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eNoodles last won the day on July 27

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22 Jedi Padawan

About eNoodles

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  1. Eh, you never know, sometimes people make stuff for themselves and forget to release it (yours truly comes to mind). @Stormie97 In that case, start a new thread if you're really interested.
  2. GetPartyMemberByIndex() doesn't work?

    Had the worst night ever scripting a little cutscene (so many bugs and limitations+my unorganization), and was wondering why my party members weren't doing anything. Tried using GetObjectByTag for the specific companions I had and everything worked...

    So is GetPartyMemberByIndex the problem? What alternative is there?

    1. Show previous comments  4 more
    2. JCarter426


      That's strange, but it really wouldn't surprise me if those functions don't work in cutscenes. GetPartyMemberByIndex() I know relies on whom you're controlling (like when you switch control to use Trask to open the door) and you quite possibly aren't "controlling" anybody in a cutscene. I would've thought GetNexPC() wouldn't have that issue but perhaps not.

      Here's something else to try:

      object oPC = GetFirstPC();
      object oPM1 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, 
                    PLAYER_CHAR_NOT_PC, oPC, 1, -1, -1, -1, -1);
      object oPM2 = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, 
                    PLAYER_CHAR_NOT_PC, oPC, 2, -1, -1, -1, -1);


    3. eNoodles


      That works! Thanks

    4. JCarter426


      Cool. Funny that such a roundabout method was needed, but good to know.

  3. Oof I'd suggest PM-ing DP to see if anyone took up the reskinning job.
  4. eNoodles

    K1 Republic Armor?

  5. eNoodles

    [KotOR1] Alterations to the Sith tracker trio(s)

    We've already have the dialogue we want, just waiting for VO. Thanks for sharing your thoughts, though.
  6. eNoodles

    TSL DLG VO clarification

    Thanks soo much JC. That was very helpful
  7. So I wanted to clarify the way VO works in TSL. As I know in K1 dlg files, "VO_resref" is for the .lip file for lip sync, and "Sound" is for the compressed wav file. However, in TSL dlg files the Sound field is almost always empty. There is always something in the VO_resref field, and, in most cases, you can search for that name in the StreamVoices folder and find a wav file of the same name. You can also find the corresponding .lip file in the .mods from the "lip" folder. But in a lot of cases, you cannot find a wav file with the name you see in VO_resref. I'm curious why the Sound field is empty in most of the TSL dlgs, how it even works, and most importantly- where can I find voice over wav-s if they aren't in the StreamVoices folder? Are they inaccessible? Why is this so much more complicated than in K1? For example- "351g0t0temp010" is neither in the StreamVoices folder, nor in 351NAR_loc.mod. (this is a random example btw)
  8. eNoodles

    K1 Republic Armor?

    I have a feeling it would be misread by the game when loaded.
  9. eNoodles

    K1 Republic Armor?

    Uh, can items have their own spawn scripts? There isn't an option in the KT UTI editor, but I'm not sure if it would work if you added in a new field with K-GFF. Probably not, but what do I know... Anyway, if it was a mod that had it's own specific way of allowing the play to obtain the new item, yes, I see your point.
  10. eNoodles

    K1 Republic Armor?

    Yes, but if someone else made a similar mod that utilizes the on-spawn script, it would overwrite the previous modified spawn script. If you were using the same savegame you'd already have the other disguise that was previously spawned, no issues there, but if you went on a different savegame you wouldn't be able to spawn that older disguise in, since the spawn script would be overwritten by the new mod. Anyway, let's stop arguing about how useful this mod would be. It's probably not gonna happen anytime soon, and, as JC said, people aren't exactly lining up with new armor models.
  11. eNoodles

    K1 Republic Armor?

    Right, but they'd still conflict with each other, wouldn't they? I mean, you could assign them to different spawn scripts, but that's just unorganized, don't you think?
  12. eNoodles

    K1 Republic Armor?

    No, but like you said, you'd have to add separate rows for all the different heads and genders. And it wouldn't support custom heads unless compatibility was manually added. You'd also have to create your own heartbeat script, which would conflict with similar mods. A universal system would simply that process.
  13. eNoodles

    K1 Republic Armor?

    Ok, I finally understand. If you could (theoretically) make a universal system that's integrated into the heartbeat script and can somehow check for custom armors (maybe a specific prefix for the resref/tag or something), and then do the head duplication method, as well as check for various factors such as gender, then that would greatly simplify adding new custom armor models into the game. But boy would that be a lot of work.
  14. eNoodles

    K1 Republic Armor?

    But wouldn't you be replacing the model for a whole class of armors? And if you went the disguise route, you'd either have to have a full body armor or some default head. I'm confused now, what is even the point of JC's script if you say it's all possible anyway?
  15. eNoodles

    K1 Republic Armor?

    But wouldn't we able to assign new custom models to that new appearance.2da row, then using JC's script assign our player heads to that disguise (while we have it equipped), and ultimately achieve a new armor model with our head attached to it? Which would remove the limitations of armor classes using the same models... Wouldn't this make creating new armors with custom models much easier and more compatible with existing armors?