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Everything posted by Fair Strides
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Scripting Livestream Event
Fair Strides commented on Fair Strides's blog entry in Fair Strides' Blog
Scripted fighting I'll have to do my homework on, but anything else cutscene-wise (like movement, sequence of actions, .etc) are good to go. I'm not saying I won't go over, I'll just need to do my own homework on it. Yes, getting their grubby hands on your beautiful stuff is doable. Compatibility is always an Achille's Heel, but I'm sure I can help you out. -
Forgot to make a status update... New blog post: http://deadlystream.com/forum/blog/64/entry-172-scripting-livestream-event/
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And I figure I might as well fill in the gaps. 16384 = Creature Weapon L (Left?) 32768 = Creature Weapon R (Right?) 65536 = Creature Weapon B (Back? Backup?) 121072 = Creature Armor (this is often used for party member upgrades, and I believe gives the droids resistances)
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The inventory slots were adapted from Neverwinter Nights beforehand. 4 = Boots, 64 = Cloak, 2048 = Arrows, 4096 = Bullets, and 8192 = Bolts. The Left and Right Ring slots were converted to the forearms, as was the Neck->Implant and Arms->Hands.
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You're in luck. I blame KSE and the Toolset for having the knowledge I have in this case: Head = 1 Body = 2 Hand/Glove = 8 1st Right hand = 16 1st Left hand = 32 Left forearm = 128 Right forearm = 256 Implant = 512 Belt = 1024 You probably don't need the invisible creature item slots, but I can provide those if you want. Prime examples of their usage are the Kinrath's poison attacks and HK-47's stat boosts. 2nd Right hand = 262144 2nd Left hand = 524288 If any of the info on the Right/Left-ness of some slots is incorrect, then I definitely ask you to correct me, but this info should be accurate.
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Each mesh has sections in the file format for up to 4 different textures to appear on the mesh, each with their own mapping coordinates as well. Tool-wise, we only currently support the 1 texture in MDLOps and 2 textures in KAurora. I'm not sure what you're doing to try to get the game to read it.
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Okay, we've got a file from Schizo for K2 re-scaled Trandoshans and we have separate K1 and K2 versions from Darth Parametric waiting for approval. Who gets the K2 version, or should both be approved? (I don't actually know if both use the same scale factor, so I don't know if there's any differences)
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Problems with custom lip syncing
Fair Strides replied to Leilukin's topic in General Kotor/TSL Modding
Do you know why or how your computer isn't able to install the CSLU Toolkit? Besides that, the only way to do it is manually, with phonetics (which is all about the shape of the mouth when making sounds, I believe). -
This is in the OnEnter, k_003ebo_enter.ncs. This won't decompile, but there should be a .nss of it from TSLRCM in the 003ebo.mod.
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Well I don't know what exactly you mean by the "start the escape from Peragus scene", but in order: 1. This is attond.dlg in 003EBO. 2. This is 003atton.dlg in 003EBO. 3. I'm going to assume you mean whatever starts the sequence after Peragus gets blown up? If so, this script could be found in 003atton.dlg. If you mean something else, then please let me know so I can do some more digging.
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How would one switch a beam effect?
Fair Strides replied to Gguy's topic in General Kotor/TSL Modding
SWFP_DAMAGE_VFX = VFX_PRO_DRAIN; effect eVFX = EffectVisualEffect(SWFP_DAMAGE_VFX); The eVFX is the effect applied to the targets, the impact effect. It references SWFP_DAMAGE_VFX as a shortcut, so changing that top line is what you want to do. The VFX_PRO_DRAIN is another shortcut from nwscript.nss that references visualeffects.2da again. This will be replaced just like you did with the beam effect. In the visualeffects.2da, look through the "VFX_IMP_" entries ("IMP" is short for "IMPACT"). You can sort the .2da by a column by click the label at the very top of the .2da file's column. -
Hi guys! It's been long enough that I've had time to go over some things and get some feedback on my previous blog post about a scripting event. I've checked my schedule and gone over some software with Xuul and I believe I have a plan now. The Scripting stream will be done twice. This is to accommodate both those in the United States with one schedule and the rest of the people (who mostly reside in the European timezones). Otherwise the timezones just don't match up (my 10AM is someone else's 6AM of the next day, to take it to the extreme). USA Zones Stream: Thursday, December 15th, at 5PM PST (UTC-8); this is 9PM over in New York. European + Extras Stream: Saturday, December 17th, at 9AM PST (UTC-8); this is anywhere from 4 to 8PM in or around Europe. This gives me several weeks to prepare material and test my equipment (I'll be PMing at least two people to help me with test streams) out to help make sure this goes off smoothly. For those that just aren't able to attend at all for whatever reason, I plan on recording at least one of the streams, editing it, and uploading it to Youtube with bookmarks for content. This would understandably be a delayed thing that might not happen until around New Year's if everything went well, so I will ask for your patience ahead of time. Once again, suggestions for any particular areas to focus on or material to go over (even examples of things to do or scenarios to work through) are welcome and appreciated.
