JCarter426

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Everything posted by JCarter426

  1. L5-65's shadows are due to an issue with the model. The parties who are in a position to fix it are aware. The problem is a pain to fix though. I don't see what's supposed to be wrong with anything else in those images.
  2. There's this one from the FileFront days, archived on GameFront.
  3. That's just something somebody did for some mod. There isn't a unique Dessicus appearance anywhere in the game files.
  4. It does seem kind of racist that three out of the four named Quarren are Exchange bosses. But would it be any better if they were changed to another alien species that already appears too much? There are only four named Quarren in the game as it is, four that I remember anyway. Slusk is specifically described as a Quarren, so that doesn't work anyway. Also there is no unused appearance associated with Dessicus.
  5. Version 1.1

    334 downloads

    Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords
  6. View File Odyssey++ Overview Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language. Features Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II – The Sith Lords Submitter JCarter426 Submitted 11/01/2018 Category Modding Tools  
  7. Yeah, I've used that one before. I thought I had another installed, but I'm not seeing it so I might've been thinking of a different script like Atrisian. I also checked on their use in the game. The blue half of the texture is used only for the light side version of Visas' final meditation scene on the Ravager. The red half of the texture is there at all other times.
  8. Could I get screenshots? For the mod conflict, I can guess what went wrong but it would be helpful to see it for compatibility patch purposes. For the hand thing, I have no idea because I used game textures. The skin tones shouldn't be any more off than they are when your character is in their underwear.
  9. Huh, I never even noticed that was Aurebesh. Maybe because the font is squigglier than usual. I checked the texture and there are four distinct letter strings - two blue, two red. Only one pair (the ASDF one) has the same text. The other red string is still gibberish, though. Anyway, they could be made to say four different things with little fuss. Rather than replace them with different Aurebesh, I'd consider using a Sith script. There are a few fonts available online.
  10. I haven't been doing much modding over the last couple weeks because I've been working on this instead:

    Azjm8RQ.png

    It's a fully-functional user-defined language for Notepad++. It has syntax highlighting and auto-completion based on all the terms found in nwscript.nss. I've done all my coding over the last ten years with Notepad - the regular one - with none of these features, so I think it's pretty cool to have now.

    (The code I typed is garbage, though. I was just putting stuff down to show a few of the features and I forgot to assign the command to an object.)

    1. Sith Holocron

      Sith Holocron

      That I'm not a scripter myself, I certainly hope your tool will ease the issues others have had working with it before.

