Fair Strides

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Everything posted by Fair Strides

  1. Right now the EU stream date is very fluid. I wasn't planning for the change in date, so it's thrown a wrench into it. I'm thinking it could be January 7th if that wouldn't be much trouble for anyone. I start school on the 9th, so I want to try to do it before then. If not, that's fine and I'll manage.
  2. EDIT: The EU Stream will be January 7th, 2017 at 9AM PST (UTC-8) unless anything comes up! Hi everyone! Staying warm and avoiding the ice out there? We were supposed to be getting a news update from our Editor Xuul, but it seems he misplaced the draft. So I'm here mentioning two pieces we know for sure were going to be in the draft. First up is a trip down memory lane and a look at the past. By now, many people probably know about the M4-78 Enhancement Project mod. This was an attempt at a restoration of a droid planet in KotOR 2, and while it was a very good attempt, it was not the only one. There have been others throughout the years and all have been unique in their own ways, even in their pitfalls. This comes about due to a lot of research and dedication from our very own Sith Holocron. He's done a lot of work tracking people down, gathering info, and narrating the videos themselves. Xuul did the editing and hosting for it, which was very nice of him. You can watch the first episode (and see the playlist as a whole for later updates) here: https://www.youtube.com/playlist?list=PL4turVkHE16-SoTV-rIbSSihGLLRfMbj3 The second thing I wanted to mention is an upcoming event very soon. I have decided to hold an experiment of sorts where I will be streaming to try to teach people something about KotOR modding. If this experiment goes well, there is a very good chance of future streams over more areas of modding. For now though, the first stream will be focusing on Scripting. It might seem like I'm tossing people into the deep end by starting with this area, but the reasons are simple: 1) this is my forte, so it's my most confident area to start off with and 2) if you can understand this stuff, even if you can't do it yourself, it'll help tie other parts of modding together for you. I am planning to hold two streams, though the plans have changed a little bit. After one or both streams, I'll be editing the footage to more of a tutorial format and will upload it to Youtube afterwards for anyone to reference and learn from as needed. The first stream will be held at 5PM PST (UTC-8) Thursday December 15th. This one is aimed mostly at those in the US, though anyone who can make it is welcome. The second stream I'm not sure on yet. It was going to be this Saturday, the 17th, but I need to get home to my uncle's place and take care of some things. The next weekend is Christmas, so I am not expecting or trying anything at that point. So preliminary estimates are looking like 9AM PST (UTC-8) Saturday December 31. It wasn't the plan, but this Saturday Stream is for anyone who can't make the first one (which for timezones, means Europe and beyond). If anyone is curious about this topic of modding or just want to show some support for the modders, we'd be glad to see you at the streams! You can watch it here: http://www.youtube.com/user/TristanGoucher/live
  3. That is correct, but I'm a dummy. In both the SendMessageToPC and the GetDistanceBetweenLocations functions, change the "WP_650END_1" to "Disciple" and see if that changes anything.
  4. In that case, debug time! Add this to a_load262, before the Disciple distance check: SendMessageToPC(GetFirstPC(), "Distance between Disciple and his needed location: " + FloatToString(GetDistanceBetweenLocations(GetLocation(GetObjectByTag("WP_650END_1")), Location(Vector(54.839211, 59.720371, 1.8), 0.0))); This will print a message to the Feedback screen in-game. We need to know what the answer is.
  5. My only nitpick on the video is that the new hangar isn't cooperating in time to be in the video...
  6. This is the part where you cheat and get sneaky. Visas and Disciple were meant to be a one-or-the-other scenario, so they spawn at the same waypoint. Edit the k_attonend script to change the sub2 part that spawns Disciple so that the "" part is "mn_comm" (I looked at the waypoints in the .git file and found this one. It's out of the way in the Communications room). This will make sure we're good to go. In the a_load262 script, try changing the second ExecuteScript to be this: DelayCommand(0.25, ExecuteScript("discstart", OBJECT_SELF));
  7. In that case, just execute discstart.ncs and let the game do the rest. But you'll still need to check for where Disciple is.
  8. You're on the right track, though I notice you cut out the gender check in a_load006end.nss. About the only way I could see doing this without modifying any dialogs would be to modify a_load262.ncs. When you decompile it, you'll get this: The only good thing is that Disciple has to move for his cutscene. So we need to check his location compared to where he needs to be.
  9. A quick way to check is to open populate.nss and check the listed parameters for the Populate function. Regardless of whatever is in the example.nss, the populate.nss's layout is law in regards to the parameters needed.
  10. I'm pretty sure the game is hardcoded for 5 attacks per round max. // 485: Create a Modify Attacks effect to add attacks. // - nAttacks: maximum is 5, even with the effect stacked effect EffectModifyAttacks(int nAttacks);
  11. I don't know where you found it (as it's not in the example.nss Tim put with the Populate Function), but you don't need the TRUE on the end at all.
  12. So, the language converter tool in the Modding Tools section. Also, K-GFF is the GFF editor of choice. If necessary, you can PM me or contact me on Skype and I could run you through one of each type of translation.
  13. I do not have all of my resources on me at the moment (you'd think I had them all on a flashdrive around my neck by now...), but I can tell you the basic idea of it: 1. Make X waypoints in the .git file of the level in question. You'd change the tag of the waypoint, but the basic theory on the waypoints: "wp_ marks>_##" where ## is between "01" (yes, the 0 is required if it's under 10) and X. 2. Copy the k_def_spawn01.nss file (I think that's the name?) and rename it. Open it up and there should be several lines about walking, so listen to the comments and do what they say. At or near the bottom should be something like "GN_WalkWayPoints();". This needs to be uncommented (so no // marks). 3. Compile the script and enter the new filename, minus the extension, in the OnSpawn Script Slot of the .utc file. Put everything in the Override folder (unless you want to put the .git file in the .mod or .rim) and test. *crosses fingers* Edit: In lieu of my resources, I will use my past self! http://deadlystream.com/forum/topic/2776-npc-waypoint-walking/?hl=%2Bwalk+%2Bwaypoints
  14. If you're still around, you install the mod like instructed, open the game, select any of the males and the right class, and then switch through the heads until this one shows up.
  15. Was this edited from the version Quanon's already uploaded? And if so, what was changed? http://deadlystream.com/forum/files/file/936-quanons-mission-vao-reskin/
  16. Part 1 of 2 or 3: Talking with Malkior on Skype, I wanted to see how many posts I had made

