Salk

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Everything posted by Salk

  1. The way I did was this: 1) The Sith Interrogation will not spawn unless the Player spoke to the Sith Guard at the elevator. 2) In the Cantina, the opposite gender Sith Officer (party invitation - no bribe) will not spawn unless the Player spoke to the Sith Guard at the elevator. The same gender Sith Officer will spawn but the dialogue will not open to the bribe unless the Player spoke to the Sith Guard at the elevator. 3) The Sith Guard at the elevator will stop the party from going down unless they have the papers or both Carth and the Player are wearing the Sith Armor - The dialogue mentions "patrol" which suggests a non solo expedition. The Player is informed by the game that both Carth and the Player need to wear a disguise (like K1R) - I agree it can break immersion but it prevents the silly workaround of having the Player go down to the lower city alone, making the quest for the second Sith Uniform practically useless. 4) In the North Apartments, the Sith Interrogation will spawn only after the Player has acquired the first Sith Uniform (like K1R). 5) The Alien will be the one having the Sith Uniform in his inventory because it does not make sense that you can take one uniform off one of the soldiers but not the other two (I also changed the commander to wear the red armor) and if the Player helps him then there is a choice: either the Player accepts to deliver the Sith Uniform to Gandon or the Player can obtain it from the dead body of the Alien.
  2. I have spent quite some time to rework the Sith Armor quest in Taris without practically adding any Global Number or Boolean or using Local Booleans either. My testing so far has been very promising. I made it also sure that the player will be unable to descend to the Lower City without having both Sith Uniforms on (the dialogue with the Sith Guard/Sith Door will spawn Carth if he is not already in the party). Thanks for your support, guys!
  3. I can see two areas of improvements: 1) It would be good to force the presence of Cart in the party until the disguise is no longer needed - one possible solution would be to run a check when the dialogue starts with the Sith guard: if Carth is not in the party, a fadeout and fadein cutscene with Carth being added to the party and dialogue being restarted? 2) There are several instances of k_ptar_armordlg.dlg (or similar) in Taris - the developers wanted you to not remove or put on the Sith Uniform when people could easily spot you do it. It'd be good to restore that. Cheers!
  4. Excellent! Thanks for clarifying this for me, Kexikus!
  5. Hello and thanks for your help. I am not sure I understand the mechanics though. If a trigger starts a cutscene (let's say), if it does not reset itself, how does the same cutscene not run again when the trigger is activated? Also, I would really need to learn how those local booleans work. You are mentioning local boolean 10, Fair Strides. Could you please elaborate some about it? Thanks a lot again!
  6. Perhaps some Pazaak cards on the empty tables?
  7. Fair Strides, I noticed how the game originally would offer you the possibility of bribing either Sarna or Yun Genda... Have you guys considered restoring that as well?
  8. Personally, I like the idea of new drinks on the tables but not the way the Dejarik tables look (and I do not think it is just a matter of size...). Also, the blue leaves of the plants are a punch in the eye and they become almost comical in their resemblance of Twi'lek headtails in one of the above attached pictures. My suggestion is to swap those plants with the green leaves model (which is a nice contrast too in the otherwise drab colored cantina interiors).
  9. Hello! A simple question: how do I reset a trigger? In the game, once you enter the "hot zone" and start the trigger, you don't need/want it to trigger again upon re-entering the same area but in other cases that is desirable. Any help? Thanks!
  10. Very nice fire effect! The overall color tone of the place seems a little drab though. And do I see a plan with blue leaves? I noticed how you seem to tend to a monochromatic look. Am I wrong? In this cantina it seems to tend to be red....?
  11. I created a script that does it: void main(){ object oPC=GetFirstPC(); GiveItem(GetObjectByTag("ptar_sitharmor"), oPC); } and I do not get the "Item Gained" pop up...
  12. You are perfectly right, R2-X2. I am working to make things differently, in fact...
  13. I thought so too but I used GiveItem in a script to give the Sith Armor to the player in Taris and the "Item Gained" does not pop up.
  14. Hello! Does anyone know what triggers the pop up "Item gained" in the game? Thanks!
  15. Very interesting. I would also like to see a fix if that is indeed the game behavior. I cannot say I ever noticed.
  16. Hello! By accident (as usual), I noticed how in streamwaves\m02ad there is the sith10 folder containing a number of unused (correct me, if I am wrong) audio files pertaining an interrogation which would happen somewhere in one of the apartments in the complex where the party has its temporary base. That interrogation would be about the missing Sith uniforms that the Player would have "borrowed" to access the lower level of Taris. Speaking of which, I use plural because I believe that originally the developers meant (and fairly so!) to make Carth also look like a Sith soldier (there is in fact a .2da file called polymorph.2da that seems to indicate it). The way I understand, there would be a Sith commander and probably 2 Sith Soldiers, harassing one of the resident alien with questions. There'd be a cutscene with the player approaching them and getting involved with only one possible outcome (fight). Might this be something of interest? Cheers!
  17. I will investigate! Thanks for the tip!
  18. Thanks for your analysis, DarthParametric!
  19. Hello! I was wondering if anything can be done about situations like the one in the picture. I have so far seen that rarely but it is quite bad. The prospective Sith in the middle fainted and a good chunk of his body "disappeared".
  20. Well, from the way I understand it, what really matters is the Speaker field. Taking as an example the original file 22aa_zalb01_01.dlg with Canderus and Juhani as party members we have the following: E4 - *hmph* Maybe we should have brought the Wookiee out. This place looks... untamed. [sPEAKER: Cand LISTENER: Player] R3 - (continue) E5 - Are you afraid of the wild, Mandalore? Are you a coward? [sPEAKER: Juhani LISTENER: Cand] R4 - (continue) E6 - Mandalorians are not cowards! We're just practical. [sPEAKER: Cand] R5 - (continue) [END DIALOGUE] The problem with this is that line E6 should see Canderus facing Juhani while he instead faces PLAYER, which seems to be the default action. Adding LISTENER: Juhani to E6 does not fix it. The only thing I could think of to make it work was to add a new empty Entry after R5 and set SPEAKER: Juhani to it. By doing that, Canderus delivers its last line facing Juhani, as it should be. Is there a better/smarter method? Cheers!
  21. Yes, the speaker field is set to HK47 (I am testing this with the kor33_czerkarep.dlg file). I set the listener to "kor33_czerkarep" (Tag of the NPC) and that was the only change I made to E31. Out of curiosity, I tried setting it to "Mission" (the second party member) but even so, HK47 faced the Protagonist instead. I am not sure I understand what the Class field is in this case? I will check k1r_vulsur2.dlg and see if I can figure out whether or not I am missing something obvious? Thanks!
  22. Okay, I have another question here. While testing dialogues I did notice how the party members interjecting should sometimes address a third party but talk to the Protagonist instead. I thought it was just a simple matter of inserting the appropriate tag in the Listener field of the DLGEditor but it does not work. At least, it is not reliable in all situations. Does someone know why? Is there something that can be done? Thanks!