Salk

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Everything posted by Salk

  1. Hello! Indeed that last parameter seems to be correct but it seems it is enough to change a couple of flags: 1) In the relevant .utc file PartyInteraction needs to be set to 0 2) In the relevant .dlg file ConversationType should be set to 2 I discovered this by comparing files in one conversation that can be had with any party member and one that forced talk with the protagonist. As a minor thing, once the latter is over the game switched automatically focus on the henchman, if it was the dialogue trigger. I would like to change that so that the selection stays with the protagonist because right now it is a bit inconsistent (unless it would cause problems?). Cheers!
  2. Hello! Then you are confirming that this happens to you too. I have worked to make things a little better in the very unlikely case that someone would want to talk to them while wearing a disguise. That would now lead to the robes being removed triggering the same reaction a non disguised party would. Thanks! PS I take the opportunity to ask you an additional question: do you know if there is a way to force to conversation to be done with the protagonist rather than any other party member that would initiate it? I know the game does it at times with a quick fade out/fade in effect.
  3. @JCarter426 Can you please confirm that most of the Tuskens in m18aa guarding the entrance to the Sand People territory will just do nothing after turning hostile if you talk to them while disguised? That is what happens in my game both with and without modifications. Thanks!
  4. DarthParametric, I took a quick look at the last version and I have a question and a minor observation. The question: the changes.ini show this entry: WaypointList\30\YOrientation=1.22514845490862E-16 I checked the m02ae.git file for it and didn't find it anywhere. I installed 1.2 over 1.0 and checked for the differences. Since v1.0 didn't have this entry I expected m02ae.git to be modified with the new entry but Winmerge showed me the files were identical. I am completely unfamiliar with TSLPatcher so I am probably missing something. The observation: you have made some changes to some game scripts which originally could be decompiled but no longer after your changes. I believe you should move the int declarations from where you placed them (where the functions are) to, for example, inside the void(main) function. If you do that, the script can be decompiled again afterwards. Cheers!
  5. Hello, JCarter426! I think you are right. While my solution above seems to partly address the issue (but there are outstanding problems, like the fact that the area would turn hostile even when the Player is working to help the Sand People which I sort of remedied with an inelegant series of exclusions using GetJournalEntry), it is far from ideal and when I tried figuring out things in the next area, I was met with additional problems. Unfortunately the interesting scripts following the dialogue with the Sand People Chief can't, again, be converted to source but I did take a few steps in the right direction (I think). I will keep you updated in case I find out more! Cheers!
  6. DarthParametric, I suppose you didn't do anything about the wrong Player facing during the fight presentation? Kudos for taking care of the issue so promptly!
  7. Well, the first problem in the first area (Dune Sea) is fixed. Now the Rapid Transit (or walking back to Anchorhead) when successfully disguised won't cause the party to have free passage unless they put the disguise back on. Solution: change the OnHeartBeat (m18aa.are) from the original k_ptat18aa_heart to a custom one (like k_cri18aa_heart): void main() { object oTat18_tuskanfac = GetObjectByTag("tat18_tuskanfac", 0); object oPC = GetFirstPC(); if ((GetIsEnemy(oPC, oTat18_tuskanfac) == 0) && (GetGlobalBoolean("tat_TuskenSuit") == 0)) { ChangeToStandardFaction(oTat18_tuskanfac, 1); ExecuteScript("k_ptat18aa_heart", OBJECT_SELF, 0xFFFFFFFF); } else { ExecuteScript("k_ptat18aa_heart", OBJECT_SELF, 0xFFFFFFFF); } } Now I should tackle the issue in the Sand People Territory map but I suppose something similar is happening there as well. Cheers!
  8. Probably not but the faction state is the right thing to purse. In fact, opening one of the scripts associated with the various ambush triggers in the Dune Sea we get this (lucky, it could be decompiled!): void main() { object oPC = GetFirstPC(); object oEntering = GetEnteringObject(); object oNearestTat18_encoun_spk = GetNearestObjectByTag("tat18_encoun_spk", OBJECT_SELF, 1); object oTat18_tuskanfac = GetObjectByTag("tat18_tuskanfac", 0); SetGlobalNumber("tat_DuneSeaEnc", 1); object oTat18_tusken05 = GetObjectByTag("tat18_tusken05", 0); object object11 = GetObjectByTag("tat18_tusken05", 1); object oTat18_tusken06 = GetObjectByTag("tat18_tusken06", 0); if ((((((IsObjectPartyMember(oEntering) == 1) && (GetIsEnemy(oPC, oTat18_tuskanfac) == 1)) && ((GetDistanceToObject(oTat18_tusken05) > 40.0) || (GetIsObjectValid(oTat18_tusken05) == 0))) && ((GetDistanceToObject(object11) > 40.0) || (GetIsObjectValid(object11) == 0))) && ((GetDistanceToObject(oTat18_tusken06) > 40.0) || (GetIsObjectValid(oTat18_tusken06) == 0)))) { SetPartyLeader(0xFFFFFFFF); AssignCommand(oNearestTat18_encoun_spk, ActionStartConversation(oPC, "", 0, 0, 1, "", "", "", "", "", "")); DestroyObject(OBJECT_SELF, 0.0, 0, 0.0); } } The interesting part is that, from what I understand, the encounter is triggered if tat18_tuskenfac is hostile. I could easily trigger the ambush by replacing that conditional check with a check for the boolean but then we would need to add a line that switches the faction to hostile too or my guess is (but It I will test it soon enough) that the ambush will spawn but the tusken won't be hostile. Cheers!
  9. That happens to me as well. Only, on top of that, I also had that glitch (now I cannot seem to reproduce it anymore loading that very saved game - it must have been some additional, temporary issue). The reason why Mod_OnAcquirItem is used is likely due to the game setting a journal entry about the disguise as soon as you obtain the clothes.
