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Everything posted by Fair Strides
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
The important thing is that you will NEVER need to use the period and the extension in scripting. Some other things to point out without actually checking the files in question (the files in the level): 1. If the DoDoorAction doesn't work, then AssignCommand(GetObjectByTag(""), ActionOpenDoor(GetObjectByTag(""))); should work. 2. If there is more than one copy of that door in the level, then the script would have probably opened the very first instance of that door. I can go over that a bit more in the next stream. -
You hold onto the PM I'm sending to you and Kexikus, we create a WIP thread using a condensed (think bullet-points) write-up of the ideas and general order, and then we decide via PM on a time when we can all get together to discuss the materials and where to begin, as well as who would be doing what to begin with.
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
This, exactly this. This is why I tried and failed to use local numerics in the Pazaak Tournament in K1. I forget the particulars, but I think I was having issues with updating already-set ones when keeping track of info. -
I'm positive I could help knock the rust off of those old gears. I'd even be willing to do a fair share of the work on the mod.
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Well it's been a little while, hasn't it? Mostly my fault, though. Been busy with school and working on the Toolset mostly, plus there's the usual fun with DnD every week. I'm wanting to do another stream or two soon (I figure probably another US-and-then-EU session). I'm debating on continuing with the scripting because it's occurred to me that going anywhere from here requires and understanding of at the last the basic components of the game and the tools, so I might do a stream just on those subjects... I'm also not going to be able to do a Saturday or Sunday stream due to the schedule. At the very least, I can probably do a session on a Thursday night (bear in mind, I'm PST UTC - 8) and then another on the following Friday morning. What do you guys think? Should I go over the basics or keep going with the scripting? And what do you think about your schedules versus my availability? Also, if anyone ever wants to go into a particular aspect, they are always free to make the suggestion and I'll do my best to get around to it.
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Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
That was the case for the appearance.2da, which the game's files references by the row number. Your issue with that file was that you inserted the row above the last row instead of entering some bogus info in the very bottom row and then pasting your row over that one. Yes, the KT 2DA editor is clunky that way... However, the scripting functions that interact with the global values specifically take the value of the name column. The game uses that and doesn't care what order the rows are in. Also, you say that you plan on having five "tiers" of dialog that can be accessed one at a time. I take it the player can't ask about previous tiers? If so, you'd be better off using a global number instead of a boolean. This way, you can increase the global number by 1 when the new tier is ready to be accessed and you're only using one global variable instead of five or however many you'd end up doing. As an example: Tier 1 DLG: int StartingConditional() { // If the variable is 0 (default), this'll be the first time. // You can always adjust this by change the < 1 to < 2, which // would allow you to set the variable to 1 after you talk to // Shanilla the first time. if(GetGlobalNumber("<name of variable, without the < > >") < 1) { return TRUE; } return FALSE; } and then at the end of that branch of dialog, you could update the global number: void main() { // Set it to 1 if you originally had it at 0, otherwise set it to 2. SetGlobalNumber("<name of variable, without the < > >", 1); } Oh, and you can disable the color-coding if you set the code type to XML when in the code window. -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Custom booleans won't affect compatibility, unless you somehow make the same global variable (remember, there are booleans and numerics) with the same case-sensitive name. As to what you're asking, can you do a little doodle or something to illustrate it? Is just something as simple as "If B and C are replies to A, how can I make B appear but not C?" or something more complex? -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Looking up that global boolean, you need "kas_ChuundarDead" not "KAS_CHUUNDARDEAD". I don't know if I mentioned it or even got to it in the stream, but it is case-sensitive. -
Changing your PC to a party member?
Fair Strides replied to Reztea's topic in General Kotor/TSL Modding
Seeing you link to the mediafire made me wonder and double-check something: was there a particular reason this never got uploaded to DS? I forget if you might have mentioned something in the LF thread or not. -
Fair Strides' Script Shack
Fair Strides replied to Fair Strides's topic in General Kotor/TSL Modding
Sorry for the delay. When I'm at home, 90% of the time I don't do anything modding-related because I can't actually run the games on my laptop. And I'm sorry I didn't get around to answering this, but Kexikus is correct. The only thing is that this only works the one time, unless you use the script "k_act_talkfalse" to reset the whole thing, but I think that's a K2 script (which you could remake in K1). When I originally read your post, I had thought you were asking about the concept and how to apply it to your own global variables. That would be the right function, but I've never seen that syntax (format) used before. Try modifying it to remove the " == TRUE" part. The GetGlobalBoolean function itself returns a 1 or a 0 (TRUE or FALSE), so the " == TRUE" could be interfering. -
"Screw the rules" is never a polite phrase on a site that has rules, at least not if you want to rely on the rules yourself in the future... And we can't speak for someone who isn't here, much less presume how they'd feel about their content. As far as making an effort, Seikan knows of a way to contact him and can always have someone act as the middle-man to do so. He hasn't done this yet, so one could say the attempt hasn't been made/executed yet. @Seikan: I don't mean that in a negative way. Purely looking at it objectively/semantically.
