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Everything posted by Salk
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Hello! While going through dialogue files with DLG Editor I noticed a few instances where HK-47 would be instructed to use the TALK_FORCEFUL animation in his interjections but such animation is not played. Is it because it's missing it? Where do I see what kind of animations are available for different NPCs? Thanks!
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Congratulations on this new release!
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Hello, JC! I managed with this which has been included in k_ptat_fazzastor.ncs, which triggers when the Player chooses the dialogue option(s) about selling dragon pearl(s): if (((!GetPlotFlag(oInvItem)) && (GetTag(oInvItem) != "tat18_dragonprl"))) { SetPlotFlag(oInvItem, 1); DelayCommand(1.0, SetPlotFlag(oInvItem, 0)); } and this one is for the dialogue option(s) about selling wraid plates and have been included in a duplicate script k_ptat_fazzasto2.ncs: if (((!GetPlotFlag(oInvItem)) && (GetTag(oInvItem) != "tat17_wraidplate"))) { SetPlotFlag(oInvItem, 1); DelayCommand(1.0, SetPlotFlag(oInvItem, 0)); } The first one will only show the dragon pearl(s) and the second only the wraid plate(s). The Plot Flag is removed from the affected inventory items upon leaving the store, just the same way the original value for the items whose price we wanted to raise. It's hackwork but that's all I could think of. Cheers!
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Thanks for the input, JC! Removing it is not an option... Would it be possible then to just duplicate the normal talk animation (5)? Of course this would have to apply only to the Male models because the looping flirt animation for female is much more tolerable. Anyway, this is a link to a brief video showing how awful the original animation is: https://vimeo.com/user90822914/review/296146875/2b2537619f And here is my workaround, which is far from being ideal, but that I would use in lack of better: https://vimeo.com/user90822914/review/296146988/80ffbd26ce Cheers!
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Hello bead-v! Thanks for the suggestion. The frozen animation is actually worse, if possible, so I fear that alternative is not going to be so desirable... But maybe it is possible to remove the Flirt animation entirely from the male models? JC has removed an animation from the Sith uniform model in his JC's Minor Fixes for K1. Cheers!
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My temporary workaround (in case nothing better is possible) is to remove the FLIRT animation from inside the .DLG and run the following script instead: void main(){ AssignCommand(OBJECT_SELF, ActionPlayAnimation(14, 0.6, 1.8)); } The improvement is obvious but I would have to go through each .DLG file and search for possible FLIRT animations to be replaced. I'd rather completely replace the looping flirt animation for males with this one. If anyone has suggestions/ideas, please let me know. Cheers!
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Hello! For the first time I am playing through the game with a female character and now on Tatooine I got the misfortune of witnessing the Flirt animation (Tanis at the Hunter's Lodge) and I was quite appalled since it consists in an awful loop of a neck tic. Is this particular animation any better in TSL? Would it be possible to import it, in that case? Cheers! EDIT: I suppose a huge improvement would be making that animation not a loop but only run once (which is what the FIREFORGET ones do, if I am not mistaken). Would it be possible to change it from LOOPING to FIREANDFORGET?
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Well, using further hacking (in a very similar manner), I managed to have Fazza only buy from the player wraid plates and dragon pearls (those are the two items he is interested in considering the dialogue options). In the process I also corrected a bug inside four scripts not correctly counting the stack of wraid plates and dragon pearls in possession of the player. One thing I also discovered is that the ChangeItemCost() function will modify the value of every item that belongs to a certain class (but I need to investigate further). Both the dragon pearl and the wraid plate are Plot_Useable_Items and so, for instance, this: if ((GetTag(oInvItem) == "tat18_dragonprl")) { ChangeItemCost(GetTag(oInvItem), 3.0); } will also increase the value of the wraid plate (and apparently every item in the same category) as well.
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Well, I am at Fazza's and now he buys the wraid plates at a higher price. The only thing I would like to figure out is if I can hide other items from the "Show Sell Item" window because I feel it'd be interesting if some specific merchants would only buy specific items. In the case of Fazza only wraid plates.
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Changing NPC Alignment for a Specific Area
Salk replied to JustABitAgroed's topic in General Kotor/TSL Modding
Hello! It should be easy enough via script using: void AdjustAlignment(object oSubject, int nAlignment, int nShift); At the moment I cannot check what file should be used on but perhaps someone can chime in. Cheers! -
MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Hello JC! I have installed this modification and I noticed that in my game the inventory icons for two Jedi Knight Robes look different (see screenshot). Is this intended? Thanks! -
I've been using for a long time The Jedi Robe Reskins Council Style (revisited) by Darth Jaden (released many years ago now) and I think she did a very good job with it so I would like to salvage some of her work even in the name of diversity, which is a great way to make the KotOR world more believable and charming. In this sense, SpaceAlex had the right idea: we need variation (good quality, of course) to breathe new life into the game. Customization is also very desirable because different players may like different styles. Thanks to you two both for your great job on making this vision become reality with your own work! Cheers!
