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Everything posted by CapitaineSpoque
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[K1] Pulling out a female rodian model
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Hum this is the one you introduced with the diversified jedis on star forge right? -
[K1] Pulling out a female rodian model
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Thank you very much for this i'm gonna try this out today. EDIT = It works well ty. I'm gonna try to reduce the hand/head size in the following days/weeks and see how it goes. -
[K1] Pulling out a female rodian model
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
No worries, you've pulled out a very fair amount of modding content for both games. Ty for your answer, i'm still new to all of this but i'm gonna try to do my best with your advices. -
Hi there! I am trying to add as much appearances as possible to K1, and I saw this awesome mod by DarthParametric that adds a female rodian npc model to TSL : I tried to convert this work to K1, but the model just bugs out. So I figured i would do this myself, inspired by DP's work. So via Blender, I used the PFBBS model as a base just like him (the female scoundrel model), I deleted the human hands from the left and right arms. Then, I replaced both hand geometry + the neck geometry in the scoundrel cutscene dummy with the ones from the N_Rodian model. Then i deleted the arm/forearm from the rodian arms to keep only the hands, and i moved them from the rodian model to the scoundrel model. I did the same for the head model from the rodian to the scoundrel model. I of course changed the supermodel from the scoundrel model from S_Female03 by N_Rodian to have the animations. Until this part, everything is doing kinda fine. Now the part where i struggle is to rescale and reposition the hands and the head, because they're too big and they're not located at the right place. I linked both screens, this is the result in Blender and in game. So as you can see i still need to move + rescale the head, both the model and from the cutscene dummy, and same for the hands. If someone has any insights about this, because atm everything i've tried lead to cursed results. Ty!
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View File Commoner's texture pack v1.0 This mod is a modder's ressource, nothing will be introduced in game. Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things. TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males. I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms. The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality. You can use anything from this pack as long as you credit myself and ShiningRedHD. Submitter CapitaineSpoque Submitted 12/19/2024 Category Modder's Resources
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Version 1.0.0
60 downloads
This mod is a modder's ressource, nothing will be introduced in game. Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things. TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males. I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms. The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality. You can use anything from this pack as long as you credit myself and ShiningRedHD. -
Hi there ! Sorry mb it's me i don't understand the Jedi Warden thing ? Is this a K2 feat ? So yesterday i released a proper trailer for the work in progress for the Endar Spire section. My goal with the mod is to apply more or less the same philosophy to every locations of the game in the very long run. This work would not be possible without the authors credited in this video and in the video's description. I do not want to release the alpha build without any proper content to go alongside it, and the Endar Spire will be the first piece. I am looking forward to complete the crystal cave aswell and revise most of the weapons until Dantooine. I'd love to cover the entierty of Taris, but its going to take a lot more time, so the Alpha build will release before this. Once the alpha build is released, i'm gonna delete this threat and open the proper one.
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Hi there ! I am thinking about fractioning the work into smaller mods you could install seperately from the complete thing. But one step at a time ! I'm preparing a discord server to properly receive feedback, and i'm looking forward to an alpha build release. A lot of changes happend to the base game scripts also, and I did not extensively playtested this myself (only for a couple hours of gameplay on Taris). In the meantime, i'll keep posting some other videos regarding companions and things. Today I covered Jedi Guardian and force powers.
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Coming back to this topic ! I did not achieve my complete ambition for the crystal cave unfortunately (but I learnt many, many valuable things !). Atm, i will stick to few Duros and Mandalorians, gonna see if i can make custom mandalorian breathing mask models aswell. Taking step forward toward my main project, the Kotor Expansion Pack. I needed to redo most of the classes, force powers and companions. I figured I would start with this, and then add content upon this. Here is my first showcase for this huge project, i'm gonna shutdown this thread and create a proper one for the Kotor Expansion Pack in due time, displaying the entire content for this thing and the complete credits list for authorized content by other modders. This will basically be the all in one pack containing my entire content, and some quality of life content.
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Allright, I settled down on my scenario idea for the unused room : A lonely Duros scientist would be working there, the kinrath would not attack him (an idea i borrowed from TSL). He is held hostage by Sherruck and extract crystals for him, but he would initially introduce himself as a biologist. I already managed to script random patterns for him to perform in the cave when he does not talk to you (working on a bench, checking the caged kinrath, working on a metalbox, grabing food on the ground near the firepit), his heartbeat turns off when you converse, so nothing wrong here. The duros lines would bear TSL voicelines, just for the extra variety value. Right now i am working on an absolutely extensive dialog tree (at least, this is the first one i do, and i feel it is ambitious) with a new quest, numerous options and outcomes : - You have to gather clues to make the duros spit the truth. - The gameplay ideas. - The outcomes. I located some Canderous lines i can reuse to make him speak a bit during the conversation, as he is a mandalorian it is fitting. At some point i would need to bring some lines for the other companions aswell, at least 1 or 2 to bring life to the whole encounter. I am starting to mess around with the global variables, various checks, scripts and stuff ... The ammount of work is tremendous. The dialog tree is very hard to pull out, i have most of the lines written, but now i need to compile everything into the single dialog file. After that, i would need to introduce him on manaan with on_enter script in the desired module. This is absolutely my main project at the moment, and i will not work on something else until this is done. Its going to take a while, but i feel it is achievable ! So excited to display a final result some day. My only next update on this thread before finishing the project will be : A video showcase for the whole scripting random behaviour part on this post, and some of the dialog lines/outcomes. After that, i won't post until i have my finished and polished product - An extra idea for the road.