    1. Fair Strides

      Fair Strides

      Part 2: in 2016 alone and checked the wayback machine for my profile. https://web.archive.org/web/20150815000000*/http://deadlystream.com/forum/user/9107-fair-strides/ That's when I got a surprise.

       

      Someone felt the need to archive my specific profile page 41 time in a four year period? Why?! It's not like it gets updated that often...

  17. The 8 and 64 were named according to their use. Since this game has no concept whatsoever of ammo, those slots were skipped over and probably disabled. As to the other slots, I know you don't need the info, but I'll give it anyway to explain. The slots actually do exist and the items in them are real items. There are 4 "invisible"/hidden slots that you physically cannot access in-game. Three of these are for weapons and the last for an armor slot. These are the Creature slots. Each of those slots are in my previous post. As far as how I figured it out, I literally just used the .UTC editor in KT and some old format docs from Never Winter Nights to get an idea of the slots by entering an item in one slot, saving the file, opening in K-GFF to check the number, then writing it down. I had to for KSE. Though when you think about it... They were smart. The started with 1 and literally just doubled the number for each slot's ID.
  18. At the very very least, it sounds like you're getting caught on a door collision/walkmesh edge and the game is hiccuping, which has been known to happen at various random times in both games. Approaching the door from various angles/from the side might yield better results. Also, what were the mods you used? Though it's already been mentioned, a lot of data is saved into the save game, including the current state of every level you've entered. So the only way to reset an area completely when uninstalling mods is to use a save from before ever entering the level before.
  19. Sorry for the delay. Sadly I don't know that this is possible to do quickly/easily. As an alternative solution, you could probably rename one of the two dialogs (I imagine the second is the less-edited version...) and then edit the OnEnter script for the module to fire the renamed dialog instead. Unless the dialog is listed in the .utc file, in which case you have to do it a bit differently.
  20. Depends on what mods you have installed. And the removed .utc files... Did you try it with a save from before entering the Bridge level ever before?
  21. Specifically, put the install path of the .dlg file to "modules\" without quotes and without the marks. However, TSL Patcher refuses to accept two files of the same name for editing. What I did for the lev40_carth.dlg in K1R (or at least, I really believe I followed through on it) was to: 1. Make a new main branch of dialog 2. Move all of the original file's stuff under that branch 3. Make a new main branch again (there should now only be two main branches) 4. Move/copy/re-create all of the second DLG file's stuff under this new branch 5. On the top main branch, figure out which module it is (for example, I believe the pre-Leviathan scene is ebo_m40aa) 6. Create a conditional script attached to the first main branch that has the following: int StartingConditional() { if(GetModuleFileName() == "ebo_m40aa") { return 1; } return 0; } What this does is combine both conflicting dialogs and then make the top one only trigger if you're in the right module. And this could be done for any number of conflicting DLG files. Just gets a bit cumbersome after a while.
  22. @Kexikus: Except that going by his comment, I believe he's losing the Aurora Lights and/or lightmaps by using MDLOps to compile the area models. What he could do instead of modifying the original models and losing the data is import the basic geometry of a model, remove all of the textures and lights and stuff, and then apply the decal textures. Only thing is that this would be a new separate area model and would need adding to the .lyt and .vis and stuff.
  23. That was probably because of the basis upon a tabletop DnD 3.5 system. A move such as this would require speed and control, so Dexterity makes sense. In fact, I think we can actually add requirements like this. There's fields for the different attributes in the .2da files.