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Everything posted by Salk
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About my latest post above, in case anyone might be interested. My solution had a small bug in the cutscene: kas25_mandalor07 would not decloak like the others so I took another path. I left k_pkas_mandend.ncs alone and only changed k_pkas_mand3.ncs adding the lines in bold: void sub2(string stringParam1, location locationParam2) { object oPC = GetNearestObjectByTag("kas25_mandalor02", OBJECT_SELF, 1); object oItem = GetFirstItemInInventory(oPC); CreateObject(1, stringParam1, locationParam2, 0); if ((!GetIsObjectValid(GetObjectByTag("kas25_mandtrig2", 0)))) { while (GetIsObjectValid(oItem)) { if (GetTag(oItem) == "kas25_datapad2") { DestroyObject(oItem); } oItem = GetNextItemInInventory(oPC); } } } I noticed though how in the vanilla game there is often one unit (mandalor03) in the second ambush that oftens does not charge to attack like the rest but just stays and watches until attacked first. The attack function in k_pkas_mandend.ncs is a bit too complicated for me to understand why it happens.
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Thank you, guys. I am taking advantage of your knowledge to ask you for more help... In my attempt to make the game more polished, I would like to avoid unnecessary duplication of supposedly unique items. In this present case, I am talking of the Mandalorian Datapads in Kashyyyk as part of the Hidden Hunters quest. The unarmed party is ambushed twice. The first three enemies leave Datapad 1 (kas25_datapad1) and Datapad 2 (kas25_datapad2). In the second ambush, we obtain Datapad 1 and Datapad 2 again, plus a thirdDatapad (kas25_datapad). Datapad 1 is dropped by kas25_mandalor01 in the first ambush and by kas25_mand_end in the second. Removing the duplicate is a simple matter of removing Datapad from the inventory of the latter. Datapad 2 is dropped by kas25_mandalor02. This enemy appears in both ambushes so my idea was just to swaps him with kas25_mandalor07 (another Mandalorian warrior carrying no special item). The script that deals with the ambushes (both of them) is k_pkas_mandend and the main function is this: void main() { object oNearestKas25_mand_end = GetNearestObjectByTag("kas25_mandalor01", OBJECT_SELF, 1); object oNearestKas25_mandalor02 = GetNearestObjectByTag("kas25_mandalor02", OBJECT_SELF, 1); object oNearestKas25_mandalor03 = GetNearestObjectByTag("kas25_mandalor03", OBJECT_SELF, 1); if ((!GetIsObjectValid(GetObjectByTag("kas25_mandtrig2", 0)))) { oNearestKas25_mand_end = GetNearestObjectByTag("kas25_mand_end", OBJECT_SELF, 1); } ChangeToStandardFaction(oNearestKas25_mand_end, 1); ChangeToStandardFaction(oNearestKas25_mandalor02, 1); ChangeToStandardFaction(oNearestKas25_mandalor03, 1); AssignCommand(oNearestKas25_mand_end, sub1(OBJECT_INVALID)); AssignCommand(oNearestKas25_mandalor02, sub1(OBJECT_INVALID)); AssignCommand(oNearestKas25_mandalor03, sub1(OBJECT_INVALID)); } The IF condition checks whether or not it is the second ambush taking place (from what I understand) and if it is, it simply swap kas25_mandalor01 with kas25_mand_end. I was hoping that I could just add this line: oNearestKas25_mandalor02 = GetNearestObjectByTag("kas25_mandalore07", OBJECT_SELF, 1); but there is a problem. The new enemy that replaces kas25_mandalor02 does not become hostile for some reason and I cannot understand why. Can someone guess what is happening? Thanks! UPDATE: Well, I think I can start to understand something... The line does not work because the object has never been created during the cutscene. I suppose I need to investigate k_pkas_mand3.ncs. SOLVED: Yes, I did need to add the following also to k_pkas_mand3.ncs: if ((!GetIsObjectValid(GetObjectByTag("kas25_mandtrig2", 0)))) { string1 = "kas25_mandalor07"; }
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A couple of questions more, if you please. 1) The .mod file works even if not all the vanilla resources in the <level>.rim and <level>_s.rim file are there? Would the game then use what it finds in the <level>.mod and take the rest from <level>.rim and <level>_s.rim? 2) If the resource found in a .mod file is also found in Override, will the latter take precedence? Thanks for your patience.
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Okay. Thanks for the advice!
