CapitaineSpoque
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10 Jedi PadawanAbout CapitaineSpoque
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I tried to install your files into the Turret module but it didnt fix anything. So the 2 mods seem incompatible, maybe there is something here : - Your mod works just as Vanilla, there is the Bastila dialogue before landing to Dantooine. - With the banter mod, the cutscene displays first, and then the dialog occurs. I don't really know if it's fixable ^^
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Well thank you for your insights. Im gonna experiment myself and tell you about the results. I think this is the mod im talking about. EDIT = I tried your mod on a fresh install of the game, it worked perfectly. So i tried with both Banter mod and your mod, and the bug occured. This is due to the fact that the banter dialog occurs instead of the dialog that plays before arriving to Dantooine.
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A lot of mods actually. I have the mod that makes party banters inside the Ebon Hawk, the only one i could think could interact. If i delete the stuntdth3,4,6 and 7 scripts, the cutscene display normally. With any of them i encounter the problem. I could try to install them directly to the ebon hawk module, maybe dropping them to override causes interactions ? Otherwise, after the Dantooine landing and all, everything works fine. Even if i have a dogfight traveling to Dantooine, the cutscene displays fine and i still get the money for everything + i get the item related to this fact.
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Hi there ! I tried this out with a save prior to the dog fight in Taris, in Davik Estate. Once the dogfight is over, it does not display the dantooine cutscene. Then i spawn on the hawk with the space layout, and Dantooine as the only map on the galaxy map. If i try to click on Dantooine, it exits the galaxy map. Then if i exit the ebon hawk through the back, it warps me into Dantooine module normally and i still gets the items. Is this supposed to happend?
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Help Scripting K1 Explosive
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
So i tested your version of the script, it works flawlessly. It might be because of how i formated, or because of the conditional i couldnt get around with. Anyway thank you very much for your fast insights, im gonna do more extensive testing + compare the different codes and try to figure this out by myself. -
Help Scripting K1 Explosive
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Indeed, it will fire "OnDeath" basically. I will try your version of the script. As i said, when i previously removed the !GetIsNeutral from the basic script, the damages looped infinitely until the first target is down (even if i have 10k Health Points). -
Help Scripting K1 Explosive
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
"Well for starters, your script formatting is completely broken." Ho well, i copied most of the code from the K_sup_grenade.nss (or K_inc i dont remember). "What exactly are you trying to do?" I want a placeable (lets say, a Malfunctionning Mine, as there is a trap model) which explodes (deals damage once to any target in the area, whatever the faction, just like a grenade) upon being destroye (bashed). Here is a showcase from my current script so you can better understand : https://www.youtube.com/watch?v=R48vxlVrjkE -
Hi there, I pulled out a script to get an explosive effect/damage similar to grenades. My goal is to have some destructible placeables that does this upon being destroyed. It works pretty fine, however there is a problem related to factions. Here is my script : int GetReflexSavingThrow(object oTarget); void main () { int nDamage; int nDC; int nDCCheck; object oTarget; int nVFX; { ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044), GetLocation(OBJECT_SELF)); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(3003), GetLocation(OBJECT_SELF)); nDamage = 60; nDC = 15; effect ePush = EffectForcePushTargeted(GetSpellTargetLocation()); oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetLocation(OBJECT_SELF)); while(GetIsObjectValid(oTarget)) { if(!GetIsFriend(oTarget)||!GetIsNeutral(oTarget)||!GetIsEnemy(oTarget)) { nDCCheck = nDC; nDCCheck -= GetReflexSavingThrow(oTarget); if(!ReflexSave(oTarget, nDCCheck, SAVING_THROW_TYPE_NONE)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), oTarget); } else { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage/2, DAMAGE_TYPE_PIERCING), oTarget); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePush, oTarget, 0.1); } oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetLocation(OBJECT_SELF)); } } } If i clear the "If(GetIsNeutral)" from the basic script, the damages loop infinitely. With my actual script, it does deal damages to any factions, but the damages can bounce back to a different faction each time, so it can bounce back infinitely until 1 target from a different faction is down. I don't really know what is wrong here, i just wish to apply the damages once to every type of factions. Ty,
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View File Merged Visor Models - Modder's ressource This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models. Submitter CapitaineSpoque Submitted 05/23/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
50 downloads
This mod is a modder's ressource, it does not introduce any item into the game, there is not item sheet related to the models, there is no custom skin for the models. Description and content This mod packs 71 mask model variants, merging the vanilla visors from the game as best as possible. Every models bear the vanilla textures and should not conflict with any items in game. There is no icons provided. Every models are referenced in a specific folder and inside the folder is a .Jpg that you can open to display the model. I packed every vanilla textures for the masks as an additional folder. How to use this Here is my video tutorial about modeling, very basic but it might help you out : Basic model merging and editing tutorial - You can make them a brand new items in game, modifying the model variation and adding a custom icon. - You can make customized skins with the provided textures, by modifying the texture names related to the models using Blender or other softwares. - You can use them, either to make them placeables, or add them to npc models using Blender or other softwares. - Anything that comes to your mind if you have the abilities ! Feel free to use anything from this mod, this is extracted from the base game and this is my own edits. Just credit me somewhere. Disclaimers - I tried to make sure every geometry pieces from every masks had unique names, so they shouldnt conflict with anything and between each other at 95%. However, this is a lot of visors and i might have forgotten some, so it might be useful to double check before using one with Blender. - My modeling abilities are limited, so be forgiving about the models i pulled out. I tried my best so they look as fine as possible in game, but there might be some clipping or other visual artifacts i may have missed. - I do not know how animations and animation roots work, so there might be something wrong here even though everything display fine in game still. Credits Every kotor members that helped me during the modding journey. Bioware for their work and base game models. -
Hi there ! I accidentally fixed the weapon shadows ! I wanted to introduce white skins for the vibroblade/vibrosword models. I converted the models into ascii with Mdlops, then changed manually the rows referring to weapon / skin for my own skins. When i converted back the ascii file into .mdl it displayed perfectly. Additionnaly i edited Alpha channel to delete texture transparency, but i don't know if it has any impact. Gonna come back here trying to fix the other models for myself and tell you how well it went.