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Everything posted by Kaidon Jorn
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So I found a folder with some old never seen before hilt models I abandoned years ago.... Wondering if I should skin and rig them. Or just leave them to the ravages of time lol...but maybe rig and convert em as stand alone hilts...maybe.
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Yes i got it. Thanks again. Lets see what this'll do. Edit: Ok I do have .NETframework 1.1 installed for KotOR Tool. But what would I need? It's...uuum...not working.
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Ok thanks I'll toy around with it tomorrow, it's very late. Almost 6:30.
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Basil Bonehead's Mod Analysis Facility
Kaidon Jorn replied to Basil Bonehead's topic in General Kotor/TSL Modding
Worst nightmare I've had since I started playing this game and modding it. Nothing is finished, and what is "finished", is bugged as all get out. It's just a horrible crammed together mess. -
Yeah! That bottom frame is what I'm talking about I think. So I could just do this with Gmax then? Take a screen of a wire mesh and apply a ink/cartoon effect on it?
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Hey all So at the moment I am wondering if someone out there could basically render like a wire frame thingy of one of my saber hilts for a splash screen?
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Alright guys I think I've settled on these. Gonna do different icons for different saber loot. Schematic and companion sabers have these Looted or reward sabers have these, and I'm gonna redo them so there's more black showing.... then Master sabers... and the Revan, Malak and Sion will have and Nihilus has his own. Anyway, gonna mess with these so i can go to town on 'em 'cuz I would very much like to finish this this year lol.
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Wha Wha... Whaaaat!?!?! MY PEARLS!!!!
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You can nix it as far as I'm concerned. It's unnecessary. Just start it where Kreia comes walking into the cockpit to talk to Handmaiden/Visas or whomever.
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Oh yeah I've always done that. Alright well I do still have to rest the whole thing but I'm trying to get all my icons and retextures finished before i uninstall/reinstall everything. Thanks. Oh hey DP? Can you please take that damn mask off?? 😁
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So let me get this straight. If I was going to use the TSLPatcher to compare 2 of the same dialog files and make modifiers for the differences, I would want to use.... a) TSLRCM's version of the dialog file so that my version doesn't add anything that wasn't already there....OR b) a completely vanilla version of the dialog file once I've made all my changes to another unedited vanilla dialog file?? (not TSLRCM's) I'm a little confused because it seems like it's adding things in the patcher operation that TSLRCM already added. (??) Edit: yeah i think its the second option. Doesn’t make much sense the other way…I could be wrong
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Yeah when i messed with that all I did was change the model number in the uti. hehe. Ok so I "fixed" it. I used 2 scripts that already existed, k_650enter.ncs to destroy the defaults and massflourish.ncs to give them mine. But I think I need to tweak 650jedi.dlg to use a different camera, so that it's more impactful, lol.
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Oh man. Nope, didn't work. It's now deleting the default sabers in their hands but not equipping them with my custom ones. I'm gonna try it from Kreia's dialog with a new script. See how that goes.