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Feeling more confident about my abilities, i am starting my Kotor Expansion Pack project (basically new content/modules for k1 imported from k2) with this small piece. Starting small, but its a start : The crystal cave from k2 has been imported to replace the K1 crystal cave (i wish to bring the default crystal cave module to korriban). I fixed the placeables (the water drips were off in TSL originally for instance), i edited the sound to be a mix between k1 and k2 (there will now be TSL ambient music) and fixed some sounds misplaced originally (waterdrips again, 2 waterflow sounds in a middle of a corridor). I ported the entire crystals loot from k1 so no differences, i made every kinrath eggs bashable tho. I kept some rubbles here and there from k2. Not visible in the video but i brought my own placeables (few rocks, corpses, bees around the corpses ...). The dead mando is among the other corpses. Every corridor has a dedicated patrolling unit, to give a bit more life to the module. Kinraths have unique ranks, appearances and damages/effects. The kinrath hive is bigger (i decided to reduce my original edit, it works great now with the vanilla red skin), and if you attack the hive the whole nest comes at her location (the chaos is fun ! But i need to tweak this. Maybe call only the stronger units AKA Vipers/Stalkers). I still need to fill the last unused room, i think about mando / duros smugglers, extracting the crystals to sell them, but i dont know where to go yet. I think im gonna release a version with light edits to the unused room (place some corpses/kinrath or anything) and comes back there later. Got the Duros breathing mask head for the smuggler encounter.
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Felt like posting for this new project, bringing some Halo weapons to the game. Got some licensed models with high quality. I edited the textures to bring reflection, models to bring some bright where needed, played with aurora lights to bring dynamic lightings, i also experimented with JC's blaster visual effect models to make the projectiles similar to what's in Halo. I am very proud for the Needler especially. I also added lots of sounds extracted from my master chief collection to the custom ammunitions / melee sounds. I tried to implement them in game in a Lore friendly way. The rakatan faction will use some ancient curveblade, and The One will wield the energy sword aswell. Finally, i played with the upgrade property. So now the energy sword and the needler are the only crystal upgradeable melee / ranged weapons (so cool for the needler especially, fits the weapon perfectly). Needler Plasma pistol and rifle Energy sword and spiker At some point, i would like to add the Needler needle as a new upgrade crystal for the lightsabers. Also, make the color customisation possible for the energy sword with color crystals, and doing scripts like the crossguard lightsabers to make T3 bind or unbind crystals to the base hilt.
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View File K1 Severed arm male body model - Modder's ressource Description This mod is a modder's ressource, and will not include anything in game. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture. Atm the textures are low res, im gonna update this someday, at least to 2048x1024. Video showcase for the ressource Disclaimer : There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. Submitter CapitaineSpoque Submitted 10/03/2024 Category Modder's Resources
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View File Kel Dor severed arm model - Modder's ressource Description This mod is a modder's ressource, and will not include anything in game. Thx to @DarthParametric kel dor modder's ressource, this mod is possible. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048. Video showcase Disclaimer : There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. - The "No animation jaw" folder contains the head model without the jaw animation. - The "base texture" folder contains the texture with only bao dur arm and default kel dor hand. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. Submitter CapitaineSpoque Submitted 10/05/2024 Category Knights of The Old Republic
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Version 1.0.0
10 downloads
Description This mod is a modder's ressource, and will not include anything in game. Thx to @DarthParametric kel dor modder's ressource, this mod is possible. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely kel dor appearance/head, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell) because the uv maps are different from vanilla models. They are 2048x2048. Video showcase Disclaimer : There are few combat animation glitches, the weapon in the right hand will be slightly off, the robot arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. The default head has jaw animation, but theyre a bit too much imo. I couldnt fix it, so i provided a head model without the jaw animation in the ressources. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. - The "No animation jaw" folder contains the head model without the jaw animation. - The "base texture" folder contains the texture with only bao dur arm and default kel dor hand. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. -
Version 1.0.0
12 downloads
