-
Content Count
25 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Jike
-
[K1] Issues with ending quests and awarding XP
Jike replied to Jike's topic in General Kotor/TSL Modding
Thanks for the information, that makes a lot more sense than what I was trying previously. This in particular is very useful info, however I can't access the contents of global.jrl as my JRL Editor just crashes as soon as I try to launch it. -
Much like the title suggests, I'm having issues with creating a script that's capable of both ending an active quest and awarding the PC some XP as a result. I've been using the two following lines of code to try to achieve this: //Using this line to end the quest by removing it from the journal. RemoveJournalQuestEntry(tat_IzizCaptive); //Using this line to award XP to oPC GiveXPToCreature(oPC, 250); However, when compiling so I can take it for a test run, compiling ends as it runs into syntax errors such as "Undeclared identifier 'tat_IzizCaptive' or 'oPC'" in the script. I've never done a script for this before so evidently I'm doing something wrong here I just can't quite figure out what. To be completely fair I likely inputted the quest name incorrectly as I'm unable to find the journal entry name. I have JRL Editor but that won't run even with all the DLLs present. EDIT: I realised I need to define the oPC identifier with "object oPC = GetFirstPC();" so I've solved that issue. It's mainly just the quest ending and whatnot that's the main issue now. I know I need to create an identifier for the string a string to identify the quest using "GetJournalEntry" but I'm not entirely sure how.
-
I don't have too much experience when it comes to modding KotOR myself, and I haven't even touched TSL yet, however I have thought of something like this for KotOR before. I know that on Taris in the Undercity there are certain groups of Rakghouls that will respawn when you leave and go back and similarly on Dantooine if you head out of certain areas you've cleared and return there, things will respawn such as in the Grove and the area outside the Temple. If I am correct I belive that it will be a certain script that triggers when the PC enters the module that checks to see which NPCs are in it. If the player had just run past everything and the script is able to see that all the NPCs are still alive, it'll do nothing at all, however, if a certain amount has been killed, or even all of them, then it will see this and spawn everything back in when the PC re-enters the module. I'm sorry that I'm not actually able to provide you with any actual script but I hope this can help with getting you started & I hope that someone else might be able to provide you with more understanding to get you in the right direction. If you're able to however, it might be worth trying to determine which scripts trigger the respawns for Dantooine and Taris and using KotOR Tool to extract them as an NCS file, then using something like DeNCS to decompile them to an NSS to read them with something like KotOR Scripting Tool so you can see how they're structured and possibly replicate them.
-
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
All right, I'll give that a read now. Thanks again for your help. EDIT: After reading through the PDF that comes with TSLPatcher, I'm assuming that for creating a MOD file, I'd need to create my own one for tat_m20aa since there isn't one already existing for that module? I'm also assuming that I'd be putting the Script Source files into said MOD file so the patcher can compile them. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
Thanks for the info, I was planning on using TSLPatcher however I'm not sure I know what module injection is. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
This works absolutely beautifully! I actually can't thank you enough for all your help. I never could have done any of this myself with my current skillset! All I plan on doing now is a little modification of the quest with Iziz so that the player can go back to Iziz and tell him of their actions and it's done. I should be okay for that part, but I really can't thank you enough for all you've done! -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
I just tried out the animations and they both look and work great! I genuinely can't thank you enough for all of this. I'll need to take the time soon to learn all of this myself. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
That makes sense. I'll have to look into that and do some learning, I don't know much about spuermodels. I'll make do with what we've achieved for now and stick with petrification. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
Alright, I'll test out your script in the meantime and see how it goes for me. Thanks for your time and help by the way! I really appreciate it. EDIT I replaced the old script and tested it and it all works fine. Of course the animations, much like you said, aren't there. But it's a step closer. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
You're right! I didn't think at all, my bad haha. You'll find my dlg attached. tat20_06jawa_01.dlg -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
Unfortunately, after testing, it still doesn't work. The conversation ends and there are no DS points awarded, nor do the Jawas become hostile. I'm wondering if it might be related to the way I've designed the dialogue file. -
[K1] Issues with initiating combat through dialog choices
Jike replied to Jike's topic in General Kotor/TSL Modding
Thanks for the information! I'll try it when I'm home later and get back to you with the results. -
I recently started doing a small mod as practice for working on other mods in the future. In the mod, I need to make a specific dialogue options result in combat between the PC and at least 2 NPCs and give the PC some Dark Side Points. I've Googled around and have been unable to find anything relating to the subject except for in Fair Strides' Script Shack. I tried what I found but I am by no means an expert in C# and am barely a beginner, and thus my code doesn't produce any results. My code is as follows: Any help would be appreciated. Also, apologies if there is already a forum thread on this subject, I did what research I could and couldn't find anything myself.
