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Everything posted by Kaidon Jorn
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Hey all So I wanted to place an invisible placeable on an enemy with his OnDeath script. So that I may have you loot him normally, but have another script fire after you've looted him and gotten the part to the quest. here's what I could think of... void main() { if ((GetJournalEntry("ache_saber") == 20)) { CreateObject(64, "ache_lens_cont", GetLocation(GetObjectByTag("infernal_sith", 0)), 0); } ExecuteScript("k_def_death01", OBJECT_SELF); } So the placeable is invisible and holds the part. Then dings the quest entry. Would this work or what am I forgetting/not doing right? I appreciate any help. EDIT: Hey nevermind. What I was doing worked. I just forgot to include the script that jumps the quest entry up. So then i moved the other items he drops to the invisible placeable so there's only one "Remains". Then looting that puts the quest up a notch. Woot. i did it!
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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.
- 43 comments
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- replacement models
- kotor 2; the sith lords
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(and 1 more)
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@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.
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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?
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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.
- Show next comments 30 more
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Yes! Awesome thankyou!
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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.
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Nevermind
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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?
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Yup. it cut to black suddenly on the fadeout. #holdmuhbeer Hey how does SetFadeUntilScript work?
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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); }
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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.
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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.
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Oh... Wow. I am such a pleeb.
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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.
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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?
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Yup. Gimme a sec Can you see it?
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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.
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Alright, I need help. I've been on these stupid scripts for three days now, and I can not, for the life of me, figure out why it's creating a copy of the original lightsaber that's fired in Atton's dialog with "a_give_item". void main() { object oPC = GetFirstPC(); object oAtton = GetObjectByTag("Atton", 0); if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_130"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_130", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_130", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_131"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_131", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_131", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_132"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_132", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_132", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_133"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_133", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_133", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_134"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_134", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_134", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_135"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_135", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_135", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_136"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_136", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_136", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_137"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_137", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_137", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_138"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_138", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_138", 1), 0.0); } else { if (GetIsObjectValid(GetItemPossessedBy(oPC, "sbla_lghtsbr_139"))) { AssignCommand(oAtton, ActionEquipItem(GetObjectByTag("sbla_lghtsbr_139", 0), 4, 0)); DestroyObject(GetObjectByTag("sbla_lghtsbr_139", 1), 0.0); } } } } } } } } } } DelayCommand(8.0, SetLightsaberPowered(oAtton, 1, 0, 1)); } I have the DestroyObject() command in there right now to destroy the copy that's not in his hand at the end of the dialog, hence the (sbla_lghtsbr_13*, 1). If anyone has a better idea on how to equip whichever Atton saber you made in the dialog and not have another one copied into your inventory, that'd be great. Thanks in advance!
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Thanks DP!
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Errr....could someone decompile this? a_bao_parts.ncs I could never get DeNCS to work on my computer after Windows 10 came out. I have it, but it won't work, and I am changing my bao-dur armor quest up a bit at the moment. Would really appreciate it.
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Not at the moment, gimme a minute and I'll have SLM and DHRM up and running with the new blade models, hilt models, and ambient lighting out in a couple weeks....
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Excellent work. Can't stress enough how much these new blade models have made me giddy with excitement! Really makes me want SLM to be the best it possibly can! Cheers!
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Nevermind, i found it. Alrighty, here you go. I changed the wording of it just a tiny bit. workbnch.dlg
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With Steam version of KotOR2 you absolutely have to use the LegacyPC version and install TSLRCM and M4-78 DL's from here on DS, installing them to ProgramFiles(x86)/Steam/common/KotOR2... No workshops may be used. Then install SLM and M4 patch.
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
- (and 5 more)
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You would in fact have to merge the workbench dialog files, with the script from workbench attunement mod, using the dlg editor. Meaning opening up SLM's workbench .dlg and inserting new nodes from scratch into the main body of the dialog. Copy and pasting the nodes and any checks and script from workbench attunement mod into SLM's. One day I should do that myself but no time. workbnch.dlg
- 99 replies
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- schematic lightsaber mod
- kaidon jorn
- (and 5 more)