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Once again I am in need of assistance. This one is weird because it worked the first time 2/3 of the way. Zez Kai-Ell did not equip his and showed up empty handed. So I tweaked a thing or two but now it dosen't work at all. (K_650enter.nss) void main() { if (GetLoadFromSaveGame()) { return; } object oEntering = GetEnteringObject(); object oFROM_605DAN = GetObjectByTag("FROM_605DAN", 0); if ((((GetFirstPC() == oEntering) && (!GetLocalBoolean(oFROM_605DAN, 42))) && (GetGlobalNumber("500OND_DarkSide_Iziz") == 0))) { SetLocalBoolean(oFROM_605DAN, 42, 1); SetGlobalNumber("853NIH_CUTSCENE", 1); StartNewModule("853NIH", "", "", "", "", "", "", ""); } else { object oWP_council_kavar; object oZez = GetObjectByTag("Zezkaiell", 0); object oVrook = GetObjectByTag("Vrook", 0); object oKavar = GetObjectByTag("Kavar", 0); if (((GetGlobalNumber("000_ZezKaiEll_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Zezkaiell", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_zez"); CreateObject(1, "npc_zezkaiell", GetLocation(oWP_council_kavar), 0); DestroyObject(GetItemInSlot(4, oZez), 0.0, 0, 0.0); DelayCommand(0.5, ActionEquipItem(CreateItemOnObject("seek_dblsbr_194", oZez, 1, 1), 4, 1)); } if (((GetGlobalNumber("000_Vrook_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("Vrook", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_vrook"); CreateObject(1, "npc_vrook", GetLocation(oWP_council_kavar), 0); DestroyObject(GetItemInSlot(4, oVrook), 0.0, 0, 0.0); DelayCommand(0.5, ActionEquipItem(CreateItemOnObject("vigi_lghtsbr_190", oVrook, 1, 1), 4, 1)); } if (((GetGlobalNumber("000_Kavar_Dead") == 0) && (!GetIsObjectValid(GetObjectByTag("kavar", 0))))) { oWP_council_kavar = GetWaypointByTag("WP_council_kavar"); CreateObject(1, "npc_kavar", GetLocation(oWP_council_kavar), 0); DestroyObject(GetItemInSlot(4, oKavar), 0.0, 0, 0.0); DestroyObject(GetItemInSlot(5, oKavar), 0.0, 0, 0.0); DelayCommand(0.3, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_191", oKavar, 1, 1), 4, 1)); DelayCommand(0.5, ActionEquipItem(CreateItemOnObject("kava_lghtsbr_192", oKavar, 1, 1), 5, 1)); } } } Would the Delaying of the command mess it up? Do I need to create the item on them before equipping??
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- lightsaber models replacement
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Alrighty. Got a buttload done yesterday and day before...but here are these while I'm at it. Just imagine Nihilus' saber laid across that because I forgot to make a .jpg in 256x256. These are the new icons but they will be scaled down to 128x128. Still need a good idea for Sion's. Also, Handmaiden builds a new model which is now called 'Arbiter' and Visas Marr's saber is now called 'Visionary'.
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Yeah i figured that out right after you posted. I fixed it. It works now. I had AssignCommand(oDarthSion, SetLightsaberPowered(yada, yada,yada) where it should have been DelayCommand
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Arrrgh I had it set to TRUE FALSE FLASE and it didn't work either. Alright thanks let me try again.
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Ok what am I missing? Trying to make Sion's saber turn off when it's replaced. It seems I've forgotten how SetLightsaberPowered works. From a_sion.ncs in 702KOR. First thing in the dialog. case 3: { object object19 = GetObjectByTag("SithAssassin", 0); object object21 = GetObjectByTag("SithAssassin", 1); object oDarthSion = GetObjectByTag("DarthSion", 0); effect effect3 = EffectVisualEffect(8000, 0); ApplyEffectToObject(1, effect3, object19, 20.0); ApplyEffectToObject(1, effect3, object21, 20.0); DestroyObject(GetItemInSlot(4, oDarthSion), 0.0, 0, 0.0); AssignCommand(oDarthSion, ActionEquipItem(CreateItemOnObject("pain_lghtsbr_195", oDarthSion, 1, 1), 4, 1)); SetLightsaberPowered(oDarthSion, 0, 0, 0); AssignCommand(oDarthSion, ActionPlayAnimation(35, 1.0, (-1.0))); DelayCommand(6.0, SetDialogPlaceableCamera(8));
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Yeah you're probably right. I was all set to paste some master sabers on the master icons today and just got on a tangent. EDIT: NO SPHERES/GLOBES! Nevermind. never say never.
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I am really trying to nail something down for schematic sabers. Even went back to using glowy spheres. But it seems like now I'm just trying to emulate what I did the other day for the masters saber icons. Will keep trying...
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Nihilus' mask, and Sion's cracks.
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Ok so whadduya think? I'm into it.
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Think I'm gonna go ahead with DeepFried's idea for the Masters saber icons. I like this idea. So I'm still looking around for more of these to choose from. Will post a completed icon a little later.
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