-
Content Count
2,334 -
Joined
-
Last visited
-
Days Won
73
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Fair Strides
-
According to Sith Specter, the Tatooine Temple would need parts re-modelled to not be as jagged or really too low-poly, the walkmeshes would need to be re-done from scratch, and then at point you'd only have to do what's left for a custom level (lightmapping, compiling, basic files, .etc). That being said, with the lack of real content, he's opted that it would be too much work for too little gain and it'd just feel forced if we included it in Sleheyron. Surprisingly enough, I could literally implement the banter spots, Genoharadan Messenger, Party Member Messengers, Xor, and Ziagrom all within 20 minutes as soon as I know where we want these to be. We know exactly where we want Calo and Bandon to show up, but we aren't there yet in the actual content. I've also made as-yet-untested changes to the Star Maps and Galaxy Map so that we should be good to go on that, but that will only be figured out as we test the mod, which is a long way off. While I'm glad people have such confidence in me, all that knowledge is rather useless if you don't use it. Like SS said, it's a marathon, not a sprint. Right now I'm in a low point modding-wise, but I know I'll crawl out of it and work like lightning. This Summer term at College ends in mid-August and then the next term doesn't start until the end of September, so I will have a good five or six weeks of no school to play with. Not making any promises, but we'll see how it goes.
-
(Note: I'm interpreting the comment in a negative light, mostly because of the word "even") ... We have several of the quests and story plotted out, and I'm implementing content when I can. The key phrase there is "when I can". For reference, here's a breakdown of last week and a breakdown of the coming week for my schedule: (Things to note: 1) Brother's apartment has no internet and 2) all of my modding files, particularly Sleheyron, are on my main computer, not my laptop) Last week: Next week: ... As you might be able to see, the possibilities to actually do any modding have either been unavailable (files not on the laptop), non-existant (school-work and property-work, and then just being tired), or up in the air (since a good portion of next week is open, but I have priorities. Let's also consider the fact that I still need to fix some K1R bugs and make the new installer for that to be properly done for now. Sith Specter is also very busy (I think over-worked) with his job and real life things. We both have our next "checkpoints" of progress, but finding the time and energy to do them isn't always going to be possible. I'm a part-time student at a Community College, and that schedule isn't exactly flexible. Plus I'm in the Summer term (which is only 8 weeks instead of 10), so the pace is a bit faster than what it would have been in the Fall term. I also have a life and don't always want to be on the computer, so I've occasionally been trying to do other things with my free time.
-
-
First Seikan and now you, Dak! We've never met, but I've always heard good things about you. I'm glad you've come back for a visit, and I'm definitely proud that you noticed a big difference in the quality of the mods.
-
From what I've been able to track down, it's most likely set in the area's OnEnter script, which won't decompile. What you could do instead is open up the Swoop organizer's (Sslamoth's) .utc file, man26_swpreg.utc in manm26ab. Set his OnDialogue script to something (for example, "salk_racers") and then make a new script with the following: I say to use the OnDialogue event so that we know for sure the changes are in effect, since this will be set every time you talk to him. You can just adjust the times in the void main at this point, but remember how the times themselves are calculated.
-
I don't check DS for two days and I've already counted my name mentioned about six times (plus I got something like 8 emails related to DS, though some were status related)... I'm at school but should be home tonight. Should be pretty easy to dig through the Manaan scripts and look for the code. I'll let you know what I dig up. ...And by the way, don't ask me to write a tutorial on how to find this stuff; I'm not sure I could actually explain it properly... :|
-
Documentation for File Formats used by KotOR/TSL?
Fair Strides replied to pepoluan's topic in General Kotor/TSL Modding
I can get them to you within the next week. -
Just to clarify, dialog can be in the TLK and/or in the DLG itself, and you can mix the two. New dialog can be in either the TLK (in which case you reference the entry number in the dlg file's entries) or in the dlg itself (in which case the String Ref is -1 and you can just enter your text).
-
Correct. That picture wasn't lying. Each dialog node, whether it's an Entry (NPC line) or a Reply (PC line) can have two Conditional Scripts that determine whether the line is shown and can then fire two Action Scripts. Each of the four scripts can use up to 5 Script Parameters and 1 String Parameter for extra versatility. This all was a handy upgrade from KotOR 1, where each line only had one Conditional and one Action script, and no parameters of any kind. This upgrade easily reduced the number of scripts by hundreds, if not thousands.
-
If you look at the picture again, you'll see that the P1-P5 and the String boxes are also available for the Script #1 and Script #2 fields. Those Script fields are for Action Scripts and they can use the parameters as well.
-
Documentation for File Formats used by KotOR/TSL?
