Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. You can't use the Steam Workshop version of TSLRCM. You have to use the Legacy PC version.
  2. I might be able to put it out next month. It works it just needs finishing touches.
  3. Kaidon Jorn

    KSR 2022

    So she starts fighting him with no lightsaber? It disappears into thin air? No idea. Does Bandon have a lightsaber or does it disappear? Might be a mod conflict. Need more info. You can only use them in a standard saber, not short or double. Need more info.
  4. Kaidon Jorn

    KSR 2022

    You just need to pick the dueling feat at level up.
  5. Were you granted the "Learn Schematic" force power when you built your lightsaber? Did you activate the schematic just like a forearm shield?
  6. Do you have a crystal? You may just need to overwrite handmaiden's dlg file with the one from SLM's patchdata folder.
  7. 😃What about a burgundy lightsaber?😄

    1. Show previous comments  1 more
    2. LDR

      LDR

      lumièresabre

    3. Kaidon Jorn

      Kaidon Jorn

      Was seriously thinking of turning the magenta saber into a dark red/burgundy, if it's possible to make look good.

       

    4. JDub96

      JDub96

      Actually, the French word for lightsaber is sabre laser. "Laser sword."

  8. So I ended up just making 7 separate scripts for the party members to get their read schematic feat when they make their sabers, just like the pc. All I have left to do is remake icons again in 256, and finish the revan reborn saber texture. Then I should be releasing it fairly soon.
  9. Scripters block ERADICATED!

    Lol

  10. I have to do that Disable Vertex Buffer Objects=1 trick too, but I don't get the crashes that everyone else reports. But then, I only use the Steam Version of the game and install the TSLRCM version from here and install it directly into the Steam KotOR 2. Don't know if that helps.
  11. Alright. How is GetScriptStringParameter(); used? Because I have no idea. Only for items or for objects? Can you call the tag of a companion in their specific dialog with it?
  12. You were right. The TLK string ref was wrong but I fixed that but it's still doing the same thing. I think it has to do with it firing while in conversation. Haaa!!! IT WORKED!! void main() { int int1 = 245; object oAtton = GetObjectByTag("atton", 0); object oBaoDur = GetObjectByTag("baodur", 0); object oDisciple = GetObjectByTag("disciple", 0); object oMira = GetObjectByTag("mira", 0); object oKreia = GetObjectByTag("kreia", 0); object oVisas = GetObjectByTag("visasmarr", 0); object oHand = GetObjectByTag("handmaiden", 0); int int2 = 136379; string string1 = "if_schematic"; if (((GetTag(OBJECT_SELF) == "atton")) && (GetIsInConversation(oAtton) == 0)) { GrantFeat(int1, oAtton); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "atton")) && (GetIsInConversation(oAtton) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oAtton)); return; } if (((GetTag(OBJECT_SELF) == "baodur")) && (GetIsInConversation(oBaoDur) == 0)) { GrantFeat(int1, oBaoDur); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "baodur")) && (GetIsInConversation(oBaoDur) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oBaoDur)); return; } if (((GetTag(OBJECT_SELF) == "disciple")) && (GetIsInConversation(oDisciple) == 0)) { GrantFeat(int1, oDisciple); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "disciple")) && (GetIsInConversation(oDisciple) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oDisciple)); return; } if (((GetTag(OBJECT_SELF) == "mira")) && (GetIsInConversation(oMira) == 0)) { GrantFeat(int1, oMira); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "mira")) && (GetIsInConversation(oMira) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oMira)); return; } if (((GetTag(OBJECT_SELF) == "kreia")) && (GetIsInConversation(oKreia) == 0)) { GrantFeat(int1, oKreia); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "kreia")) && (GetIsInConversation(oKreia) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oKreia)); return; } if (((GetTag(OBJECT_SELF) == "visasmarr")) && (GetIsInConversation(oVisas) == 0)) { GrantFeat(int1, oVisas); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "visasmarr")) && (GetIsInConversation(oVisas) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oVisas)); return; } if (((GetTag(OBJECT_SELF) == "handmaiden")) && (GetIsInConversation(oHand) == 0)) { GrantFeat(int1, oHand); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if (((GetTag(OBJECT_SELF) == "handmaiden")) && (GetIsInConversation(oHand) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", oHand)); return; } } EDIT: Never mind it doesn't work.
  13. Mmmmmmm I don'knowww.... void main() { int int1 = 245; int int2 = 136393; string string1 = "if_schematic"; if ((GetTag(OBJECT_SELF) == "atton")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "baodur")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "disciple")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "mira")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "kreia")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "visasmarr")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetTag(OBJECT_SELF) == "handmaiden")) { GrantFeat(int1, OBJECT_SELF ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } } Will it work? Does being in dialog matter? Will I need else's? Does my butt look big in these pants? Edit: Yeah, no. Froze my game with no UI after the dialog ended. Did i need to put breaks in after every if??
  14. Yes, I was wanting to do it in the individual companion dialogs. Alright thanks, I'll work on that.
  15. Hello all Would it be possible to convert this script to work for all companions that can be trained as jedi, as well as the pc? So that I could just fire the script from the companion's dialog during the saber building section. Would that just mean changing GetFirstPC() to GetPCSpeaker() or something like that? Would I need to list them all out by tag? Or making it a case by case basis? void main() { int int1 = #2DAMEMORY3#; int int2 = #StrRef4#; string string1 = "if_schematic"; if ((GetIsInConversation(GetFirstPC()) == 0)) { GrantFeat(int1, GetFirstPC() ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetIsInConversation(GetFirstPC()) == 1)) { DelayCommand(0.5, ExecuteScript("kj_grant_read", OBJECT_SELF)); return; } } Thanks very much!
  16. Man o man. In the teens all weekend. Have to round up my two homeless kitties and bring 'em here. That won't be fun. But absolutely necessary. 

    1. Sith Holocron

      Sith Holocron

      Did you corral the kitties?

    2. Kaidon Jorn

      Kaidon Jorn

      One is, one isn't. Could of waited until tonight to do it but the opportunity presented itself last night. Not sure what I'm gonna do about Whiskers. She has a little house in the back of work but that won't protect her from 17 degrees.

  17. Whuuuuuut? So 702KOR becomes something else? Ok, well I'll deal with that when I get there.
  18. Well....err...I'm going to wait for a bit because I still need to finish redoing all my icons. That should take about a week(?)
  19. Kaidon Jorn

    KSR 2022

    I will start working on updating the TSLpatcher executable swapping probably in the spring (2023) as there is no way I can do it now. Sorry for the inconvenience.
  20. OOOOOHHHHHH. Really? Yeah I might have the super old version I dont know...going to look. Ok, I have version 1.2.10.1 from 2007??
  21. for dlg.erf Replace0=mal_door.dlg Replace1=termtort.dlg for s.rim Replace0=a_sion.ncs (destroys sion's default saber and equips mine) Replace1=a_sion_battle_cs.ncs (destroys sion's default saber and equips mine) Replace2=vash_container.utp (may take this out since I still need to make a M4-78 compatibility patch) File0=a_darthsbrs.ncs (fired from mal_door.dlg, places revan and malak sabers in footlockers ) File1=a_spwn_ass.ncs (fired from termtort.dlg) File2=n_elite_ass.utc (.utc created with a_spwn_ass.ncs)