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Everything posted by Salk
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Here is what happens! ( ) I am very happy with it. You did say that the texture was used elsewhere though. Having this modification will cause problems elsewhere? Cheers!
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Thank you a lot! I will test this very soon and report to you!
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Fair Strides explains the reason here. In short, the k_inc_* files (from what I understand) are just libraries that are called by other scripts to allow for the use of extra functions. Compiling an include file does not produce anything.
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Well, thanks again for the precious insight and advice. I do not know whether or not it looks like this for everyone but I am pretty sure that when I played the game years ago I did have less graphic issues than I am experiencing now so I am pretty sure drivers are to blame for some things (no idea if this applies here). Since I know nothing about hex editing and modelling I fear I can do little myself to remedy this situation but your last suggestion is more than intriguing: hiding the platform itself sounds a simple and elegant solution, if it does indeed work.
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Oh I see... Very interesting, DarthParametric! Thank you for showing me. I suppose there is nothing that can be done then?
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No, not at all. I am talking about the landing pad itself, including the sidewalls.
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Kexikus, from the little I understand, I cannot make a .ncs file of the above .nss file. That's the problem... In theory, I could extract the whole scripts.bif file where k_inc_man.nss is, change it there and then replace the original scripts.bif in the /Data folder of the game but I wonder if it is even possible to repack extracted files into a new .bif? Alternatively, I would need to find the file in the game that does use the SetTokenRaceTime function included in k_inc_man.nss and change the time constants there. But the problem here is, what file is that?
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I would gladly try but I am unsure about how to proceed with it. It's a k_inc_* file... This same file has the following: void SetTokenRaceTime(int nToken, int nRacerTime) { // calculate the time components int nMinutes = nRacerTime/6000; int nSeconds = (nRacerTime - (nMinutes * 6000)) / 100; int nFractions = nRacerTime - ((nMinutes * 6000) + (nSeconds * 100)); //building the time string string sTime = IntToString(nMinutes) + ":"; if (nSeconds < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nSeconds) + ":"; if(nFractions < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nFractions); SetCustomToken(nToken,sTime); } I believe this part is what creates the actual CUSTOM tokens used in the swoop racing dialogues in Manaan. I should find the script that uses the function SetTokenRaceTime... But how do I find it?
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Hello! I am in Manaan and while playing the Swoop Racing minigame, I am reminded of how useful it would be to have a chance of tweaking a little the record times (especially here in Manaan) to give more meaning to the "amateur", "semipro", "professional" racing class by making the time difference more prominent. I noticed how in the file k_inc_man there is this: int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2702; int JAX_TIME = 2548; int CHAMP_TIME = 2348; Does anyone know whether or not this is what needs modifying? Is there something else I should be looking for? Thanks!
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Hello! I personally consider the original graphic/visual of Knights of the Old Republic to be very nice but this one is really making my eyes sore (each time I play this part I tend to think that there is some graphic glitch with my video card). I am showing a picture of the track before the goal line. Not bad. I especially like the KotOR textures for water. But this... ...instead is really bad. I was wondering if there is anyone who might like to do something about it? I don't know what textures in particular would need changing but possibly it is more than one... Thanks for the attention!
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To chime in and add to what Fair Strides said, you may notice how the first of your example is not a conditional script. Conditional scripts start with int StartingConditional() and must return a value of 0 or 1 (like the second example instead does).
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Hello! I have reported some issues that I was experiencing when I tested the Duan/Viglo restoration. These are the problems I met: - Talking to Viglo the first time (Male protagonist) causes a weird effect: dialogue starts at distance with Duan whom will slip and fall to the floor (cause: "k1r_dropdrunk") - Talking to Duan the first time (Female protagonist) causes her to slip and fall to the floor and stay there as she delivers the right reply with an odd flash then she delivers the right line again when clicked on from prone position (cause: "k1r_dropdrunk") - Duan facing wrong direction when talked to (cause: "k1r_man26_djl" missing a line) - They get up from prone when I either rummage through their bodies or ask them to wake up and answer more questions - When Duan or Viglo fall drunk the screen slowly fades out to black (it would eventually turn completely to black and never fade in again), when I choose one of the two options, the NPC stands back up - Weird animations (see above and many other odd instances) I would like to know from some people using K1R whether or not they also have been having this kind of problems. If someone can confirm this and would like to test my solution (it did take quite a lot of work to redo much stuff, although I am sorry I couldn't do much about the inconsistency with Viglo's voice over - his speech is slurred when it shouldn't), I have attached a zipped file here. I restored some extra unused VO for both of them as well, rebuilding the dialogue tree, making it more streamlined and consistent, and more. Here it is. (I forgot to add two updated files to the archive - reuploaded) Duan_Viglo Restoration Fixes&Tweaks.zip
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I did try adding the two lines to my code above but, just as before (I did try with the DelayCommand), the conversation does not unpause.