Description This mod is a modder's ressource, and will not include anything in game. I was unhappy with Bao dur's models animations while porting him into k1. I figured i would scrap the arm and tie it to a scout model, which bear the same size properties. This ressource contains a completely new male body appearance, with bao dur severed/robotic arm, bao dur animation as unarmed to see the model in action, and complete support for all the vanilla items in the game. You can tie any head to the model aswell. So you can do a lot of thing with this, make a new playable character or bring new npc appearances. The textures provided only cover vanilla + some extras (as i use my override folder, i have few modder textures i provided aswell). They are 1024x512 to allow the arm uv mapping into a single texture. Atm the textures are low res, im gonna update this someday, at least to 2048x1024. Video showcase for the ressource Disclaimer : There are few combat animation glitches, the arm is not totally under the gun for rifles for instance, or is not "exactly" at the perfect position for dual hand melee weapons. There is clipping with heavy armors especially. Otherwise after playtesting everything else seems fine. Some armor textures have conflicted properties with .txi. When cm_bright was applied, i deleted alpha channel to the arm so the armor keeps the original effect, but the arm metal won't be reflective. I deleted alpha channels for robes to deal with transparency/metal reflection. I provided the unedited textures aswell. Obviously models have unique names to prevent conflict with other vanilla models in game and between each other. Installation and how are the files ordered : - The folder "Add the appearance" contains an executable that will add everything to your game override and create a single new appearance row in appearance.2da that bears the mullet man head and white skin. You can manually change the head inside appearance.2da if you wish to, this is a ready to go install and you simply have to give the appearance to npcs or anything. The black/asian skins are located in the ressources folder/underwear. - The folder "ressources" contains everything related to the mod itself (body models and textures). The textures contained within the base appearance folders (robes, clothing, armors ...) are unedited, which mean there will be bad interactions regarding alpha layers and .txi i attributed. - The "edited textures" folder contain my ready to go texture, i edited the alpha layers there so maybe you prefer tweaking the base textures. - The "supermodel" folder contains Baodur base model/textures (you can use it if you want to) and contains the animation information to perform the unarmed attack. I tied every models to baodur base one as a supermodel to allow the custom attack animation. If you want to get rid of this, simply change every model's supermodel to s_female02. - The texture for bao dur arm is provided aswell in a single folder. Credit: @DarthParametric, i totally stole his entire process to make Kel dor models possible via his modder's ressource. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use my work, just a simple credit. -
Ye ik something was not right with the jaw weight or something, tbh i didnt test this out extensively. I could strip the head manually from the diversity mod, or manually "fix" the animations, gonna ask DP at some point after some proper play test. Ty for pointing this out. EDIT So i tried to fix the jaw / respiratory mask animation, using skin weight. I didnt manage to do anything good. It is okay without the animation, but even a very slight movment would be welcome tho. I figured out how to edit uv maps, mostly looking at DarthParametric's Kel Dor ressource. So now i can blend the bao dur arm + the separate model into a single texture. So it shoud cause less memory leaks, and it allows the whole clothings/armor/robes customisation. Atm working on these things : - Fixing the low res textures for armors/clothings (im gonna bring this to 1024x2048 and 2048x4096) and some model artifacts (especially hands) for the whole Kel Dor modder's ressource. There are also some uv mapping errors i need to correct after playtesting. Bring a basic texture to the hand model for every textures. Done ! The playable Kel Dor mod is out with a severed arm variant ! - Bringing the entire Bao Dur body model to k1, apply the arm texture with the same process as DP's Kel Dor ressource through uv editing to every armors/robes (grabbed his heavy model mod btw but gotta do my own thing for the jedi robes). Done !! So now every vanilla appearances are supported with full armor robes clothing customisation. I took the scout as a base model, because it had the same animation property for Bao Dur. I made the fist animation from Bao Dur the unarmed melee attack with the model, so we can see bao dur arm in action. I will release this as a modder's ressource soon. You can check the result here : Body model final result - Finally, doing my own model blending the Kel Dor and the Bao Dur arm, and basically do the same process for the textures + apply uv maps. Done aswell ! I fixed the uv maps for the kel dor model, fixed some missing parts for the armors also, and brought some nice 2048x2048 textures. The final result is pretty good ! The only thing is that there is something a bit wrong with the weapon placement in the kel dor hand from the modder's ressource, the only thing left to correct. You can check the result here : Kel Dor severed arm I can't wait to bring my Kel Dor veteran with the close combat feat to give ! Now i feel like adding him as a playable character if Juhani is not in the party, would be great. Making new model variations is so exciting, so many customisation options are possible ! Im gonna go back to extracting some alien heads, maybe try to get some rodian hands working to match the head.