Fair Strides replied to pepoluan's topic in General Kotor/TSL Modding
And if that doesn't suffice, I can do some write-ups when I get home and send them to you. Also, the .2da format is a little tricky in how the values are stored for each cell. That part is implied in Dastardly's link, but I didn't see it and had to find out the hard way. -
First a breakdown on conditional scripts even if you already know them: A conditional script's goal is to eventually tell you 0 or 1, or FALSE or TRUE. Whatever determines the value returned are the conditions. As to your question about GetScriptStringParameter and GetScriptParameter(1), those functions are TSL-specific and get there values from the DLG file. They're also only supported by K-GFF and DLG Editor (KT's Conversation Editor is a NO). Here's a picture of an entry in a TSL dialog, and I've drawn a red line around the pieces. P1 is GetScriptParameter(1), and the rest follow suit. The one on the end is the big box for GetScriptStringParameter();.
-
Kotor/TSL Model Format (MDL/MDX) Technical Details
Fair Strides replied to ndix UR's topic in Modding Tools
Just want to clarify something for those that aren't aware of it: when ndix UR is referring to scale in the models, there are two different scales. The first is simply "scale" and is in the mesh headers. Honestly not sure if the game cares about it's value in the mesh header when not animating. The second is an animation controller and is called "scalekeys" in the ascii. This allows you to animate the "scale" entry of the mesh header to change over time. This only place this is used as far as I know is in lightsabers. The lightsaber blades themselves are made up of four segments in a single-blade lightsaber. When the lightsaber powers on or off, the scale is animated on the lightsaber blade pieces to change from 0 to 1 and vice-versa. The only reason MDLOps can't natively seem to do lightsabers is that each animation controller has three pieces of data at the end that seem to be calculated somehow. For Orientation and Position, MDLOps just shoves three values in there with no calculations or anything and those work. But Scale is different. Reading in a single and a double lightsaber and printing out the last three numbers for each of the scale keys of each animation and the numbers are all different every time. I could simply write those numbers down and "hardcode" those in by checking the name of the current animtation, but then you have to consider whether that's the right solution or just the hacky solution (even if "hacky" is all we need right now). -
I've moved the thread into the K1R section. As to your issue, it could be fixed if I have a save and if I know who exactly is invincible. It just can't be done via KSE because the thing(s) I'd need to do are in the level data in the save itself.
-
Got Mantle and Heart on Korriban!?
Fair Strides replied to pepoluan's topic in KotOR1 Restoration (K1R)
Definitely from Robes for Korriban Sith Students, as Snigaroo on Reddit told me some months ago. -
That function doesn't exist in KotOR because the devs never thought one would need to do that type of task in KotOR, which was never designed to be modded. For the DLG thing, just make that line in the DLG be in the main branch and have no replies or entries after it. Check out one of the party members' DLG files and the first few entries should be set up that way as well. Or you can basically picture a one-liner dialog only being one line, with nothing after it in the DLG Editor.
-
Sorry to hear that, Xander. :|
-
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Sorry, my computer's been off and set aside while my brother moves so that it isn't in the way. I hope to set it up again tonight. Your previous code should indeed be fine. Also, Kexikus is right, you need to DelayCommand the ActionResumeConversation for it to work right. ActionPauseConversation(); DelayCommand(3.0, ActionResumeConversation()); Alternatively, you could try setting the Delay field for the entry(or entries) in the DLG file to something other than -1. I forget if that will actually override the DLG's Skippable setting or not. -
Can't do it with characters per-sey (not without editing the OnDialogue script to check some sort of variable to determine whether to launch the conversation), but you could add a blank line at the top of the DLG and have a script check some sort of variable to make that line fire.
-
Very new to Modding, need some help with scripts.
Fair Strides replied to Eli_8's topic in General Kotor/TSL Modding
Welcome! Trask is in Bastila's slot, so he uses her constant. As far as actually switching over to Trask, I believe this can help you: http://www.lucasforums.com/archive/index.php/t-151963.html I just use the KotOR Tool Text Editor myself. I recommend Googling "NWN Lexicon" and downloading that. Inside, go to the Lyceum section and read the Primer; in particular, read the Basics, Conditionals and Loops, and the Arithmetic Operators. The Compiler Directives part won't hurt either. -
With the way the workshop operates, I would be very hesitant to do so, but I wouldn't immediately say no (I'd just very much like to).
-
One man's hope is another's nightmare... Also, we'd kind of have to agree to do that. TSLRCM had agreed to put itself on the Workshop.
-
How I Rid Myself of the Nagging Upgrade to Windows 10 Prompt
Fair Strides replied to milestails's topic in General Discussion
Sounds like me when it started using/locking up 50% of my CPU and at least that much of my ram...