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Great! I didn't think of checking the file path... Anyway I did go for the second solution. If you do not mind helping out with one more thing. Can you tell me when it is appropriate to create a .mod file and when a .rim file? In my C:\Program Files\LucasArts\Star Wars Knights of the Old Republic\modules folder I have both .mod and .rim files and I was wondering about the difference. I am in the process of moving some files from the Override into modules and I would like to make sure I am not making a mistake. From what I can see, the ERF -> Modules .mod files replace original resources found in the RIM -> Modules .rim files? Thanks again!
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One question, Fair Strades. What file invokes k_pdan_endcut14? I did not find it in the dan14_cutscene.dlg (or am I blind?) I am still trying to figure out the structure.
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Thanks a lot, Fair Strides. I have reworked the two quests (Dead Settler and Sandral/Matale Feud) to my satisfaction, removing two bugs and making the quest possible to finish even if the second one is completed first. I will investigate the k_pdan_endcut14 file!
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Hello! I am trying to make possible to start and complete the Dantooine quest "Dead Settler" even after finishing the quest "Shen and Rahasia". The solution I thought of is simple: after the cutscene when the two families confront each other, if it does not end in blood, I would unlock the Sandrals main entrance. There the Player can talk to the droid and inform of the death of Casus. There is already unused material in the dan14_sdroid.dlg file which can easily be restored. That same dialogue file uses the script k_pdan_srdr01.ncs to unlock the door when the Player demands to meet Nurik because on a mission from the Council: void main() { object oDan14ad_door01 = GetObjectByTag("dan14ad_door01", 0); SetLocked(oDan14ad_door01, 0); } When the cutscene starts, the front door, which was unlocked and open, is closed and locked again (I do not know where this happens). Even if I use the k_pdan_srdr01.ncs in the dan14_cutscene.dlg the door remains locked and I do not understand why. A workaround I found was to add the following to the k_pdan14d_area script: if ((GetGlobalNumber("DAN_ROMANCE_PLOT") > 2) && (GetGlobalNumber("DAN_ROMANCE_PLOT") <7)) { object oDan14ad_door01 = GetObjectByTag("dan14ad_door01", 0); SetLocked(oDan14ad_door01, 0); } This does work but it requires that the player leaves the area and enters it again and I would rather go for a simpler method. Can someone help me with this? Thanks!
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Yes, I have done that. The only small worry is that the recompiled code is not identical but I believe it is nothing that can affect the end result. I tested it and it seems to be working fine. The Dead Settler quest is a mess though and there is quite some material to restore by keeping the droid outside the estate at its original place unlocking the Sandrals front door (I also improved on the dan14_cutscene.dlg as detailed here). I am working to make it possible to finish it even if the player completes the Rahasia and Shen Romance quest first.
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Kotor Scripting Tool v0.1.3.1 trouble.
Salk replied to Purifier's topic in General Kotor/TSL Modding
Blue, the new version does not create an entry in the Start menu-> Programs of windows XP which is something that the older, not working version did. Cheers! -
Well, after investigating I found out what happens. When you talk to Nurik at his place, two scripts (k_pdan_nurik03.ncs and k_pdan_nurik04.ncs) in the dan16_nurkik.dlg file contain the following: SetGlobalBoolean("DAN_SAND_REFUSE", 1); The script k_pdan_14b_area.ncs which triggers when the danm14ab_s.rim module is loaded (where the body of Casus is found) contains the following: if ((GetGlobalBoolean("DAN_SAND_REFUSE") && GetIsObjectValid(GetObjectByTag("dan14aa_casus", 0)))) { DestroyObject(GetObjectByTag("dan14aa_casus", 0), 0.0, 0, 0.0); } which causes the problem of the body being destroyed, leaving the Remains in its place. Problem is, I do not know how to remove that from the original script and recompile it correctly because DeNCS reports that Decompiling...k_pdan_14b_area.ncs: partial-byte code does not match If someone has any idea how to proceed, it would be nice to know.
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Okay, thanks! EDIT: That file has nothing to do with the dead body of Casus. The file I am talking about is dan14aa_casus.utp ... After starting the Shen-Rahasia quest by visiting the Sandrals Estate, the body is replaced with a backpack. I am trying to figure out if I can stop it from happening...
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But the game does not stop the quest after Nurik dismisses you. You can still finish the quest and ask for an audience speaking to the droid outside the estate. Even if he told you to leave, it is still very sensible to think you would want to make contact anyway (at least that is what happens in my own modded game). I do not see any inconsistencies in returning there. The download does not work. Anyway I read the read me and it does not mention the restoration of the original appearance of Cassus' body. But even if it did do that, what I need is for the body to stay.
