programming in C, and the syntax is pretty consistent to what Bioware is using. I'm just trying to get better understanding of game specific functions and such.
  6. Haha yeah I would have never figured that out. I'll have to experiment with it later when I get the time. By the way, what do the _FLAG_'s mean in general? Are they kind of specific to events?
  7. Wow, thank you! So k_def_disturb01 and other k_def_eventwhatever are the scripts that fire when no OnDisturb or corresponding field is specified?
  8. Welp, that's unfortunate. Looks like I'll have to take a look at editing all of the containers in the game, since I'm looking for a randomly generated object . When I think about it, I honestly don't think there are that many and writing the script I want is easy. Would you happen to know if mods generally edit the default .utp files? Does TSLRCM? I can't really think of a reason why anybody would want to edit the default containers, but I also don't want to make anything majorly incompatible.
  9. Instead of rummaging around endlessly, I figured someone might have the answer to this. I'm trying to get a script to run that sets a global boolean once the player has found a specific item. I'm not asking about how to write the script but more where to place it and how to trigger it. I hope that makes sense. I mean it's kind of like updating a quest once you've received a certain item. If that's not possible, could there be a way to run a script and make it look like that's what happened in some instance? Thanks.
  10. Ah thank you so much! I was on the verge of losing my sanity for a moment there
  11. I have no idea why this doesn't return the tag of an object. Am I missing something? void main() { object oPC = GetFirstPC(); object oItem = GetObjectByTag("u_a_unde_02"); string szMessage = GetTag(oItem); SendMessageToPC( oPC, szMessage); } Is there some condition in the game for GetObjectByTag() to work? For some reason when I assign oItem through a different function it will print the tag. void main() { object oPC = GetFirstPC(); object oItem = GetItemInSlot(1, oPC); string szMessage = GetTag(oItem); SendMessageToPC( oPC, szMessage); } That works? And I have tried out different strings to pass to GetObjectByTag().
  12. I found a solution that has to be wayyyy to good to be true. There is and itemtype field near the end of baseitems.2da. Say I had a vibroblade. If I change the itemtype value of the vibroblade to one of an armor, it opens the armor crafting screen and you can apply armor upgrades to a sword without it crashing. It seems that damage bonuses for items in the torso slot aren't actually calculated in game, and the same goes for swords and defense bonuses. I'm not completely sure though. I haven't really tested it, so I don't know if there are any adverse effects/if it works as intended. Am I tripping? Because this can't be as simple as changing a 31 to a 2. I guess I need to keep testing it under different conditions.
  13. Damn ok. Out of curiosity is it possible to find out where the information is that the itemclass entries point to, or is it hard coded?
  14. This is a question concerning the upgrades in KotOR 2. Basically I'm wondering if I can force different upgrade screens regardless of the item type. For example, I want to prompt the lightsaber upgrade screen when I click to upgrade an armor and vice versa. Regardless of the crashes it would probably cause when applying upgrades, I'm curious if this is possible. The only field in .uti files that relates to upgrades is "UpgradeLevel". However I think that just determines what types of upgrades are allowed? All the other significant properties seem to point to baseitems.2da. The "itemclass" value is the only thing I could find that influenced that upgrade screen but that also changes the model, icon, and probably a ton of other things. Maybe there is a way to find and edit individual itemclasses? I also read the tutorial on adding upgrades outside of the game and that interested me, because it involved adding new fields not previously in the .uti, implying there are more properties is the .uti not shown in the kotor tool editor that might be useful. Except I have no idea what those are because I can't read the savegames where I think those fields were taken from. I'm not sure if that will even be helpful though. The whole idea of this is to add extra upgrade slots to armors and etc. I'm fairly doubtful this is possible, but I'm also not experienced with modding KotOR. Is it even possible to prompt a different upgrade screen with the item is clicked?