Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. Do you have a crystal? You may just need to overwrite handmaiden's dlg file with the one from SLM's patchdata folder.
  2. 😃What about a burgundy lightsaber?😄

    1. LDR

      LDR

      lumièresabre

    2. 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.

       

    3. JDub96

      JDub96

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

    4. Show next comments  6 more
  3. 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.
  4. Scripters block ERADICATED!

    Lol

  5. 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.
  6. 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?
  7. 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.
  8. 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??
  9. Yes, I was wanting to do it in the individual companion dialogs. Alright thanks, I'll work on that.
  10. 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!
  11. 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.

  12. Whuuuuuut? So 702KOR becomes something else? Ok, well I'll deal with that when I get there.
  13. 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(?)
  14. 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.
  15. 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??
  16. 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)
  17. Aight I have to fix my 702KOR module. I noticed that TSLRCM doesn't include a 702KOR.mod so I went about inserting my edited files into the _dlg.erf and _s.rim for the tslpatcher op, but then when I got there it literally booted me back out to the main load/save screen. 😩 So I went about making a 702KOR.mod to place in the modules folder....that fixed it yes, but is that how I should really do it? What would make inserting or replacing files in the dlg,erf and s.rim basically crash to main load screen? Missing files in one of those modules? Not sure what to do at this point.
  18. Whut? I'm guessing a couple of those are maybe Mandalorian or somesuch? I'm sure there’s explanations behind those names, though i have no idea what they would be… I do like Perspective and maybe Venerate so far. Let me get some more from you guys
  19. Hey again, Today I'm looking to rename Vash's silver bladed saber. But I haven't a clue as to what. So I'm taking any and all suggestions (unless they're completely hokey) from you fine people. What is this saber called? I will probably reskin it one more time to get the directional (turned) steel texture smaller so it'll look better. But there it is...
  20. Oh I just mean I mixed and matched what you made me. As in, I might not have used something for what you labeled them as. Like your original default red I used for Darth Revan's instead, so I switched it for another one.
  21. Arbitrary check in. all sabers had their aurora light multipliers jacked up to 1.6 (single), 1.4 (double-bladed), and 1.8 (specials). Short sabers I’ll probably do at 1.5 when I get around to redoing the default replacement hilts mod. Learn Schematic is now a feat called Read Schematic… Kaevee now has the Padawans Lightsaber. (No its not yellow bladed) Crystal icons have been massively consolidated and completly remade by SH, and me… aaaand thats all i can think of right now....
  22. OMG OMG OMG! It compiled and it works! Woooo! I just combined c_have_item with the c_have_feat that I made earlier today and it works. int StartingConditional() { object oPC = GetFirstPC(); int nQuantity = GetScriptParameter (1); int i; string sItem = GetScriptStringParameter(); object oItem = GetItemPossessedBy (GetPartyLeader(), sItem); if(nQuantity == 0) nQuantity = 1; if ((GetHasFeat(245, oPC) == TRUE) && (GetIsObjectValid(oItem))) { return 1; } else { return 0; } } Can you see any reason this wouldn't work? Because i left out the part about returning int stack size from the original c_have_item script at the bottom there.... int StartingConditional() { int nQuantity = GetScriptParameter( 1 ); int i; string sItem = GetScriptStringParameter(); if(nQuantity == 0) nQuantity = 1; object oItem = GetItemPossessedBy (GetPartyLeader(),sItem); if (GetIsObjectValid(oItem)) { int nStackSize = GetItemStackSize(oItem); return (nQuantity <= nStackSize); } return 0; } But why is the (int i;) there? What does that do?
  23. Well I have a fix for it for now. I made a check script just for the feat. int StartingConditional() { object oPC = GetFirstPC(); if (GetHasFeat(245, oPC) == TRUE) { return 1; } else { return 0; } } So i'm just using the two starting conditionals for the individual schematic nodes Was thinking maybe i should put c_have_feat at the beginning of the node so it wont even show up if you haven't gotten the feat. I still need to decide if it's going to be a pickable or granted feat. But I really need to take a nap, I have to work tonight.
  24. Uhhgghh, sorry I never got back to you I fell asleep. Trying this now... EDIT Ok wait a minute. Now it's just giving me all options even if I don't have the schematic....