Fair Strides

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Everything posted by Fair Strides

  1. Well it is a D20 system... In reality, everything in the game mechanics is dice. Spells, damage, ability to hit, .etc; even your skill usage: Stealth of 7. Roll a D20, get an 8. 8 + Stealth of 7 = 15 vs. D20 of 10 + Awareness of 4 = 14; you don't get detected.
  2. As do the other people that tried to help you. And if you want a bit of unnecessary info, I can explain the origin of the hitdie and forcedie. In Dungeons and Dragons, you'd have a hitdie, as in standard real-world dice. This was dependent on your class, but the way it'd work is like so: At level-up, take a die with as many sides as your class's hitdie (like 10 would be a 10-sided die) and roll it. You could get anywhere from 1 to , and then you'd add your CON modifier to that number. Thus it was decided how much health you gained at that level-up.
  3. I believe the animloop animations are for placeables and the scriptloop are for rooms. From the nwscript.nss: // Placeable animation constants int ANIMATION_PLACEABLE_ACTIVATE = 200; int ANIMATION_PLACEABLE_DEACTIVATE = 201; int ANIMATION_PLACEABLE_OPEN = 202; int ANIMATION_PLACEABLE_CLOSE = 203; int ANIMATION_PLACEABLE_ANIMLOOP01 = 204; int ANIMATION_PLACEABLE_ANIMLOOP02 = 205; int ANIMATION_PLACEABLE_ANIMLOOP03 = 206; int ANIMATION_PLACEABLE_ANIMLOOP04 = 207; int ANIMATION_PLACEABLE_ANIMLOOP05 = 208; int ANIMATION_PLACEABLE_ANIMLOOP06 = 209; int ANIMATION_PLACEABLE_ANIMLOOP07 = 210; int ANIMATION_PLACEABLE_ANIMLOOP08 = 211; int ANIMATION_PLACEABLE_ANIMLOOP09 = 212; int ANIMATION_PLACEABLE_ANIMLOOP10 = 213; // Room Animation Constants int ANIMATION_ROOM_SCRIPTLOOP01 = 1; int ANIMATION_ROOM_SCRIPTLOOP02 = 2; int ANIMATION_ROOM_SCRIPTLOOP03 = 3; int ANIMATION_ROOM_SCRIPTLOOP04 = 4; int ANIMATION_ROOM_SCRIPTLOOP05 = 5; int ANIMATION_ROOM_SCRIPTLOOP06 = 6; int ANIMATION_ROOM_SCRIPTLOOP07 = 7; int ANIMATION_ROOM_SCRIPTLOOP08 = 8; int ANIMATION_ROOM_SCRIPTLOOP09 = 9; int ANIMATION_ROOM_SCRIPTLOOP10 = 10; int ANIMATION_ROOM_SCRIPTLOOP11 = 11; int ANIMATION_ROOM_SCRIPTLOOP12 = 12; int ANIMATION_ROOM_SCRIPTLOOP13 = 13; int ANIMATION_ROOM_SCRIPTLOOP14 = 14; int ANIMATION_ROOM_SCRIPTLOOP15 = 15; int ANIMATION_ROOM_SCRIPTLOOP16 = 16; int ANIMATION_ROOM_SCRIPTLOOP17 = 17; int ANIMATION_ROOM_SCRIPTLOOP18 = 18; int ANIMATION_ROOM_SCRIPTLOOP19 = 19; int ANIMATION_ROOM_SCRIPTLOOP20 = 20;
  4. In the classes.2da, there is a column called hitdie. This determines the base health gain per level for that class. You also gain +1 HP per point of your Constitution Modifier (so a 16 or 17 CON is a +3 each level up). These values are calculated from the level, feats (The Toughness feat), and the CON modifier whenever the data is loaded in. This is the main reason why the KotOR Save Editor's read-me has this warning: "*=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore better to change your Wis/Cha and Con to affect your MFP and MHP."
  5. Yes, but this would eventually time out, and I'd do it as a separate script so that you don't mess with other Force Power mods.
  6. All three options require some form of scripting at some point. Option 3 would be the cleanest, Option 2 the easiest but messiest, and Option 1 is completely temporary and can be cancelled at any time.
