• Content Count

  • Joined

  • Last visited

  • Days Won


ebmar last won the day on August 17

ebmar had the most liked content!

Community Reputation

647 Jedi Grand Master

About ebmar

  • Rank
    Coffee Drinking Jedi

Recent Profile Visitors

11,121 profile views
  1. Thank you for the heads-up! Nice and useful information to have there. I will surely take a considerate look on that, and see if I can make it works. Update: yup! Using local token #22 from stringtokens.2da proven to be working, @Salk. Therefore, I have this on the TLK string - I am no longer <him/her> now. Nice catch on that, and thanks again. It certainly does. It will prove useful in the long run [of modding journey].
  2. Ah! You're right. My logic was broken I thought the Script in the DLG fires soon as it was shown on screen, hahah. Again, thanks - as things are clear now. Much appreciated. Update: Eureka! @DarthParametric. The script works! I set the custom token value to 434, and do a search-and-find to the TLK for same instance. There are none apparently, though I hope there's no undetected LocalString 1 on my end that sneakily uses it, hahah.
  3. Thank you for the insight! Much appreciated. It is nice to know that there is a workaround for that, and looked to be very helpful in the long run. And a question follows; where the script should fires? Is it on the relevant node where the <customtoken> takes place?
  4. Greetings, fellow Jedi! Hope you all doing fine. We know there's a thing like <FullName> in the K1's TLK, which makes a conversation/DLG checks the [custom] name of our main character and I wonder; is there a similar function which checks our PC's gender preference? Let's say, if I play as a male character and make a string in the TLK that reads - I am no longer <XYZ> now. it would shown as - I am no longer him now. in-game. Is it possible to do that in K1? Many thanks for considering this, and may the Force be with you.
  5. That looks astonishing! I'm a fan of the said artwork, and is looking very forwards to this particular project you made. And yeah, that new haircut looks 🔥 on Juhani! Second what DP had pointed-out there, that's a good one. Apparently it does. There is a (dangly) Hair meshes with Juhani's head model/p_juhanih. Her hair does dangly in game, though further improvement may have been required. I like what I have seen so far, though you may as well have had aware of this that having her body texture a necklace collar [something slave Bastila/P_BastilaBAS01 has] seem to be a good idea to bridge the head with the torso. In addition to enhance the appearance [and to interpret CH's Juhani very closely] it would also cover the seam around her neck. Also having shadows and highlights on her pants would do nicely, but that is something for a closing-end.
  6. Thank you for brought the topics up! I have been fiddling with the sitting NPC placeables recently and stumbled to the exact problems as yours - I am thankful for this. Much thanks for the insight! They works for me. Anyway, about this - I've found the alternative that is as effective but with less effort as we don't have to inject or reconstruct the module's OnEnter. We can use the NPC placeables' OnHeartbeat to signal the sitting animation with something like this - //::////////////////////////////////////////////////////////////// //:: Sitting and Drinking Animation for NPC Placeables //::////////////////////////////////////////////////////////////// /* Fired by NPC placeables' *OnHeartbeat* for them to routinely does the *sitting and drinking* animation. */ //::////////////////////////////////////////////////////////////// //:: Constructed By: ebmar //:: Constructed On: November 12, 2019 //::////////////////////////////////////////////////////////////// void main() { // Play the looping *sitting and drinking* animation with the NPC placeables PlayAnimation(ANIMATION_PLACEABLE_ANIMLOOP02); } I have found no issue so far using that, as far as the sitting animation does looping forever - uninterrupted.
  7. Thank you for the insight. And woah - - that must be it! It must be the wandering creatures inside the room that triggers the conversation instead of the intended PC, because I didn't do the additional check with my initial attempt [and didn't thought of that possibility to be fair, lol]. Just realized it by now, thanks! Thanks for the input! Yeah, I did the latter which is destroying the trigger in a relevant node. Appreciate the elaboration of that two alternative options. Both are not something that I often practiced to, but I'll take a considerate look unto them.
  8. Entry #10: Trigger's ScriptOnEnter x GetEnteringObject Took two days for me to figure this out, lol - So, with a trigger's ScriptOnEnter that has ActionStartConversation, ones should always has GetEnteringObject with the script, something like - // Participants object oDLGOwner = GetObjectByTag("DLGOwner"); // Declared Functions object oEntering = GetEnteringObject(); // Checks if the player is entering the trigger if(GetIsPC(oEntering)) { // Starts the conversation AssignCommand(oDLGOwner, ActionStartConversation(GetFirstPC(), "DLGString")); } Otherwise, the conversation will sometimes triggered at random points of the area/module. Either it doesn't at all, the other chance it does as intended or most of the times it triggered like 100 meters away from the geometry. Thought at first that ScriptOnEnter does checks if something enters the trigger and appropriately calls the included commands, which apparently it doesn't.
  9. Greetings, Mod's Author! Does the K-X12a Battle Droid/jc2_loldroid.utc meant to have some conversation with it? 'Cause it looks like it as jc2droidcon is referred on its Conversation. The issue is the required DLG is nowhere to be found in the mod's package, either in the module/stronghold.mod or Override install directory. Much thanks for considering this.
  10. Thanks to DP for elaborating. Anyway, I use - envmaptexture mycube for the environment map. Therefore, to have a similar effects with what's in the mod that's the parameter you want in your TXI. Thank you for the heads-up! I'd greatly appreciate that, especially if your fellow friend could upscale the vanilla female version. It needed that the most, hahah.
  11. I see someone has been playing a lot with the mainmenu.gui lately, hahah.
  12. Darth Malak just got kicked out of the main menu with this awesome new-release mod by @DarthParametric - Though what I used as seen in the screenshot is the custom stripped-off 4:3 version of it [the Version D - Visor Glow option]. Conclusively, I loved the way Revan shown in the main menu, as I personally feels it blends really well with the surroundings. Another dreams come true!
  13. Midst playthrough I decided to work on something for Loremaster Gjarshi, at least to make him somehow bit of distinctive compared to the other [Black] Rakatans inside the Black Rakatans Settlement. I might release it as one of the Legends installment. The One will also have his appearance altered. The main reason to have them wearing white clothing is no other than for variation. As black in Black Rakatan refers to their skin color, as the Loremaster himself told us - - Appears also in the screenshot is DeadMan's Quarterstaff Replacement Pack.