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Hello ebmar! am I understanding right and you are saying that the NPCs could easily use a different model thus different Jedi robes? If that is the case, shouldn't it be very easy to make your own modification and JC's compatible insofar all the non party/non player NPCs could use the new Dark Jedi robes included in your modification? Cheers!
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Hello again! Yes, I understand about the difficulty to make them work together. I would really welcome the variation between the Jedi and the Dark Jedi clothes though. I think it'd be an ideal representation so I am hoping that something could be done about it since I'd really hate to leave one of the two mods out. It'd be a real shame, especially considering how well both turned out to be! Cheers!
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Hello ebmar! Since you are already planning a new update for this nice modification of yours I was wondering if you could consider including a version compatible with the essential JC's Fashion Line I: Cloaked Jedi Robes for K1 since I would really like to use them both together.
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Hello! I have done exactly that and when I return to the HB base there is the expected update to the area (guards at the door, Gadon gone from the room, opening doors causing security breach). But the control room is still locked. Odd. Does that perhaps depend on the fact that I have installed this AFTER I have been in there? EDIT: And yes, it seems the mod will not work if installed after having entered tar_m11aa (Hidden Bek base) without it - it would be good to mention this in the read me.
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I gave this a try but when I attempt (with Security skill 9) to unlock the Control Room door it still says impossible. From what I can see the only difference between the original file and the replacement is k_ptar_lockdoor2.ncs moved from OnClick to OnFailToOpen?
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It's always good to have choices! ebmar, if you have time and inclination, could you provide a few screenshots with the usual "BEFORE" and "AFTER"? Cheers!
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Yes, of course. Here in your reply to Squall Lionheart it seemed you had plans for it though. Best of luck!
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Sad to hear. It looked very promising.
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DarthParametric, will you implement this into your HQ remake of the Endgame cutscene? It'd be a nice addition.
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No, it is a vanilla bug. I was considering making the Gizka appear only if the Player visits the station and the Ebon Hawk is infested with Gizka. It would make the most sense since Suvam says "Damn Gizka..." thus making me think he didn't choose to have such a pet there.
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Hello! I am sure some of you noticed that sometimes you go visit Suvam Tan on the Yavin Station and you hear the sound of Gizka even if there are none around. Conversely, it is possible to find a Gizka there which does not instead produce any sound (unless talked to by the player). This is a bug and it is caused by this: if (((GetIsObjectValid(GetObjectByTag("yav47_gizka", 0)) == 0) && (GetGlobalNumber("YAV_GIZKA") < 3))) { int nRandom = d6(1); if (((nRandom == 1) || (nRandom == 2))) { SetGlobalNumber("YAV_GIZKA", 1); } else { if (((nRandom == 3) || (nRandom == 4))) { SetGlobalNumber("YAV_GIZKA", 2); } else { if ((nRandom == 6)) { SetGlobalNumber("YAV_GIZKA", 3); CreateObject(1, "yav47_gizka", GetLocation(GetObjectByTag("gizspawn", 0)), 0); } } } } together with these two scripts (yav47_gizka08.ncs and yav47_gizka09.ncs) that are triggered by gizsound1.utt and gizsound2.utt: void main() { object oEntering = GetEnteringObject(); if (((GetGlobalNumber("YAV_GIZKA") == 1) && (GetGlobalNumber("YAV_SUVAM") > 0))) { PlaySound("cs_gizkabeg"); if ((GetIsPC(oEntering) == 1)) { AssignCommand(GetObjectByTag("yav47_suvam", 0), ActionStartConversation(oEntering, "yav47_gizkas", 0, 0, 0, "", "", "", "", "", "", 0)); } } } void main() { object oEntering = GetEnteringObject(); if (((GetGlobalNumber("YAV_GIZKA") == 2) && (GetGlobalNumber("YAV_SUVAM") > 0))) { PlaySound("cs_gizkabeg"); if (((GetIsPC(oEntering) == 1) || (GetObjectByTag("yav47_suvam", 0) == oEntering))) { AssignCommand(GetObjectByTag("yav47_suvam", 0), ActionStartConversation(oEntering, "yav47_gizkas", 0, 0, 0, "", "", "", "", "", "", 0)); } } } Apparently, from what I understand, upon loading the area, the onEnter script rolls a 1D6 die and depending on the result changes the YAV_GIZKA global variable to either 1 (rolling 1 and 2), 2 (rolling 3 and 4) or 3 (rolling 6) while it does not change it at all if rolling 5 (?). Now, with the global on 1 and 2, you will be able to hear the Gizka's sound without seeing it because it simply isn't there while with 3, it will be there but won't make a sound. It also seems like if the Gizka is spawned the Global will stay at 3 until later, when a certain event will take place, because the initial IF condition requires the Global to be lower than 3. Any suggestions about what should be done about it? Thanks!
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If this other project meets complete success perhaps it may become possible to open up to more than two henchmen.