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Incidentally, it's also in cHaInZ.2da's archive. http://www.jumpstationz.com/ModsArchive/Sciamano/
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Also, in the first or third tab of KotOR Tool's options menu, there is an option at the bottom that sets whether to use the .2da files from the BIFs or from the Override folder. This is turned off by default, meaning KotOR Tool will ignore any .2da files in the Override folder.
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And a quick tip for you, QGG, before you test the installer: In the appearance.2da row entry in ChangeEdit (the | is the separator between the columns): 2DAMEMORY1 | RowIndex And in the relevant .uti/.utc file: "Appearance_Type" (without quotes) in the path/field box (should be the top box of the lower section in the editing section for the file) and 2DAMEMORY1 in the Value box below that.
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CreateObject(OBJECT_TYPE_PLACEABLE, " marks>", Location(Vector(x, y, z), directional facing));
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Download:Saber Colors Overhaul animated - SWTOR Edition
Fair Strides replied to Jorak Uln's topic in Mod Releases
DP and DeadMan are correct. For one thing, there's a separate type of mesh/model component specifically for the saber blades themselves (which I would assume is what makes them flicker/have the trailing effect) and then there's the animation. The blades themselves are made up of 4-8 planes (single and short vs double) and use a Scale animation. During the Power-on and flourish animations, the scale is set to 1, giving the planes their size. When the power-down animation is played, the scale is set to 0. Other model components could also be scaled, but the main thing is that we don't know that particular piece of the model animation format. There's 8 pieces to any one segment of an animation and the last 3 pieces are unique to the animation type itself. We could possibly hard-code the values for a lightsaber-only compilation, but I'd need to see if that would actually make them work correctly. -
[Glitch] KotOR1 Bandon and Sith texture glitch mix.
Fair Strides replied to Sari'ss's topic in General Kotor/TSL Modding
@SH: To be fair, he said he got them from DS and they're no longer on DS, so I'd be inclined to ask if they were Xedii's/XarWarz's mods that he had us remove.- 12 replies
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- Bandon
- Brotherhood of Shadows
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(and 5 more)
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Download:Brotherhood of Shadow: Solomon's Revenge
Fair Strides replied to Fair Strides's topic in Mod Releases
Generally if there's an update for a mod, it'd be a good idea to install that update. Also, you said that you're using a version of the mod from an altogether unknown (to me) source, so I'd DL the Deadlystream version. As to your issue with the installer, the solution is listed in the support thread for the mod, but it basically boils down to replacing all of the / with \ in the changes.ini files before running the TSL Patcher. Or vice versa, the \ with /. -
Does this occur without the mod?
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The reason for the crash is a difference in the .mdl and .mdx format between the two games.
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Seikan's Armors of the Old Republic Revival
Fair Strides replied to Seikan's topic in Work In Progress
Just for the record, the following baseitem classes in K1 have an evil texture column: Underwear and in K2: Underwear Basic Clothing Jedi Robe Dancer's Outfit Jedi Knight/Master Robe -
Oh... I see what you mean. Yeah, that's my bad, I was thinking of something else. Yeah, you'd just edit the one model and that should be all. You'd just need to recompile multiple ones if you were splicing a custom one in the list at any point before the end of the list.
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If you did it after "s_female03", when all of the character models reference "s_female02" or "s_female03", your custom one wouldn't be tied in any way to the models. Hence the need to set "s_female03" as the super model of your custom one and then re-compile every model (or hex-edit) so that your custom one was the new super model. Alternatively, the best way would probably be to splice your custom one (assuming you'd really need to keep it separate from the other animations) in between "s_female01" and "s_female02", that way you'd just need to set the super model in "s_female02" and re-compile (assuming you'd set the super model of your custom one to "s_female01"). Though the big assumption here is that the breathing animation isn't in "s_female02" or "s_female03"...
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And assuming you did this between "s_female02" and "s_female03", you'd still need to-recompile your model and the "s_female03" model. Or if you did it after "s_female03", you'd still need to re-compile EVERY character model at that point. Also, I believe there are some models (I can't recall if they're body or head models) that use "s_female02" and don't go the last step for "s_female03"'s animations...