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Everything posted by Salk
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bead-v, would you know if it is possible to make a small addition to your code so that we may also make the party members face the current speaker? I attempted this: if(GetIsConversationActive()) { SetFacingPoint(GetPosition(GetLastSpeaker())); if (GetCurrentAction() == ACTION_FOLLOWLEADER) { ClearAllActions(); } } but I failed because GetLastSpeaker() doesn't really do what I hoped (the party members face PLAYER, rather than the current speaker). I would need to address what you in your guide define SPEAKER.
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Thanks again! I think that solution may be even more desirable. I will test this and see if it is reliable enough. By the way, I noticed that something similar was already present in the original k_hen_heartbt01.nss but that it was commented out together with many other lines: else if(GetSoloMode() && GetCurrentAction(OBJECT_SELF) == ACTION_FOLLOWLEADER) { ClearAllActions(); } I hope it was not cut because it'd cause problems. Cheers!
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Thanks a lot, bead-v! I am wondering if a simple ClearAllActions() could be forced at higher level so that it wouldn't need to be used for each separate dialogue.
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Kexikus, I am curious about the rendering process. How long do you expect your computer will take to render one skybox, considering you have significantly increased the resolution?
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Hello, bead-V. Thanks for your answer. I read your very interesting guide and indeed it may be possible that most of your finds also apply to KotOR. About giving an example, I was just talking of the file dan14_mdroid.dlg found in the danm14_ab module. There is a banter there that should happen between Cart and Bastila (E47 and E48) but they don't seem to be facing each other at all there and I was trying to figure out how things work. Cheers!
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Hello! I have been thinking lately how the Bash action makes practically useless the Security skill (or almost useless). So I was wondering if a community effort may be taken in order to make bashing less effective. My suggestion would be, if possible at all, to make Bash work only with exceptional Strength values and/or with weapons capable of delivering exceptional damage. Another option, if possible, would be to give a chance to items in containers to be turned into trash, like in the KotOR II but that would still allow for no penalty for bashing doors open. Ideas? Thoughts? Thanks!
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Opening dialog.tlk file for KOTOR 1 and 2?
Salk replied to goedmonton's topic in General Kotor/TSL Modding
Hello! I think the best tool for this job is here on Deadlystream. -
Thank you, DarthParametric and JC! Very precious advice, as usual. I was very confused because, like you, I do remember situations where the Speaker/Listener combo works as it should. Having to resort to scripts for the many party interjections seems a bit too much even for me though. Since there is no quick reliable solution using the DLG Editor and the problem is so wide spread, I will tolerate this minor issues. Thanks for providing a possible solution, I may be tempted, one day, to go for it even if it means checking hundreds of files. Cheers!
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Since we have a support topic for DLG Editor, I thought I could ask my questions here. At this moment I am trying to figure how to make party members face each other when they interject in dialogues, rather than look at the protagonist. At first I thought it was a simple matter of having their name in the Speaker and Listener fields but it doesn't seem to be enough. Any advice? Thanks!
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Impressive work, Kexikus! May I ask whether you plan a KotOR II release or an update to your KOTOR skyboxes first?
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ebmar, first of all, very good initiative. Sherruk in Dantooine is the male counterpart of Selven in Taris so it does seem very right to see you update this NPC as well! I like the preview of the WIP, including the choice of having a mask and the sound of the filtered voice. I like what marmann said above, especially the suggestion to age him. I would try and see if it was possible to make his red armor a little special, possibly showing some wear too. I imagine Sherruk to be 50 or even a little older. A true veteran. As for Selven, I would be so very grateful if you could come with optional installation choices about not altering the challenge difficulty (I find it is a rather tough fight already and I play a No Reload game each time) although I approve of their using special, customized weapon as long as they are not droppable. Keep up the excellent work! (I am excited by your other improvement to other Dantooine NPCs, including Belaya!) Cheers!
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JC, I did test my little hack with a number of merchants and it seems to be working fine already the way it is, as surprising as it might be. I will soon leave for Tatooine and do the same trick with Fazza. Cheers!
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Hello, Kexikus! Yes, I remember now I asked about this in the past (my memory, really...) and it was indeed quite easy. Now this small cutscene works as intended. Belaya approaches the player if they killed Juhani. The only minor gripe I have is that that during the running animation the camera is on Belaya's face. I should use another static camera angle instead. I added cameras before when I worked on restoring Xor on Tatooine. Of course I forgot everything. 😉 Cheers!
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Hello, ebmar! I have been working long and hard on the Sandral/Matale feud quest in the past and I am attempting to polish it even further. I have improved the flow of the mission in more than one way and today I decided to remove the droid outside of the Sandral estate once the Sandral/Matale quest starts. It will return (hence the need to spawn it again in the same spot - and it does, I just tested it) once you have talked with Alan Matale first (it makes more sense that way under a narrative point of view). It is part of a rationalization/bug fixing process for a quest that was originally very broken. And since I am in Dantooine I killed for the first time Juhani and noticed how Belaya reacts to her death BUT only if the player decides to talk to her. I found it plainly wrong so I am trying to change things a bit with the following addition made to k_pdan_belaya_d.ncs called from within k_pdan_init_bel.ncs if DAN_JUHANI_PLOT is 2 (Juhani killed): if ((GetUserDefinedEventNumber() == 11)) { ClearAllActions(); ActionMoveToObject(oPC,TRUE,7.5); ActionStartConversation(oPC, "", 0, 0, 1, "", "", "", "", "", "", 0); } This works but I would like to know how to make it into a proper cutscene. The way it is now is such that there is no pause in the game. Instead I would like to make it so that a cutscene removes control from the player and the screen changes to letterbox to make the whole sequence more cinematic. When doing this with the Infinity Engine (I scripted a little there when modding Baldur's Gate) there was a specific function called StartCutSceneMode() and I wonder if something similar exists here. Thoughts? Cheers!