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Help scripting training ground K1
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Thank you very much im gonna try things out EDIT = So thx to you i'm on the right track. however : the even "spell cast at" only works for spell casted on the target right ? If i wish to check if the player self casted spells or buff, i may need something else ? Like check at the end of the combat round (1003) if the player has a spell (GetHasSpellEffect()) ? But i would need to fill the int for the spell right ? Or maybe i can try to get an even spell cast at but not directed toward the creature but the pc ? -
Hi there ! So the plan is to introduce a new npc "trainer", that will teach and grant hand to hand combat feat in k1. There would be some fights to win, with rules, similar to handmaidens sparring on Telos/Ebon Hawk. How i'm going to pull this out : - The hand to hand combat feat is a hidden item in the character sheet, that works only when unarmed. The item in itself provides the feat. The idea would be to destroy the previous item and create the new one through scripting. - Set a global variable in globalcat.2da to know the state of the training - Check PC level to be sufficient + global state for the training to fire the desired dialogs (training 1,2,3 ...) - As i can't set proper forfeit conditions, i decided to do something else. When the fight starts, a script strips the character from equipped items (besides our hidden items), the inventory and drops it to a a nearby footlocker. I set up a trigger in the .git with a script that fires OnExit, it would start a defeat dialog like "You can't run away". - I would set player character and sparing partner min1hp to true, so both cannot die. I got 3 questions : - Is it possible to check if the player use force power during the fight ? This is the only conditional left for my fighting rules - Regarding the script that fires OnExit for the trigger area, is it possible to fire a dialog option from a current dialog file, or do i need to make it a separate dialog ? - How to check if the player character or the sparring partner hit 1 hp, to properly fire the defeat/victory dialog ? Thanks,
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Kel Dor jedi general test Kel Dor model from modder's ressource, jedi general texture from an old mod (i can find the link back i think) So, as i want to give melee feats through scripting, i figured it would be cool to have some kind of "trainer(s)". I needed an alien, i figured a KelDor would do good for diversity. As a concept, he is a veteran from the mandalorian wars (hence the bao dur arm), teach the player about some "a jedi remains a jedi without his lightsaber" stuff, some lore about Malachor would be fancy. He would be on Dantooine somewhere with some students. Idk what could happend to him after Dantooine is bombed, maybe he flees to Manaan with some padawans. It would be incredible to have him as a recruitable character, however the bao dur arm wont fit for this unfortunately. I wish i could blend the bao dur arm texture with the armor/clothing textures.
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Not yet, i had one but i think i deleted it. I took the bald Rataki head from a redrob mod i think at the time. I'm really moving from one thing to another atm, its not a very long thing to do tho if you want the model as a ressource. Thank for the insights im gonna look into this ! Absolutely ! Another project i have in mind, aside from video modding tutorials, would be complete showcases from the best mods out there, with some tips about installations/incompatibilities and stuff. Idk much about mod builds made out there, or even mod installers, i kinda fell into the rabbit hole to find any little gem and do things by myself (ended up modding myself lmao), so is it really useful or not to do these kind of videos im not sure.
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[FIXED] Attribute damage effect script ?
CapitaineSpoque replied to CapitaineSpoque's topic in General Kotor/TSL Modding
Thx for the reply ! Gonna try things out. EDIT : So now the message displays properly with SendMessageToPc, i most likely mistargeted the thing, it works in the feedback now. Ty tho ! -
[FIXED] Attribute damage effect script ?
CapitaineSpoque posted a topic in General Kotor/TSL Modding
So i'm currently doing a Shock Arm for T3 that replicates the one from TSL. I wanted to try some variations. With this one i want to reduce wisdom attribute if the fortitude save is not passed by the target : // T3-M4 Shock arm // Modified stun droid script by ZobiZob // K1 #include "k_inc_force" void main () { object oTarget = GetSpellTargetObject(); effect eLink1; effect eInvalid; SWFP_HARMFUL = TRUE; int nDamage = (GetHitDice(OBJECT_SELF))/2; SWFP_DAMAGE = d6(nDamage); SWFP_DAMAGE_TYPE= DAMAGE_TYPE_ELECTRICAL; int DCSAVE = (5 + (GetHitDice(OBJECT_SELF))); eLink1 = EffectBeam(2066, OBJECT_SELF, BODY_NODE_HAND); eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_PRO_LIGHTNING_S)); effect eDamage; effect eAdamage = EffectAbilityDecrease(ABILITY_WISDOM, 1); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, fLightningDuration); if((FortitudeSave(oTarget, DCSAVE, 8, OBJECT_SELF)) == 0) { eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_ELECTRICAL); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAdamage, oTarget, 30.0); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); } else { eDamage = EffectDamage(SWFP_DAMAGE/2, DAMAGE_TYPE_ELECTRICAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); DisplayFeedBackText(oTarget, 2); } } However the attribute damage effect does not seem to be displayed in the feedback text in game.I tried to make a "SendMessageToPC" that would say "-1 to wisdom" but it does not display either. Is it possible to display the effect in the feedback ? I tied the script to a droid and it does reduce the wisdom.