JCarter426

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Everything posted by JCarter426

  1. Pretty much, yeah. As it is now, each module has its own OnEnter script doing whatever that particular module needs. My proposal would be to replace every single one of those with one universal script. The universal OnEnter script would have a bunch of code, like setting the current planet, whatever you want, and then a huge if tree. If 001EBO, execute a_bet3m4. If 512OND, execute k_512_enter. All the original OnEnter scripts. Any mods that edit the original scripts (including TSLRCM) would be unaffected. Any future mods would only have the issue of editing the one universal script. The biggest compatibility hurtle here is that every module's ARE file would have to be edited. But if everybody could get on board with that, then it would be a lot more convenient than it is now.
  2. No, not every one. Just all the landing areas. 101, 201, 301, etc. Plus some stuff to account for anything unusual, like all the warping around in the endgame. You could use the galaxy map for the bulk of it, and then edit OnEnters as needed. Although, honestly if I were doing it I'd edit every OnEnter - if only to have each and every module executing one universal script. I'm a little surprised they don't already do that, because of how useful it would be to have that ability.
  3. Yes, that's true. As well as whichever one triggers Kreia. For fun I typed up a full table based on my old planet script. This one accounts for a bit more, too: That should cover every conceivable area you'd want to distinguish... unless you really want Goto's yacht or something too. But anyway, if you throw that into the OnEnter script, then in your menu script you can just check the planet global and do another if tree to narrow it down to the 5 options. The reason I'd suggest splitting it in two scripts is a ) you're editing at least two scripts anyway, but more importantly b ) once you have one script setting the planet, you can then edit the menu script to put in alternative options, since we're limited to 5 total. Yeah, that would be my guess as well. And I guess if it is always firing when you get alignment points, then it could be of some use... but there's no guarantee. It's firing a lot, but not necessarily every time you go to a new location, if you don't encounter any choices. And I know for a fact there are no alignment shifts at all once the masters are found.
  4. If I recall correctly, k_align_movie only fires once, after the player has shifted towards the light side or dark side 25 points, or if they're neutral but have gotten a total of 50 alignment points, or once they've found three masters. So I don't think it would work here. The only reason the menu crops up in that script is this just happens to be when the menu is shifted to Darth Nihilus.
  5. That's why my first thought was OnEnter... while the galaxy map does account for most travel, it doesn't account for all of it. And, for example, if you wanted to have a menu for the Ebon Hawk (perhaps as the standard, "anything else" option) then it would never tell you that. The code to attach to OnEnter would be something like: int nCurrentModule = StringToInt(GetStringLeft(GetModuleName(), 3)); if( nCurrentModule < 100 || nCurrentModule == 950 ) SetGlobalNumber("K_CURRENT_PLANET", 0); else if( nCurrentModule >= 100 && nCurrentModule < 200) SetGlobalNumber("K_CURRENT_PLANET", 1); ...etc You should be able to write one generic thing and then throw it into each OnEnter.
  6. Oh, I thought he wanted it to load based on wherever the player last left off. So if you if you're on Onderon it shows Onderon, for either trip. I guess you could use the current planet integer instead, though. If the script to store the global data checks for that first, then it doesn't really matter.
  7. Yeah, if it were actually serving its original purpose. Now that you mention it, if it actually were working correctly then it wouldn't be ideal for this (if a value is only stored when the rapid transit system is used). But for the purpose of the main menu, all that's needed is a means to store the current module. K_LAST_MODULE is a global string that is not being used for anything, so it's as good as any, right? You could make a new string or numeric, but that's more work. Yeah, sorry, I meant GetModuleName(). That returns the string of the module. If you want, you can copy the code from my script jc_c_planet in my Toolbox. I think I accounted for every possibility in there. 950 counts as the Ebon Hawk, etc. For the OnEnter or OnExit or whatever method, you'd have to add something like SetGlobalString( "K_LAST_MODULE", GetModuleName() ); at the end of the script.
  8. Yes, I may be overthinking it. But things in this game rarely work the way you'd think. It's made me paranoid. Well, we don't care about that? We only care about what module we're in right now. GetModule();
  9. 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.
  10. 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));
  11. I looked through my saves and they seemed to be storing the last module correctly already.
  12. 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.
  13. 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.
  14. ???? 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.
  15. 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.
  16. 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).
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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).
  24. 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.