
spideyseth
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Last thing I want to ask is how to delay the conversation while they are fighting because it instantly exits the dialogue when they fight?
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Fixed the problem it was holocron toolset that was the issue I compiled the scripts there but then I switched to kotor scripting tool and it worked!
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Double checked yeah there correct it has to be something with the script syntax wise then. Or do you think its an issue with the module? Since its cloned via the holocron toolset.
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I changed the code but they still are doing the same thing. I forgot to mention this is in a cloned module so maybe that has something to do with it? void main() { object roland = GetObjectByTag("n_roland", 0); object oron = GetObjectByTag("orontag", 0); ChangeToStandardFaction(roland, STANDARD_FACTION_PREDATOR); ChangeToStandardFaction(oron, STANDARD_FACTION_PREY); } Or maybe I messed up with the syntax or something?
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I'm attempting to script a fight scene between two npc's in a dlg file. The npcs don't fight, however and the screen just vibrates for no reason and they just stare at each other. Here is my source script: void main() { object roland = GetObjectByTag("n_roland", 0); object oron = GetObjectByTag("orontag", 0); ChangeToStandardFaction(roland, 2); ChangeToStandardFaction(oron, 4); }
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I believe I figured out the problem thanks for the help. I was mixing up the tag with resref ID thing.
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I recreated the dialogue in DLGEditor which still ended up the same. I am curious, what do you think the problem with the structure is?
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I actually didn't put any text in responses, it gets the first entry to play but the reply ends the conversation.
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I fixed that problem, but my only issue is how do I continue the conversation without player responses at all like the cutscenes in the normal game?
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I've been trying to create dialogue between two npc's without player responses, but for some reason the dialogue skips every time I click the npc who was the dialogue file on him. Keep in mind I've been using the holocron toolset's dialogue editor. I've attached the file and am curious to see what I'm doing wrong. fight.dlg
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Module issues with holocron tool set
spideyseth replied to spideyseth's topic in General Kotor/TSL Modding
Thanks for info, I did use clone module which seems like it could use an update. Fixed it by just reusing the original modules .VIS file. -
I save the GIT for a new .mod file using the leviathans bridge and for some reason it didn't spawn me at my start location waypoint and all the area's where door's used to be are black voids that can still be walked through normally but look really weird. What should I do to fix the problem?
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True, It just shows that devs are far superior at making creation tools for there projects and I wish Kotor had developer made tools instead. I am grateful though that there's at least someone trying to make them in the community.
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I've been modding Kotor for years, but stuff like Kotor tool in my opinion are absolutely some of the worst tools I've ever used. It was good for the time but I will never go back to it even if it's helpful, but thanks for the response.
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To preface, whenever I create a .mod file with a git/are/ifo/vis/pathfile with nothing else remaining inside from an existing module like the Telos hangar from Kotor 2 and open it in the 3D module editor, the screen is white and displays no models but will sometimes flicker and show the waypoints and cameras but no level model is visible.