JCarter426

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Everything posted by JCarter426

  1. Well, it gets fired every time you enter that module (not just the first time) and then the script would store that as the global string. But OnExit fires when you exit that module and transition to another one, so it might not make a difference. It depends on whether OnExit isn't fired when you exit in certain circumstances. I'm pretty sure OnEnter must always be fired when you enter, though.
  2. Ah, I did a test and my saves were indeed lying to me. A shame. I don't think the OnExit method would work, though. It wouldn't account for when the player gets warped through other means. OnEnter should account for those... I think. Actually, it might not make a difference. I've never tested that, so I can't say. Oh, if you're going to be that specific about the module, then you'll need to check all three digits. int nCurrentModule = StringToInt(GetStringLeft(GetGlobalString("K_LAST_MODULE"), 3));
  3. I looked through my saves and they seemed to be storing the last module correctly already.
  4. Yes, the global string K_LAST_MODULE. It would be trivial to grab the first number from that and convert it to an integer based on the planet. int nCurrentPlanet = StringToInt(GetStringLeft(GetGlobalString("K_LAST_MODULE"), 1)); Then you'd need an if tree to filter it down to 5 options, but seems doable. There already is one for current planet, but I'm not sure if it's used properly in K2, since it's left over from the rapid transit system in the first game. But if that works you could use that instead, either way.
  5. I can't comment on the issue, but regarding the credits, I have all the new stuff set up and I'm just waiting for word from Zbyl and Hassat Hunter now before rendering out the final version to be put into the mod. I understand they have some other stuff to finalize first, and they're both busy guys, so that's why that hasn't happened yet.
  6. ???? I really wonder how that happened, though. He has different body models, but they're the same size as everybody else's. It's like they did his head wrong, then fixed every body to match the head instead of just fixing the head.
  7. Ah, that's good, then. I must confess that I'm not entirely up to date on these matters. I may be "TSLRCM Crew" but I haven't even played through the whole thing, because the last time I played KOTOR II at all was before TSLRCM was a twinkle in Hassat Hunter et al's eyes. That's kind of the reason I want to go through it again soon. Yes, but that would likely be more work, and present more mod compatibility challenges, and would ensure you get more rare items than the developers intended - indeed, all of them. I may look into altering how rare items are granted, but I'd prefer to maintain at least some of the randomness.
  8. Wow, I thought the droids looked nice but new models for Bao-Dur? I didn't think that had been resolved. I haven't really taken a good look at the new compiler yet myself. Nice work. I had noticed Bao-Dur's head was off when I tried putting him on non-dismembered models in the past. I'm not sure what happened there but I know I'm going to have to edit his head for a project eventually so that's going on my lengthy to-do list, assuming you or someone else doesn't beat me to it (please beat me to it).
  9. Well, if I can take that as blanket permission to use TSLRCM's loot script as the basis for a mod, then this is something I'll look into. Not soon, because I'm not allowed to work on other things at the moment, but it is a matter I'd like to explore before I play the game again. I think it would only take me a day or two to inventory all the game's unique items and then edit the loot script to never drop any duplicates. Maybe make some other tweaks while I'm at it.
  10. Well, I'm privy to what exactly is going on and could explain if I had permission to, but then those who could authorize such permission could just explain what's going on. So I'll just say the issue will be resolved with version 1.8.6 of TSLRCM and 1.3 of M4-78, one way or the other, if it isn't resolved before then.
  11. If you open the ASCII in Notepad and search for newanim you'll be able to see all the animation names as well as their durations and so on. v_superbike has a bunch: Gear0, BankL_06, downthrust, etc. It's Effect. I don't think this really matters, though. In NWMax it determines some things, such as which animations are in the dropdown list, but I don't know of any purpose this has in the game. I've messed about with replacing different models of different types before, and they generally work anyway. I'm don't know why you wouldn't be able to move. I've replaced the swoop bike model before, in the second game. And the model I used had no animations on it at all. But it still moved. If the emitters are the problem, then it may be possible to edit them out of the ASCII before importing, and then in theory everything else would import correctly.
  12. Fortunately the game isn't so fussy about the format for these as it is for other stuff. For this one all you'd need to do is compile it as .BIK and then replace the old file. And I don't believe the resolution or aspect ratio matter. The game's videos are already different aspect ratios (legal stuff, trailers, etc are in 4:3; cutscenes are in 2.35) and the resolution is determined in an INI file and it doesn't seem to matter if what's playing doesn't actually match that; it will scale as necessary. So... I'd suggest leaving it as 2.35 for cinematic purposes, but you should be able to increase the resolution to whatever you want. I'd go for 1920x816 myself.
  13. All party members are made Jedi with the same script, a_makejedi, and it's already divided into different trees for each party member. So all you'd have to do is attach the item spawning to the appropriate trees and recompile. Of course, that will cause incompatibility with any other mods that alter that script, but it's the most minimally intrusive way I can think of.
