Salk

Members
  • Content Count

    1,408
  • Joined

  • Last visited

  • Days Won

    47

Everything posted by Salk

  1. 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?
  2. 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!
  3. 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!
  4. 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...
  5. 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.
  6. Hello! I would like to know how to make objects like creatures or placeables no longer interactable. Thanks!
  7. 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.
  8. 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
  9. 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.
  10. Thank you very much for your help, guys! I will test it right away!
  11. 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!
  12. Hello again and thanks for your help! I didn't think of checking the OnSpawn script of the Republic Soldier and now it makes sense. I tried your suggested IF condition (which I needed to change to make it even compile: if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01") , 1)) but it still did not work. What I wanted to do was to make the Republic Officer play non talking animations after the mercenary has left, just like you assumed. To do it I thought of adding an else condition to the script but I am unsure about the IF condition I need to use. I checked around and GetNearestCreature seemed promising but I don't seem to figure out how to use it in an IF condition that would return true only if the nearest creature is not a party member. Do you have a suggestion? Thanks!
  13. Thanks, Fair Strides! I will see if this new version does indeed complete the loading of the level so that I can start familiarizing myself with it!
  14. Hello Fair Strides! First of all, thank you for creating this toolset. It feels weird the first message in the Forum is mine, considering you released this nifty software months ago now. Said that, I finally got around to install it. Your FAQ (it's for newbies) sold it to me right away... I just wanted to report that I get a warning in the command window about missing tkIcons (I do not even know what they are). This is the exact error message: "WARNING: can not find tkIcons. Your installation of TK::ToolBar is broken. No icons will be loaded at script/t.pl line 11619." Is it something I should not concern myself with? I also wanted to report that for me the toolset never finishes loading a module and as it loads the command windows keep spewing errors. I have attached a screenshot to demonstrate: Thanks for the attention!
  15. Hoping that my guardian angel Fair Strides is still checking in here, there is another small issue I am trying to resolve. In Ahto West, a republic officer is trying to convince an Echani mercenary to work for the republic. At the end of the small cutscene, once the dialogue is over and the mercenary left, the officer keeps playing the conversation animation, as the attached screenshots shows: To stop the animation I thought a single line, added to the script that makes the mercenary leave (k_pman_reprec01), might suffice: AssignCommand(GetNearestObjectByTag("man26_repneg"), PlayAnimation(0, 1.0, -1.0f))); but nothing actually happens. I did try other animations (like 16, DANCING) but with no result. I also changed the object but nothing. Any ideas? The original script is the following: void main() { SignalEvent(GetNearestObjectByTag("man26_echmerc1", OBJECT_SELF, 1), EventUserDefined(10)); }
  16. If able, I'd really like to do that, yes. I will move now to Manaan and see if there is anything there that needs investigation...
  17. I am wondering the same. What is the difference? Unfortunately this version does not work with my Windows XP.
  18. Well, this part is done. The Xor ambush in Tatooine has been restored. Again, thanks a lot for your help Fair Strides. I found this post very useful with regards to X and Y Orientation (I am not sure I quite understand what the Z Orientation is used for though).
  19. Well, I am almost ready with restoring the Xor Ambush on Tatooine. The only thing left is for me to figure out why the party members and Xor himself face a completely wrong direction during the cutscene. The party members direction must be set by this function in k_pkas_pcxorjp.ncs: void sub2(object objectParam1, object objectParam2, object objectParam3) { object oNPC = GetPartyMemberByIndex(0); object object3 = GetPartyMemberByIndex(1); object object5 = GetPartyMemberByIndex(2); sub3(); if (GetIsObjectValid(oNPC)) { sub4(oNPC, GetLocation(objectParam1)); AssignCommand(oNPC, SetFacing(GetFacing(objectParam1))); } if (GetIsObjectValid(object3)) { sub4(object3, GetLocation(objectParam2)); DelayCommand(0.3, AssignCommand(object3, SetFacing(GetFacing(objectParam2)))); } if (GetIsObjectValid(object5)) { sub4(object5, GetLocation(objectParam3)); DelayCommand(0.3, AssignCommand(object5, SetFacing(GetFacing(objectParam3)))); } } From the little I understand, it seems to be perfectly alright. The party members should face objectParam1, objectParam2 and objectParam3 which are three waypoints I had to create and where Xor and his minions spawn: object oKas_xor_pc0_jump = GetObjectByTag("kas_xor_pc0_jump", 0); object oKas_xor_pc1_jump = GetObjectByTag("kas_xor_pc1_jump", 0); object oKas_xor_pc2_jump = GetObjectByTag("kas_xor_pc2_jump", 0); But instead of looking straight at them my party members face a specific direction, as the screenshot shows. And Xor seems to be looking there too.
  20. What is baffling is also that the glitch does not appear if you disembark alone.
  21. I personally have a very low tolerance for glitches. I'd sacrifice visual improvements to a glitch free game in most cases. That did the trick, although I know nothing of what the consequences are. Thanks for the assistance!
  22. Then the safest course of action is to remove those two files in the meantime (I suppose it is safe to do it?). If you have the chance, would you check if the same thing happens in your own game? Thanks!
  23. Sithspecter, I believe I am experiencing a bug that is related to this modification. And it's such a weird bug that I am not sure how easily it could have been identified before. The bug happens when I reach the Tatooine Hangar and ONLY if I leave the Ebon Hawk with company (oddly enough it does not happen if I disembark alone). What is causing this bug, somehow, are the w_ionrfl_004.mdl/mdx files (did not test them separately but I made sure that w_ionrfl_001, w_ionrfl_002 and w_ionrfl_003 are innocent). Pratically what happens is that a ion rifle appears just under the Ebon Hawk as you can see from the attached image. It cannot be interacted with and for the life of me I would like to know how something like that could happen.