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Hello! I have examined the dan14_cutscene.dlg file pretty closely and found ways to fix an original bug not addressed by K1R and to make a few improvements. I will listen them here. BUG: The script <k_pdan_romance33> would not fire in one case even if Rahasia and Shen leave for the Enclave. FIX: <k_pdan_romance33> moved from E17 to E20 IMPROVEMENTS: E77 <k_con_pershigh> changed to <k_con_persmed> E83 Added <k_con_pershigh> E84 Removed <k_con_perseasy> E117 CameraID 13 Camera Angle 6 E112 Listener: dan14_rahasia R199 StrRef changed to 9017, added appropriate VO R208 StrRef changed to -1 "Don't mention it, Shen. But we should get going now." Listener: dan14_shen E164 StrRef changed to 8941 Speaker: dan14_shen E24 Listener: PLAYER
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Hello! I noticed something curious in my game and I was wondering if that happens to others as well and, possibly, if there might be some way to fix this minor issue. Once you are given the mission of solving the Sandral-Matale feud, I believe the game spawns the corpse of Casus in the Matale Ground area. If you find it, you will notice how the game identifies it as "Dead Settler" and you can find his possession to return to the father. What is weird is that if you go speak with his father before you pick Casus' datapad and then check back where the body was, there will just be a generic Remains, with the backpack instead of the corpse. Now, I have been wondering why that happens and whether or not it'd be possible to make Casus' body there permanent, rather than swapping it with the backpack.
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Thank you for your suggestion! Do you know if there might be other similar incompatibilities between the two modifications?
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Hello, Sithspecter! I noticed that Zaalbar's bowcaster seems to be unchanged after installing your modification. I am just guessing here but perhaps the relevant files are w_bowcstr_03.mdl/mdx/tga? I do have them in my override folder but they were likely put there by Fallen Guardian's Weapon Model Overhaul Texture Rework. Do you think that is a possibility? Thanks!
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[KotOR] Decompiling .ncs files and camera issues
Salk replied to Salk's topic in General Kotor/TSL Modding
Hello! Thanks for your help, JCarter426 and DarthParametric. Yes, I was trying to decompile k_ptat_raceone. I didn't even consider the possibility that the source might have been available. I swapped it with k_ptat_racechamp because it does make more sense to me. It seems the camera quirk won't happen with the "1" value. -
Kotor Scripting Tool v0.1.3.1 trouble.
Salk replied to Purifier's topic in General Kotor/TSL Modding
Hello! I tested it on the same OS. Same result (crash at splash screen). Thanks! -
For my current game I had installed 1 and 2. Fallen Guardian's modification was installed via TSL Patcher though. Why would I need to install it manually? I have just unzipped the whole content of your HQ Blasters into the Override and replaced around 120-130 files. Note: I suppose there would not really be any difference with the new version you uploaded that uses the TSL Patcher? Would this procedure cause any kind of issue, in your opinion? Thanks again!
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Sithspecter, first of all, thanks for creating this pack. I have a question: does it replace all the models included in Toasty Fresh's Total Weapon Overhaul/Fallen Guardian's Weapon Model Overhaul Texture Rework or would there be a reason to have both? Thanks!
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[KotOR] Decompiling .ncs files and camera issues
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks for the suggestion, guys. Unfortunately in the case above the failure was total. If any can also shed some light on the camera being on the player when it shouldn't and whether or not my work around is safe, it'd be nice. -
Hello! First of all, a very simple question: is DeNCS the best tool for decompiling .ncs files? I tried KotOR Scripting Tool but did not manage to make it work. DeNCS has always worked fine but the amount of failure (partial and not) when decompiling is pretty high. Is DeNCS no longer maintained by anyone? I was checking the tat17_10czerk_01.dlg and there I found a Iine I suspect is never triggering rarely triggering... The conditional script associated with it cannot be decompiled though so I cannot verify. I am talking of: E1 <k_ptat_raceone> "Hello again. I hear you've made an impression down at the swoop track. Czerka Corporation wholly supports local events." <> It triggers only if the Player has won the first tier. I swapped the <k_ptat_raceone> with <k_ptat_racechamp>, which seems more appropriate (beating the first tier does not make an impression, becoming champion does). Also, I noticed that there are several dialogues where the camera is on the player even when the speaker is someone else (it happens often when party members are interjecting but not only... There are three such instances also in the .dlg file above mentioned). I can usually correct this by changing the camera angle from 0 to 1... Is this something that might cause any further problems? (I think not, but I want to be sure...) Thanks!
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High Quality Blasters (Sithspecter's Disaster Blaster Remaster)
Salk replied to Sithspecter's topic in Work In Progress
Very nice! Thank you, Sithspecter! -
What's confusing is that the game does not explicitly tell the player that each operator can be used once. The dialogue should be tweaked in such way that when you choose an operator, you cannot choose it again for the next number.