-
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
That's a good idea. I also noticed that BoS created its own PC.utc file so I copied it and edited it to match my character but this didn't seem to do anything when I injected it into my save. I'll try modifying Trask and seeing what happens. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
I'm done making a copy of the original scoundrel class. For now I'll just change any of the party members and direct them toward Scoundrel instead of CombatDroid. I'm still trying to find a way to change the equipment screen despite how many things are pointing toward that being impossible for K1. My mindset is this: In mods like "Brotherhood of Shadow" that add new party members, they have to be assigned an equip screen right? And iirc there is a droid-based NPC in Brotherhood of Shadow and I know that editing the inventory type for an NPC is not the same as doing so for the PC, there has to be some clue there? Or maybe I'm just being too hopeful. Either way I'm going to dig around the files in that mod for a bit and see what I can find. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
I'm assuming then based on the order you listed them, and this is likely obvious, but scoundrel is small and soldier is large, correct? And also, if I did edit appearance.2da and managed to use that to assign a droid-based inventory to the PC that way, would that allow for me to adjust the way they level up so they can be given droid-based feats in the level up menu in place of some of the organic-based feats? I've already attempted to set the character's class as a combat droid and removed scout from them but when they levelled up all that happened was they didn't have the option for neither organic nor droid-based feats, just the generic sort of in-between ones that both droid and human can be assigned. EDIT: I managed to make the character level up the way a droid does exactly how I wanted. I achieved this by simply editing classes.2da and replacing a starting class I never use (scoundrel), adjusting it to match the one I do use and having the game treat it as though it is the CombatDroid class instead. The only thing left is to somehow change the PC's inventory type to that of a droid if at all possible. EDITEDIT: Okay, so I noticed that when editing my K1 SAV file to find pc.utc, there is nothing of the sort, however when editing a K2 sav file it has pc.utc right near the bottom. What I'm attempting may well only be possible for K2. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
I'm focusing on actually making the inventory of the main PC to be that of a droid as well as make them level up like one. I've already changed their model, their portrait and their soundset and class but just changing the class isn't enough. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
From what I've seen whilst editing the UTC files of characters you wouldn't be able to do it that way. I suppose if you modified the actual model of the PC you chose to begin with to make it taller or smaller, that might possibly work? It's then just a question of getting the model to work in-game in place of the original model. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
So I opened up the SAV file for the savegame I wanted to edit and extracted both of the UTC files inside and despite the fact I'm on Taris now, one of them is Trask, the other being Carth. Neither of the UTC files belong to the PC it seems, how ever, the SAV file I opened had more SAV files in them, so perhaps I might find what I'm looking for in there? On another note I recently had an idea. I could always use some of the 2da files to add a new appearance option when starting up and apply the c_drdprot.mdl + mdx files for its model and set its race to 5 making the game register it as a droid (if I, of course, set "forpc" to 1). Perhaps this might work? -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
I've searched for a while and looked through KOTOR Tool through my savegames but can only find RES files and not UTC files for the PC. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
Ah right yeah, I see what you mean now my bad. I'll look into that and tell you how it goes. -
Is there a way to assign a different race to the Player Character?
Jike replied to Jike's topic in General Kotor/TSL Modding
I've looked around a bit in google and searched through "BIFs -> Templates -> Blueprint, Character" but I kind find anything about a UTC file for the PC. Perhaps I'm missing something. I was thinking that it'd be perhaps similar to if you added a custom party member but after doing some research I'm not so sure anymore. -
So to expand on the title, I'm trying to make Revan from a human to a droid and so far I re-assigned his model, the portrait, sound set and class to the appropriate droid-related things however the inventory is an issue and is likely either hard to change or impossible to change. I'd like to know if I can change his inventory from a human inventory (so he can equip implants and human armour and such) to a droid inventory such as HK's or T3's (so he can equip droid armour and upgrades and the likes). Is this at all possible and if so, how would I got about doing it? I've included some images of a "human inventory" and a "droid inventory" in case my wording was strange.
-
Thank you so much! I did everything you suggested and it worked. Would never have thought of that myself. I genuinely can't thank you enough.
-
I've been trying to figure out this one script for the past few hours now for kotor 1. I've created a basic conversation with a custom NPC in which the player talks to the NPC, and the NPC offers to take the PC somewhere. The player has the choice to either accept or decline. Upon accepting the PC is supposed to be warped to another module, this is where I'm stuck. I've set a script to fire upon the agreement dialogue ending and nothing seems to happen. I'm not very good at scripting as of yet, since I've just started doing it for kotor. I spent a good few minutes reading this whole thread to see what I find, and used what seemed to be relevant, and this is what I've got as a script so far: void main(){ SetGlobalBoolean("EH_WARP", TRUE); StartNewModule("tat_m17mg"); } I've noticed also that when I try and compile my scripts, a message comes up stating that it was "Unable to open input file 'C:\Users\USER\Desktop\kotor modding\mods\dan_m13_2\k_dan_swoop.ncs". So I don't know if maybe this has something to do with it.