  11. Yeah, sorry, that's not what I meant.... This is the "standard animation set" I was referring to. Not the actual animations, which are of course on the model/supermodel, but the set of animations (basically the names of the animations) that the creature is allowed to use. Full body NPCs typically do not use the humanoid animation set. The rancor model, for example, uses the creature animation set. It doesn't have tlknorm or pause1 or any of the standard animations and in fact cannot be scripted to use them at all because it uses a separate set of creature animations. I believe this is configured in appearance.2da, but it's a moot point because HK uses the standard set. Usually you can't add any more with non-meatbags but you can with HK because he's special. I don't know how well that would work given the way the talk animations work, but theoretically it could be done by copying the animaiton keys and then applying a new animation to the base. What does HK do currently for the lines with TALK_FORCEFUL? Does he use TALK_NORMAL or does he go back to looping his idle animation?
  12. In HK's case, you'd have to check the model. It's likely he doesn't have that animation. Unlike NPC droids, though, HK should be using the standard humanoid animation set, so a new animation could theoretically be added.
  13. I don't see any issue with Atris showing up for the obligatory Jedi office party. That's a good point about Kavar, though. I'd forgotten that line.
  14. Zez-Kai Ell wasn't a Jedi at that point, so he wouldn't be there.
  15. I had planned to replace the nameless trio with Atris, Vash, and Kavar, and then optionally spawn Vrook, Zhar, and Dorak somewhere else in the background. I'd considered different options for Vrook, since he's seen in three different outfits, but as I've said, I would prefer if the others wear their real robes. It's a weird situation. The large and small models are there, and I believe the K1 PFBIM was also saved under a different name. So 5/6 of the models are still there, and it wouldn't be difficult to restore the 6th. As far as I know only the brown texture variant was saved, but there is always porting, or at least there is now.
  16. I can confirm that rolling MDLEdit back to an earlier version works. I believe I used 1.0.7 for my dangly meshes.
  17. I've been planning to add them to the end celebration scene for a while, but I've been putting it off because I'd want to include their robes. Could just use the game robes or the ported knight robes I already did, but I'd like to tackle the master robes eventually anyway so it's the waiting game for now. For me at least.
  18. Ah, so it may be an artifact specific to only one of the textures. My guess is that the error has to do with the proximity of the ^ symbol: But I don't see anything obvious wrong with any of the textures.
  19. I see the issue on one of my older installations, but not the newer ones that have been patched for widescreen support.
  20. Many of FileFront's mods can still be found on GameFront. If it's not there, or if anybody is interested in making a similar fix, the text in the game is not a font but rather texture files which can be found in swpc_tex_gui.erf. There are a lot of files, named dialogfont-something and fnt-something.
  21. I'm suggesting to use the finesse feats as the check for whether to apply damage based on dexterity in addition to the attack bonus that they already do, rather than making a new feat to do that. The current finesse feats are not worth taking as they are, but might be if they came with more bonuses.
  22. It's probably this one: // 724. GetLastCombatFeatUsed // Returns the last feat used (as a feat number that indexes the Feats.2da) by the given object int GetLastCombatFeatUsed(object oAttacker = OBJECT_SELF); But there are other similar functions: // 317: Get the attack type (SPECIAL_ATTACK_*) of oCreature's last attack. // This only works when oCreature is in combat. int GetLastAttackType(object oCreature=OBJECT_SELF); // 318: Get the attack mode (COMBAT_MODE_*) of oCreature's last attack. // This only works when oCreature is in combat. int GetLastAttackMode(object oCreature=OBJECT_SELF); // 722. GetLastAttackAction // Returns the last attack action for a given object int GetLastAttackAction(object oAttacker = OBJECT_SELF); I'm not sure what they do, if anything. EDIT: GetLastCombatFeatUsed() does work. It returns the integer of the feat as defined in feat.2da. However, it is only updated when a feat is used. So if you use power attack, then perform a regular attack or cast a spell, then check what your last feat used was, it will still return as power attack. I don't know of any way to determine for certain if a feat was just used in the last combat round and if anybody does know of one, I'm interested to hear it. GetLastAttackType() and GetLastAttackMode() are garbage. They always return 0 (invalid) despite others being defined. The GetLastAttackAction() result is from the usual action table (e.g. ACTION_ATTACKOBJECT and ACTION_CASTSPELL).
  23. This could be done, but it wouldn't be all that pleasant a solution. The most effective scripts to use would be k_def_damage01 and k_hen_damage01. Theoretically every character fires one or the other every time they take damage, which means the scripts can be edited to apply additional circumstantial damage. I've used this method before for something else, so I can certainly say it would work. Alternatively, editing k_ai_master would also work, because both damage scripts fire the on damage event in the AI. The problem with all these, though, is mod compatibility. Any edits to them are going to be fundamentally incompatible with any other edits. But if one were to go with that option, the script could check if the target's last damager has the particular feat, and if so apply extra damage equal to their dexterity modifier minus their strength modifier. in other words, have the damage bonus equal to the dexterity modifier if higher than strength. This sounds too convoluted to be worth it. You have to pick a feat and then make and use a specific upgrade when you could go for another build and have an extra upgrade. Additionally, decreasing strength in this way would have unintended negative consequences. Strength is used for some item proficiencies and checks in dialogue. Also, either way, I would suggest using the existing finesse feats rather than making new ones. They are next to useless on their own as it is, so if you're going to have to spend a feat, better to spend it on one that does something.