  10. Good job on this, R2-X2! Too bad about the hard-coded limitations but this is already quite the improvement!
  11. Hello, JCarter426! Absolutely, yes. Initially I was just hoping it was a much more limited problem. Your investigation showed it is a rather nasty glitch we are dealing with instead. I came to the same conclusion after doing the very same thing here. About this though: I have (had? Must check) a save game just outside of the entrance to the Sand People Enclave with the Party disguised and when I load it, what happens is that the turrets turn hostile and the henchmen of course engage them. The fight goes on for a few seconds then the turrets return to non hostile. I didn't need to unequip and reequip anything in order for it to happen. Cheers!
  12. This glitch seems to find its "reverse" in the next map where, during another kind of test, I have been ambushed by Tusken even if my party was correctly disguised. At first I thought it was a problem with a boolean not being set right (tat_TuskenSuit) but in the picture above it is correctly set to 0 so that cannot be the issue. Unfortunately the entrance script and most of the Tusken scripts cannot be decompiled, giving failure when I attempted to investigate. This makes everything much harder to diagnose. Help from more experienced modders very much welcome. Cheers!
  13. Some initial update about the glitches with the Sand People disguise. If someone could confirm this same behavior I would be grateful: - Enter the Dune Sea (first desert map exiting Anchorhead), kill one group of Tusken. Swap to party members of droids and wear the robe or, alternatively, fight another group and just have one droid and two disguises worn. At this point you should be able to go around the map (and indeed close to the group of Tusken guarding the entrance to their territory) without problems. And that is the desired behavior because the party is disguised. - But see what happens if you, with the party disguised, return to the Ebon Hawk or just back to Anchorhead from the gate. The disguises will be stripped from those party members that were wearing it and clothes are automatically put on instead. At this point go out again just wearing clothes. You will notice that the game still thinks the party is disguised (see picture)
  14. By the way, one thing that always bothered me during the match presentation is that the Player faces a completely wrong direction and I assume it is because it faces the source of the announcer's .dlg. The .dlg file is tar02_duelann021.dlg but I couldn't find what file it is associated to. Do you happen to know, perhaps? Cheers!
  15. Eh I thought it was the same problem that ERFEdit has. FairStrides pushed out a version that has no longer that kind of bug but I wouldn't know how to fix the TSLPatcher, sorry.
  16. Unfortunately, I noticed how the repackaging of the .mod has issues. I could easily do it by comparing the number of files inside the .mod before and after. Rather than finding 3 more files (your custom scripts), the total was actually a smaller number. I used WInmerge to compare after extraction and these are the additional files found in the modified .mod: - DP_ArenaScreenA.ncs - DP_ArenaScreenH.ncs - DP_ArenaScreenJ.ncs - k_ptar_duela01.ncs - k_ptar_duela02.ncs - k_ptar_duela03.ncs - k_ptar_duela04.ncs These instead are the files that were originally there but are now missing: - k_ptar_duel01+.ncs - k_ptar_duel02+.ncs - k_ptar_duel03+.ncs - k_ptar_duel04+.ncs - k_ptar_duel05+.ncs - k_ptar_duela01+.ncs - k_ptar_duela02+.ncs - k_ptar_duela03+.ncs - k_ptar_duela04+.ncs I believe that the repackaging removed the "+" from the repackaged files so that the original k_ptar_duel0(1-5)+.ncs files will be overwriting the game's k_ptar_duel0(1-5).ncs files. Two files were replaced: - k_ptar_a02ae_en.ncs - k_ptar_duelend.ncs And three were modified: - m02ae.git - tar02_duelann022.dlg - tar02_duelorg021.dlg
  17. Yes, I can confirm the additional oddities with the stacking of the items. I will investigate further and provide some results. I think one viable course of action may be disable fast travel when wearing a disguise but I am not sure if that is possible. I noticed (using the editor) that there is a flag called "Unescapable" in the .are file that should be the one controlling this. I doubt it can be changed dynamically though. Cheers!
  18. DP, first of all, congratulations on yet another great piece of modding. Said that, can you please confirm that the Installer, finding already the .mod file it intends to alter in the game will just work on that one rather than overwrite it with the .mod packaged with the modification itself? Thanks!
  19. Hello! I was wondering if someone else could reproduce this annoying glitch that I have been experiencing myself. It seems that the Transit Back function used when wearing the Sand People disguise causes the disguise itself to not work anymore under certain conditions I need to investigate. Cheers!
  20. Hello! I have tweaked slightly this cutscene as well. As before, I uploaded a video showing the most relevant change, namely a different behavior of the two thugs after Jagi's suicide. In the original game what would happen is that they turn hostile and just stay there doing nothing until the party would get closer to engage them: quite unsatisfactory. In my tweaked version, the two thugs would just check on Jagi then leave for Anchorhead instead. Among the other things: I have used dialogue animations for Jagi and Canderous at appropriate time, fixed wrong facing, corrected a text bug ("you point" -> "your point"), added the "[Success]" which was missing in two lines following successful persuasion attempts and made the cutscene unskippable. It would be nice to have Jagi undergo the ebmar's treatment and become a unique looking, legendary character, by the way! Cheers!
  21. We can but wait for a new and improved release then! Thanks for sharing!
  22. I like these new animate swoop screens! Good job, ebmar! I suppose that it may have been possible to have more frames to make the animation a little smoother/longer? I realize it would inflate the mod's file size but I doubt it'd be a problem. Very much looking forward to your next releases! Cheers!
  23. I use both modifications myself and I haven't noticed any issue on Dantooine. I'd also be very interested in a screenshot.