  14. Vrook and Vandar both went back and forth between Dantooine and Coruscant, at least in the comics. So you could make an argument that it was true for the others as well. I don't think there's a canon source that says with any certainty one way or the other. Personally, I don't like the idea of a permanent council in the first place. I like to think that twelve Jedi masters would have better things to do than sit in a room on Coruscant all day. I like to think the Council is just a quorum of qualifying Jedi masters who happen to be at the same place when the situation requires it. That would explain why only four seem to be involved in the Revan business, and only five are present at the Exile's trial in the original game. But if you follow my logic, and you wanted to have twelve present at the Exile's trial, you could make arguments for or against the inclusion of Zhar and Dorak. They may have been too busy on Dantooine at the time (especially with Vandar and Vrook absent) and had substitutes fill in, or they themselves may have been substitutes to other Jedi that did show up that day, but not with the Revan business.
  15. Oh, d'oh, the Duros was one of the ones I hadn't initially done because of the smoothing. I forgot because it's one I have done since, but haven't uploaded. I'll be back with a link for those models later. EDIT: Here they are. And if anybody else wants to use it, just consider it an extension of the previous one and for permissions follow the guidelines in the readme of that, whatever they are (I don't remember).
  16. I'm also willing to whip up a new one that I didn't do before due to the limitations at the time. Bith, for example. I've been meaning to go through them all and update the mod - that's why I never uploaded the older version here - but I just haven't had the time to do them all.
  17. You could have a Duros wear robes if you use my heads resource. Also, point of fact, Tyvokka did wear Jedi robes. But surely it's a personal choice. I'd take less issue with a Wookiee choosing not to wear robes than I do with Thon's robe (previously never seen) being wearable by a human of average size.
  18. Oh, I forgot about those. Assuming those are still valid at the end of the combat round, that could work. And I suppose even if one can't account for all the variables, it's at least better than nothing. Assuming Dexterity and everything else works out, then it would essentially amount to an extra attack without accounting for any of the weapon's modifications. Which is possibly better for balancing anyway.
  19. That's not the problem. The problem is checking whether you are using that weapon during the combat round as opposed to casting a Force power or using another item such as a medpac. Yes, you can check the base item type of an equipped weapon, but that only tells you that it's equipped. I don't know of any script function to check whether it's actually being fired at the moment. The Dexterity modifier I'm not sure about. That might only be checking the character's actual dexterity modifier and not the one adjusted due to armor. It seems more logical that it would check the adjusted modifier, but you never know. As for the weapon modifiers, no, I meant modifiers on the weapon item itself from either the item properties or upgrade items on it. There's no way to check for that.
  20. I'd suggest using a room animation rather than a placeable. At least, assuming room animations work - I've been told they do on the latest MDLOps but I've never tested it. It's the same amount of work on the model, but with a placeable you also have to make a UTP, edit placeables.2da, and therefore TSL Patcher work too, and spawn it in the game. With a new room that you can't actually enter, you only have to edit the layout and VIS files... and I guess you may still have to script the animation on, but I'm not sure about that. But anyway, editing two text files is easier, and there's no TSL Patcher work because compatibility is a non-issue. I can almost guarantee no mod has ever edited these particular ones, and it's very easy to fix anyway because they're simple text files, so there's no need for TSL Patcher. Making the model would still be a lot of work, though. You'd have to pick out each NPC and import them all separately, merge the head and body, put animations on the model, rename all the objects to avoid conflicts, scale them down, delete the Aurora base and such. Then merge every individual NPC together into one project and position them. And you'd have to fiddle with the animations so they aren't all doing the same thing at the same time, because that would look weird.
  21. Well, it's been a month, so here's an update: The above is all in the game. No film trickery like I've relied on in the past. I figured out the procedure of translating my animation methods into data the game can read. So what you see above I'm aiming to do for every ship available to us.
  22. Interesting idea. My filmmaking time is currently spent, but after I finish my work on the KOTOR Episode I Special Edition I might take a look.
  23. I've been thinking about it, and I don't think there's a way to do it. Yes, it's possible to attach extra damage to the combat round script. However, there are two hurdles preventing the desired effect here. First, the combat round script fires at the end of every combat round. You don't want it to fire all the time, only when you're using the weapon, and not when you're using a Force power or item or such. And I don't believe there are any script functions that can check that. So that script would fire, and the extra damage dealt, on every round - even when you're not firing the weapon. Second, let's assume you were able to resolve the above, with the script only firing when it's supposed to fire. Then there's the matter of writing the script. There is no script function to simply make an extra attack, so you'd have to write a new one based on the formula the game uses, which is, I believe: Attack Roll (d20 + base attack bonus + Dexterity modifier + weapon modifiers) vs Armor Class (10 + armor bonus + dexterity modifier) And the problem is there isn't a way to check every one of those variables with script functions.
  24. Yeah, but animations are applied to the heads and bodies separately. So the body will be playing the Canderous versions of those animations, but the head will still play the one on the supermodel. Although since they're just a couple idle animations they might not look bad even if they are different, they still will be different.