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How would one switch a beam effect?
Fair Strides replied to Gguy's topic in General Kotor/TSL Modding
Should you be interested in any more scripting or want to learn more, I'll be doing a streaming event where I go over scripting, trying to teach others about it and how to do it. It'll be in about three weeks or so, once on Thursday (around 5PM PST, which is UTC-8) and once on Saturday (around 9AM PST, which is UTC-8). http://deadlystream.com/forum/blog/64/entry-169-a-proposal-for-scripting -
How would one switch a beam effect?
Fair Strides replied to Gguy's topic in General Kotor/TSL Modding
EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND); If you open nwscript.nss and search for "VFX_BEAM_DRAIN_LIFE", you will find that it will be listed something like this: int VFX_BEAM_DRAIN_LIFE = ; The number there is the same number as the row number in the visualeffects.2da file (the column furthest to the left when you're editing a .2da file is the row number). The "VFX_BEAM_DRAIN_LIFE" is merely a substitute for the number. This is to make it more understandable for people reading the script. In this case, you'd replace the "VFX_BEAM_DRAIN_LIFE" with either 2069 (the row number from visualeffects.2da that indicates Plasma Spray) or "VFX_BEAM_PLASMA_SPRAY" without the quotes. Be aware that the only reason you can use "VFX_BEAM_PLASMA_SPRAY" instead of the number is because the original values from visualeffects.2da are listed in nwscript.nss. Any that are added from a mod can't do this. -
How would one switch a beam effect?
Fair Strides replied to Gguy's topic in General Kotor/TSL Modding
I wasn't sure if that would be the case or not. The first part of the EffectBeam and EffectVisualEffect functions is the number. The text that is there is something from nwscript.nss that references the row in visualeffects.2da. You'd replace that with the row number itself. -
How would one switch a beam effect?
Fair Strides replied to Gguy's topic in General Kotor/TSL Modding
You would need to open k_inc_force.nss, locate each of the powers you want to edit, and swap the numbers in the EffectVisualEffect and/or EffectBeam functions with a different number from visualeffects.2da. After that, you'd save the k_inc_force.nss in your Override folder and compile k_sp1_generic.nss, which is what actually fires the force powers in-game. I don't know if the Plasma Thrower's visual effect is part of visualeffect.2da or not, but there is VFX_BEAM_PLASMA_SPRAY, which is row 2069, so you might try that value. -
Ah. That is done in the area models themselves. The plane meshes have the decal textures assigned to them just as if they were a wall, floor, or any other object. The decals are UV-mapped to the meshes and the alpha channel makes anything but the decal on the texture transparent, allowing it to show clearly. I don't know off the top of my head if the area models have the plane be a completely separate mesh from the surface it's supposed to show against or not, but each mesh can have up to 4 textures assigned to it. We don't officially know if the 3rd or 4th slots work, but the 1st slot is usually the texture in question and the 2nd is usually the lightmap or similar. It could be that the decal texture (assuming it's assigned directly to the surface itself) could either be in the 2nd or 3rd slot, I'd imagine.
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I'm afraid I don't understand what you're meaning. Are you referring to the color/design of the floating damage numbers? If so, what are you hoping to do with them/it?
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You would need to add a new entry to dialog.tlk and then reference that entry in the feat.2da's name column. Similarly, you'd need to reference a .tga file (without the extension) in the icon column. As to the properties, short of maybe copying the constant column's value from a feat (assuming the effect is the same), we can do absolutely nothing with the feats. At least, not without re-tooling the AI and combat scripts, and that's not a guarantee depending on what you're wanting the feat to do...