  7. There's three ways you could do this, but I don't find any of them appealing, personally. 1. You can use ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectForceSight(), GetFirstPC(), 100000000000000.0); But this can be removed easily enough, and times out in any case. 2. You can use EnableVideoEffect(5) for Visa's Force Sight (this is row 5 in videoeffects.2da, for reference). This will be on permanently until you use DisableVideoEffect(); to turn ALL video effects off. 3. You could clone every single PC line in appearance.2da, change the freelookeffect column's value in the copy lines to 5, and then upon learning Force Sight, you could use ChangeObjectAppearance(GetFirstPC(), ); Of all of the three, I'd opt with the 3rd one as it's the cleanest option.
  8. For continuity's sake in the event that anyone should fulfill the requirements to make the default Carth section trigger. It'd be a bit jarring to have him say the same line twice in a row instead of just getting down to the action. That and from what I can see, after Carth says that line in the "What happened" scene, the game just jumps straight to going to the next planet, skipping the Revelation scene, which would only have T3, Canderous, and Carth at a bare minimum.
  9. After a good 15 minutes of searching and re-reading, I found what you were talking about (I already knew the topic, but forgot the context). I forget if I did this for the 1.2 version or not, but I still think the solution I suggested would be the one used. Unless I chose to edit the sequence of events and have the Carth line play before the movie plays. So the new sequence would be like so: *PC and Carth run to ship* *I pull Carth's line from the ebo_carth.dlg in ebo_m40ad_s.rim: "Let's get out of here before they close those docking bay doors!"* *Escape sequence plays like normal* *Post-Leviathan dialog is modified like so: [Juhani's line, like normal] [Jolee's line, like normal] [Mission's line, like normal] [instead of the line about getting out of here, I re-use the Carth dialog about running into Malak] This works better I think because the Carth diaog I'd be copying to the bottom (and which would be used if Juhani, Jolee, and Mission weren't around) is the same dialog that Carth would say after any of the trio asked what happened.
  10. @Domino5555: I knew there was something I was forgetting. I had this nice mental list of crap to get done this weekend... Do you have a save from after you romanced her but before you talked to her afterwards? Or a save from before romancing her? And so I don't need to look up the info myself, can you let me know (or link me to) what the variable was after you talked to her and what you needed to change it to?
  11. Interesting place to install the game. Can you tell me if there's anything inside the game's Override folder? Also can you attach the installlog.rtf file so I can see it myself?
  12. Barring the Impossible Difficulty, the next thing easily-identifiable thing is an added scene after you get off the Endar Spire. Carth will tell you to go back to sleep and let the kolto/medpacks do their job. Can you tell me where you installed KotOR when you installed it? And when you installed K1R, where did you direct the installer (this should be at the top of the installlog.rtf)?
  13. The animation section you're in on the Aurora Base isn't very intuitive. Going from memory, you'd select something from the anim list dropdown, enter your start and end frame of the animation, and then click "Add". This would add the animation and its info to a list-like box somewhere around the "Add" button. This essentially just tells NWMax to export the animation info for this animation. Otherwise it wouldn't even bother, despite there being animation frames in the scene. Once you'd gotten it exported, you'd open the ascii model in Notepad or something similar. Do a Replace All on the name of the animation you gave in GMax with the following: animloop## The game allows for 20 such animloop animations. I forget if animations under 10 need "0#" or just "#". Then save the model and compile. You'd activate it in-game with the following: PlayRoomAnimation("", ANIMATION_ROOM_SCRIPTLOOP##); The "" should not have the marks. Also, this is most likely the name of the room in the Rooms list in the .are file, but since the games have that listed the same as the name of the .mdl and .mdx files...
  14. Well a full-body change is possible by scripting, but it'd be an effect which is removed when ClearAllEffects is used... If you just wanted to change the party member's appearance permanently and from the beginning, I'd just change the Appearance in the .utc file. If you wanted to change the appearance in-game, I'd recommend making a new item and doing the following: 1. Open any random .uti file you want. I'm starting with something in the ballpark and picking "g_i_crhide001.uti". 2. Change anything you want, but make sure the baseitem type is set to "Creature_Hide_Item". Also, give it a new tag and templateresref. 3. In the Properties tab, delete everything. 4. Add a new property and make it a disguise. Then point it to the line from appearance.2da that you want to use. 5. Save the file with the same name (and all lower-case) as the templateresref. Then at some point in your game, you can do this: void main() { // In the following line, the < > are for emphasis and should not be there. object oItem = CreateItemOnObject("<templateresref of your item>", GetFirstPC()); AssignCommand(GetFirstPC(), ActionEquipItem( oItem, INVENTORY_SLOT_CARMOUR, TRUE )); } This will force a disguise/appearance change and will not be accessible by the player.
