spideyseth

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Everything posted by spideyseth

  1. As in transfer them to the other characters skeleton? Yeah it isn't for modding it's moreso for just using the model for machinima. How exactly would I copy them, if you don't mind me asking? To the other skeleton that is?
  2. So your saying I have to find the supermodel itself and then take the animations from there? In order to use them for the regular character models?
  3. I used the latest version of Kotor Blender and for some strange reason the models I've extracted don't have animations. To extract them I also used the reone tool but for some reason there's no animations in the animation tab. Why is this? And if possible how do I extract said animations?
  4. 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?
  5. 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!
  6. 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.
  7. 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?
  8. 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); }
  9. I believe I figured out the problem thanks for the help. I was mixing up the tag with resref ID thing.
  10. 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?
  11. I actually didn't put any text in responses, it gets the first entry to play but the reply ends the conversation.
  12. 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?
  13. 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
  14. 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.
  15. 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?
  16. 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.
  17. 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.
  18. 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.
  19. Yeah, I chose to use TSL instead because of that factor since so many people on the forums talked about it. Thanks for the quick response. I found some stuff in the animatons.2da file of interest but the problem is I can't seem to find any dialogue with scripts that pertain to my problem.
  20. I know many different people have asked this question, but how do you create a Lightsaber duel or blaster fight in dialogue files via scripting in a controlled manner. When I say this I mean choosing the NPC's attacks like force lightning or flurry. Thanks in advance.
  21. Thanks for helping it worked perfectly!
  22. I am trying to create my own placeable console like the ones you can find in Kotor 1. I linked some dialogue to it but the problem is the dialogue isn't executing when I click the console in game.
  23. Hmm, interesting I've used blender and the like before. So that might be an option. Out of curiosity what should I look for exactly in terms of the tutorials if you were to narrow it down? I would prefer in-game as I've fiddled with 3d stuff before and it's very tedious. The biggest thing I'm most curious about are the random walking or fighting scene
  24. Thanks I'm relatively new here nice to see people respond so quickly!
  25. Kotor machinima has been popping up recently. I know how to use kotor tool and script with I just would like someone to point me in the right direction as to how it could be done? How would fight scenes or walking scenes or unique dialogue scenes be done? Example: