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Everything posted by Kaidon Jorn
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I might be able to put it out next month. It works it just needs finishing touches.
- 126 replies
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- tslrcm 1.8.6
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- 37 comments
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- lightsaber models replacement
- kotor 1
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- 37 comments
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- lightsaber models replacement
- kotor 1
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I would uninstall that older version and use 2021.
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
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Do you have "a_lrn_sch.ncs" or "kj_learn_scheme.ncs" in your override folder?
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
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Can you give it to yourself with KSE and try it again?
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
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Were you granted the "Learn Schematic" force power when you built your lightsaber? Did you activate the schematic just like a forearm shield?
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
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kotor 2 MOD:Schematic Lightsaber Mod 2021
Kaidon Jorn replied to Kaidon Jorn's topic in Mod Releases
Do you have a crystal? You may just need to overwrite handmaiden's dlg file with the one from SLM's patchdata folder.- 20 replies
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- lightsaber models
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kotor 2 MOD:Schematic Lightsaber Mod 2021
Kaidon Jorn replied to Kaidon Jorn's topic in Mod Releases
Search all cargo containers in Serroco area- 20 replies
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- lightsaber models
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😃What about a burgundy lightsaber?😄
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Was seriously thinking of turning the magenta saber into a dark red/burgundy, if it's possible to make look good.
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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.
- 126 replies
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- tslrcm 1.8.6
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Missing Textures on lightsabers!
Kaidon Jorn replied to Kreia4life's topic in Knights of the Old Republic General
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. -
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?
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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.
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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??
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Yes, I was wanting to do it in the individual companion dialogs. Alright thanks, I'll work on that.
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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!
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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.
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Whuuuuuut? So 702KOR becomes something else? Ok, well I'll deal with that when I get there.
- 126 replies
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- tslrcm 1.8.6
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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(?)
- 126 replies
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- tslrcm 1.8.6
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- 37 comments
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- lightsaber models replacement
- kotor 1
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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??
- 126 replies
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- tslrcm 1.8.6
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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)
- 126 replies
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- tslrcm 1.8.6
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