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Issues with Kotor Tool and Windows 10?
Fair Strides replied to turbinejk's topic in General Kotor/TSL Modding
It's giving an issue when trying to load the settings.xml file. In addition to what Darth Parametric says above, you might also try erasing the settings.xml file (located wherever you installed KotOR Tool) and then opening KotOR tool again. This will "reset" KT as if you have never used it before. -
Giving a Party Member a Custom Feat
Fair Strides replied to Revanator's topic in General Kotor/TSL Modding
To do that, you'll probably want to use KotOR Tool. The Toolset doesn't currently support UTI files. In KotOR Tool, make sure the "Look in Game's Override folder for 2DA files" option is checked in the Options menu (look in the "Other" section). Then open your .uti file. Go to the Properites tab, double-click the line to add a new property, and select "Required Feat". In the next dropdown box, go all the way to the bottom and you should be at your feat (KT should now be using your feats.2da file from the Override folder). Select the feat, and then click "Ok". Then save and you should be good to go. -
Giving a Party Member a Custom Feat
Fair Strides replied to Revanator's topic in General Kotor/TSL Modding
In this case, you can either use K-GFF and add it that way, or you can use my Toolset to do this. To do this with K-GFF, you'd extract Carth's .utc file and open it in K-GFF. Then you'd: 1. Copy a feat struct. 2. Paste that struct to the Feats group (right-click the FeatsList or whatever it is, then click "Paste Struct"). 3. Change the number to be the row from feats.2da. To do this with my Toolset, you'd start the Toolset up and then: 0. Make sure the Toolset's in K1 mode. If the title doesn't have "KotOR 1" in it, go to View->Mode->KotOR 1. 1A. If you've already extracted the file from the .bif packages, you'd go to File->Open->Creature and browse to the p_carth.utc file. 1B. If you have not extracted the file from the .bif packages, you'd scroll down the Game branch of the Game Contents pane (the section in the lower-right of the main window) to the line that says: Carth UTC p_carth and right-click it. Then hit "Edit in UTC Editor". 2. Wait for the window to popup, disappear, and then reappear. Scroll down to the Feats section, specifically the bottom. 3. The last feat should be either a "No image" or whatever your icon is. Hovering over the feat should show the name of it (or the label from the feats.2da row). 4. Clicking the feat should give a white outline, signifying the feat is selected. 5. Click the Save button at the bottom of the window (you might have to maximize the window). -
Kotor Tool merchant editor custom items?
Fair Strides replied to Hobbes's topic in General Kotor/TSL Modding
The Custom Items tab was incomplete functionality. -
Break The Limit! - A New World For Modding! (Maybe)
Fair Strides replied to Voxdog's topic in General Kotor/TSL Modding
But again, that's TSL only. As to something like SKSE, we'd need to tamper with or inject into the operating code of the game, in addition to needing to know the game's interpretation of the .ncs bytecode. Similarly, this would need to be done with nwnnsscomp.exe as well to compile our scripts (or just build a new compiler ourselves). -
Questions about the future of Kotor/TSL Modding
Fair Strides replied to Hobbes's topic in General Kotor/TSL Modding
Welcome back into the fold! One of us! One of us! One of us!!! Ahem, sorry about that. What was I saying? Oh yes. It might one day be possible to model areas easily as you put it, but that day is sadly not today. I do have ideas for how such a thing could be achieved, but as with everything else, there is the war between Time and Priorities. We can overwrite the current animations at any time and to any extent, but the games are very limited in this nature. We can overwrite any of the animations that exist, but the game won't recognize any that aren't named after a set list of possible names. Should I assume you mean modelling and texturing something brand new? This is currently a possibility, as has been proven by mods such as this. We aren't able to completely decrypt the source code behind the two minigames (the turrets and the swoops), but we could design new minigames using either of those two systems, or a mix between them. We can't do anything outside of those two systems in terms of actual minigames. Last parameter too vague. Please try again with more specific inputs. Have a nice day! In all honesty, there is so much that we can do with these games, even with the limitations we're under. If you ever have an interest in seeing how things are done, learning something, or just showing support, I'm going to be holding a streaming event in about a month. http://deadlystream.com/forum/blog/64/entry-169-a-proposal-for-scripting/