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Excellent! I am a real fan of your work, Jorak Uln (I am waiting in trepidation for more of KotOR Overhaul!). In this specific case, my only small remark after watching the Harbinger video was that the dark grey tone is quite overwhelming. I am not saying it is bad but it makes the Footlockers, for instance, almost blend against the background. Perhaps a bit more contrast and color variation?
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Well, nobody chimed in about my code above so I must assume it will work fine. I have another question about cutscenes and it is how to make sure that the animation I am going to play won't be skipped. I am using this script in a dialogue: void main() {object oMan26_duan = GetObjectByTag("man26_duan", 0); effect eSleep = EffectSleep(); effect eDeath = EffectDeath(); SetIsDestroyable(0,0,1); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSleep, oMan26_duan, 6.0f); DelayCommand(6.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oMan26_duan)); } It works fine but I would like to make sure that the player doesn't skip through the animation by pressing the left mouse button. I made a few attempts using NoClickFor() (but it doesn't seem to work for me, I can still use the left mouse button to move the conversation ahead without being forced to wait a single second) and ActionPauseConversation()/ActionResumeConversation(). Using the latter I only accomplished to make the conversation *never* advance. Any advice? Thanks!
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I have been thinking of that solution myself, DarthParametric... I was just hoping for an easy way out! By the way, do you know how I make a .dlg line be delivered in a bubble box rather than start the conversation cutscene? Thanks!
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Oh I see, Fair Strides... Weird... What you are telling me, if I understand correctly, is that I can stop the dialogue from happening so that the conversation won't launch but what I meant was making the character/creature no longer targetable. Strange that the developers never provided a solution for that... I think I remember I used MakeUnselectable() for Baldur's Gate, which used a more primitive engine...
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Thanks. I am trying to make a character no longer interactable with at the end of a dialogue so I was hoping to accomplish that via script.
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Hello! I would like to know how to make objects like creatures or placeables no longer interactable. Thanks!
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Oh okay thanks...
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Hello! Does anyone know what that is? I am looking at a kas23_chuunda_01.dlg file and one of the entries (E74) and the animation reported for that line is ???_44. Screenshot attached.
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K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
Salk replied to Fair Strides's topic in KotOR1 Restoration (K1R)
I had critical issues with the Duan/Viglo restoration when I did install K1R (on a fresh install but using old saves from a former playthrough). I did some ulterior testing and they are all still there. Unfortunately most of the scripts pertaining this particular restoration cannot be DeNCS'd and I could not investigate much myself. 1) During the game, when did the problem begin to occur? When talking to Viglo and when talking to Duan 2) Did you install the latest version of the mod? (1.2) Yes (the same happened with version 1.1) 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? KotOR Collection 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) None (for testing purpose) 7) Can you be more specific about the error? At what point did it happen? I started a new game (Male Soldier), warped myself to Manaan and entered the man26aa area to talk to Viglo. When I do it the first time, it just triggers the dialogue with Duan, showing the animation of her falling to the ground as she speaks the introductory line. When I make Duan drop down drunk and I have to choose between rummaging through her belongings or demand she answers more questions, she will immediately get up again then fall down again, making for a quite weird animation. She will after some time get up and it won't be possible to interact with her any longer. I do believe she should be left on the ground and just answer her "Let me sleep line" without even getting up again... 9) Have you tried using a different save game? Yes. No difference. 10) Have you tried starting a new game? Yes. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows XP 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A -
Well, I tested it and it is not working. The feedback window shows me the Boolean is false both before and after I triggered the cutscene. It was possible to make it work by adding the following lines to k_pman_reprec though: but I want to make sure I am not inadvertently making mistakes.
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Thank you very much for your help, guys! I will test it right away!
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Hello Kexikus! The script I would modify is k_pman_ambient05 and I believe there might be more than one NPC using it. Would it be safe doing what we are discussing? Where do I find the 10th Global Boolean that Fair Strides was talking about? Has it to do with the (1010) number I read next to its name under the Trigger List? Thanks for the assistance!