Kaidon Jorn

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Kaidon Jorn last won the day on April 20

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About Kaidon Jorn

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    My posh Coruscant penthouse

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  1. the "Disable Vertex Buffer Objects=1" fix works for me playing Steam version. No crashes. The trick is always going to be...don't use the Aspyr version. Use the beta LEGACYPC version. You can, sometimes go back to the Aspyr version after playing Legacy version for a bit, but at some point it will always crash. When that happens, go back to the LEGACYPC beta. DHRM 8.2 is coming with new blade models and textures and new models for the yellow double and single bladed sabers.
  2. visas_sbr.thumb.jpg.f4cf8c0ce718a755f7e5fef7c0421408.jpg

    1. Show previous comments  2 more
    2. Sith Holocron

      Sith Holocron

      @LordMerek, it seems KJ is making his mods compatible with @Crazy34's new lightsaber model.  (Note how the saber lights up the room?)  Although if I've misread the picture, hopefully @Kaidon Jorn will correct me.

    3. Kaidon Jorn

      Kaidon Jorn

      Yeah, I converted all the SLM sabers and my default saber replacements to have Crazy34's new blade models and ambient lighting.

      That scene never looked so cool, no?

    4. Kaidon Jorn

      Kaidon Jorn

      The only thing that needs doing for default replacement sabers is to map, skin and rig a new yellow double bladed saber that I made from an older SotOR saber. 

      Then that will be ready to release. Now if I could find the time and patience.

  3. Could someone decompile these two scripts for me? They were for 604DAN and the second has coordinates I want to fix up and use. k_fab_enter.ncs a_xtracrystals.ncs I am most grateful.
  4. Got a question... k_def_disturb01 in a creature's OnDisturbed field,... I know the script is blank and "not currently used", but what was it for? Is it like a OnInventoryDistubed on a placeable? I want to have a droid drop a saber part, then fire a journal entry script. So is the only way to do this for a creature is have the OnDeath script give you the part and add the journal entry?
  5. Yup. it cut to black suddenly on the fadeout. #holdmuhbeer Hey how does SetFadeUntilScript work?
  6. Aight I got a'notherun. How would i go about setting the fadeout? If this was to all happen on one dlg node? DelayCommand or just set the delay in SetGlobalFadeout? void main() { object oBaoDur = GetObjectByTag("BaoDur", 0); object oRWeapItem = GetItemInSlot(4, oBaoDur); SetGlobalFadeIn(2.0, 4.0, 0.0, 0.0, 0.0); AssignCommand(oBaoDur, ActionPauseConversation()); DelayCommand(0.2, AssignCommand(oBaoDur, ActionJumpToLocation(Location(Vector(60.74615, 34.29696, 1.8), 120.0)))); DelayCommand(0.4, AssignCommand(oBaoDur, ActionUnequipItem(oRWeapItem, 1))); DelayCommand(0.6, AssignCommand(oBaoDur, ActionPlayAnimation(35, 1.0, 12.2))); DelayCommand(12.6, AssignCommand(oBaoDur, ActionResumeConversation())); SetGlobalFadeOut(x.x, x.x, 0.0, 0.0, 0.0); }
  7. No no, it's genius. I'm not complaining at all, just a lil' in awe. Plus I'm a bit drunk with my cat on my lap listening to Khruangbin.
  8. Hold on. I sat here reading that for damn 20 minutes. Thats it. Nailed it. Thanks a bunch dude. Never would have figured that out on my own.
  9. Oooh. Discord? Not on it. Ok let me try this and report back. Thanks for helping so much. Ok, well it only made one saber but he didn't equip it on that script. What about doing more of a... if (GetItemPossessedBy(oPC)) == ("sbla_lghtsbr_130") { AssignCommand(oAtton, ActionEquipItem(oSaber, 4, 1); } else if (GetItemPossessedBy(oPC)) == (sbla_lghtsbr_131") { AssignCommand(oAtton, ActionEquipItem(oSaber, 4, 1); } etc etc type of deal? Like a conditional? I should mention this only happens in 003EBO, and a one time script for the companions initial saber building dialogs.
  10. Awesome. So the one you already made would work fine? I was thinking earlier not to use (GetIsObjectValid) because that would look everywhere, like even in Override, and make a new one after you got the original one from a_give_item. But I don't know if that's a plausible explanation. So I just need to put that last line in for 139 and compile it? Shouldn't I take out the DestroyObject command?
  11. Yes I did. But I don't think it should be applied here, just a simple (listen to me ) "check which saber color you made and insert THAT into Atton's hand. Yes it probably was decompiled with DeNCS way back when, and as a matter of fact, it's just a rewritten "c_have_any_co_cr". I should have posted the dialog part. So this script would be called "a_atton_sbr", and the saber was made with "a_give_item". But since y'all are a bunch of friggin geniuses, I bet you nailed it on the first try Thanks y'all.