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JC, first of all, thank you again. I owe you, DarthParametric and others like the very missed Fallen Guardian a lot and I would like to repay sometimes in the future. Said that, I will make more tests about the store prices soon and will keep you and everyone else who may have an interest updated. I also didn't expect it to work, honestly. But I tried and I was as surprised as you are. Once in Tatooine I will like to follow your suggestion and increase the wraid plates purchase price for Fazza. Very good suggestion! I checked the calculator and it is a bit complex for me. In what field should I enter those X,Y,Z positions values I found in the GIT file? Cheers!
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Thanks for the suggestion, JC. The ChangeItemCost() function does keep the altered price for the item but I reset it with DelayCommand(1.0, ChangeItemCost(GetTag(oItem), 1.0)); which seems to work, returning the original value of the crystals. Since I am here asking for help and you are kindly giving assistance, would you know how to convert the X, Y, Z Orientation/Position I get for an object in the GIT file into valid coordinates for the Vector parameter in the CreateObject() function? Case in point. Under Creature list: XOrientation: 0 XPosition: 339.387878417969 YOrientation: 1 YPosition: 145.786026000977 ZPosition: 56.140998840332 If I was to spawn a creature at exactly the same place what X,Y,Z values should I use for Vector? Thanks! UPDATE: I shamelessly ask for more scripting advice. Can I use GetIsObjectValid() as condition to check whether or not a certain creature is already present in an area?
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Thank you for the suggestion!
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What I am trying to accomplish here is not to have a merchant buy everything for more or less. I aim to make a merchant buy and sell only some particular items (any crystal) for more. At the moment I changed k_pdan_generals.ncs as following (I had to crate a new Global Boolean just to keep track of Crattis' proposal to buy the crystals) and it seems to be working fine but I am not really very confident about it: void main() { object oPC = GetPCSpeaker(); object oStore = GetObjectByTag("dan_general"); object oItem = GetFirstItemInInventory(oPC); if (GetGlobalBoolean("CRATTIS_CRYSTAL") == TRUE) { while(oItem != OBJECT_INVALID) { if ((GetTag(oItem) == "g_w_sbrcrstl01") || (GetTag(oItem) == "G_W_SBRCRSTL02") || (GetTag(oItem) == "G_W_SBRCRSTL03") || (GetTag(oItem) == "G_W_SBRCRSTL04") || (GetTag(oItem) == "G_W_SBRCRSTL05") || (GetTag(oItem) == "G_W_SBRCRSTL06") || (GetTag(oItem) == "G_W_SBRCRSTL07") || (GetTag(oItem) == "G_W_SBRCRSTL08") || (GetTag(oItem) == "G_W_SBRCRSTL09") || (GetTag(oItem) == "G_W_SBRCRSTL10") || (GetTag(oItem) == "G_W_SBRCRSTL11") || (GetTag(oItem) == "G_W_SBRCRSTL12") || (GetTag(oItem) == "G_W_SBRCRSTL13") || (GetTag(oItem) == "G_W_SBRCRSTL14") || (GetTag(oItem) == "G_W_SBRCRSTL15") || (GetTag(oItem) == "G_W_SBRCRSTL16")|| (GetTag(oItem) == "G_W_SBRCRSTL17")|| (GetTag(oItem) == "G_W_SBRCRSTL18")|| (GetTag(oItem) == "G_W_SBRCRSTL19")) { ChangeItemCost(GetTag(oItem), 1.25); DelayCommand(1.0, ChangeItemCost(GetTag(oItem), 1.0)); } oItem=GetNextItemInInventory(oPC); } } DelayCommand(0.2, OpenStore(oStore, oPC, 0, 0)); } Suggestion for code improvements always very welcome. Thanks!
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Unfortunately, all it does is to make Crattis sell at a more expensive price (115% more expensive) than it would in the non modded game.
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Yes, of course. OpenStore() would allow me to dynamically change the buy/sell ratio for each store but the problem here is that it'd apply to all items, rather than a selected few. Has anyone seen ChangeItemCost() used anywhere?
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Hello! Anyone knows if it is possible to make a specific store buy specific items at a higher or lower price than market value? Case in point: I would like Crattis on Dantooine to pay more for crystals. Thanks!
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Problem with the Sasha/Stowaway Quest in K1
Salk replied to Ragnarök's topic in General Kotor/TSL Modding
Hello! The journal entry never being really added is due to a bug with the original game (a script removes that just added journal entry before the Player has a chance to read it) .I fixed it as part of my never released SWKotOR: Upgrade modification. This is an excerpt from the ongoing changelog: -
My dear friend, your arrival on this community brought joy, passion and optimism. I appreciated your modding ideas and your positive attitude and kindness. I hope you will find soon strength again to return to us and help us all with your presence. I joined the others offering you my most sincere condolences for your loss.
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Got it! In the future, hoping I won't need to inconvenient you again any time soon, I will make sure to follow the right procedure so that I won't waste your time to do work I could have prepared myself. Best of luck in your next projects!
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Thanks once more! I really appreciate your help. Out of curiosity, considering what you wrote here, I was under the impression that you didn't have the CSLU program running either? If I can do anything to return the favor some day, please let me know. Cheers!