  15. I'm just going to leave this here... http://deadlystream.com/forum/topic/4721-sound-effect-files/
  16. It's very different for the rest of the random loot system, since the rest of it is an entirely different system. You'd need to do the following: 0. I recommend making a new blank Override folder to keep this organized for now. 1. Extract the following files from KotOR 2's scripts.bif: 2. Open k_inc_treas_k2.nss and go to town deleting most of the items. Pretty much leave only what you want to be random, though I'm really leaving out the gory details. 3. Save k_inc_treas_k2.nss in the Override folder and try to compile it. You will never get a .nss out of this, but this can help weed out errors in the script. 4. Once you get no errors in the script, download this. nwnnsscomp_batch.7z 5. Extract the nwnnsscomp.exe and the compile.bat file to the Override folder. 6. Run the compile.bat file and it will automatically compile all the files, or attempt to. In the end, you should have a lot of .ncs files. The .nss can go in a folder, and then you can use the .ncs files to go through and test the game.
  17. As far as the random loot script stuff, it seems that for the three stores in 201TEL at least, they each have scripts that stock the store (like a_stockstore_01.ncs). These are what generate the random items in the store, so you'd essentially need to make empty versions of the scripts: void main() { } Done.
  18. Back when Lucasforums was still with us, there was a thread in Holowan Labs called "Qui-Gon Glenn's Script Shack". Qui-Gon Glenn started the Shack as a central area for anyone to trouble-shoot problems with a script or get an idea of how to do something. There were some requests as well, almost always answered, and people could even post cool or useful scripts they had made for others to use and share around. It's my wish that this thread serve the same purpose, though I will attempt to curate the thread itself and keep up something of a Table of Contents for this thread. And with that, let the gates of Modding Hell open up and bring on the chaos... Edit: And by the way, if you want to remove the Color-Coding that happens when you do your code snippet (which can be done with the blue in the toolbar) [Please, please, please remove the Color-Coding for the sake of my eyes if not your own!], set the Code Type to "XML".
  19. The reason a "_compile_fails" file was produced was because DeNCS does a "sanity" check after it decompiles a file by attempting to re-compile it. So your script did decompile (and you can right-click on the gibberish and click "View decompiled code" or something like that) and still work with it; 95% of the time this is true.
  20. I'm going to open the save file's Korriban levels as if they were normal modules and then edit Lashowe's character in the .git file to make sure the Min1HP and Plot settings are set to 0, and do so if they aren't. Then reverse-pack the files to get back to the normal save file. I currently don't have K1R installed at the moment and the laptop can't play the game anyways, so this fix works until tomorrow when I'm at home on my modding computer.
  21. I will be investigating that Carth thing, as that is a humorous oversight. As to the Lashowe thing, look below. You can package the save up and send it to me so I can fix it. Preferably a save right in front of Lashowe (yes, I can still fix it if you're in combat with her in the save).
  22. I don't know about the second of the two new questions, but the coordinates in the .lyt file are where to spawn the Aurora Base of the model. Let's say you had a floor in a model that's 10 meters to the left of the Aurora Base (so an X of -10.0 in GMax). If you entered 10.0, 0.0, 0.0 in the .lyt file, the floor would be at 0.0, 0.0, 0.0 in-game, because it's positioned relative to the Aurora Base's starting coordinates from the .lyt file. The .lyt file just tells what to spawn and where, similar to the .git file. The .vis file cooperates with the .lyt file and can be read like so: // This model has this # of "connections" Any model named as a "connection" of the is rendered when you're in 's area. So it's a cheap rendering hack, which was very useful at the time and still is today.
  23. This is in a similar vein to sEcOnDbOuBtOfInSaNiTy's request, but there is an extra caveat. The scout's outfit has nothing modelled under the vest, so if you erase the vest, you'd need to re-model a new torso section to accommodate it. Alternatively, you could shift the vertices around to approximate and match the shape of a vestless outfit. Then it'd just be a case of possibly (probably) re-mapping the texture and then editing the texture itself. Doable, but more work than I have time for at the moment.
  24. No, that was DP's approach and that was the entire upper body. I just took the jacket itself off of the Scoundrel's body (well, I also stole the arms) and scaled it all up (hence the 112%, compared to DP scaling the Scout/Smuggler's lower body to 97%) to match the Scout/Smuggler's body.