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Everything posted by Fair Strides
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Leviathan Diffrentiated Dialogue
Fair Strides replied to Revanator's topic in General Kotor/TSL Modding
They're specific scripts and so are contained in the level itself. So they're in lev_m40aa_s.rim. You shouldn't need to worry about that, since you should just be able to put those into any dialogs in that level. And that's the only level where your party members are under your control, so there's nothing to worry about. Besides, all the "k_plev_escplot#x" scripts do is check if the global number "Lev_Escape" is equal to #. Similarly, the "k_plev_escplot#" scripts set the "Lev_Escape" global number. All you need to do for this to work in this level is put the script names in the previous post into the "Script that determines availability" field for your added lines. -
Leviathan Diffrentiated Dialogue
Fair Strides replied to Revanator's topic in General Kotor/TSL Modding
Looking at the scripts, you could actually just use the scripts themselves. k_plev_escplot1x = Mission k_plev_escplot2x = T3 k_plev_escplot3x = Jolee k_plev_escplot4x = Canderous k_plev_escplot5x = Juhani k_plev_escplot6x = HK-47 Zaalbar's out because he's a Wookie, and obviously Carth and Bastila aren't available, so that's everyone. -
Need a tutorial on AniCam (for dummies)
Fair Strides replied to DarthVarkor's topic in General Kotor/TSL Modding
I'm including some pictures here as well as descriptions, so hopefully this goes okay. First, your DLG file, opened up in DLG Editor, but otherwise untouched. Clicking on the black line at the very top (containing the path to the current file), you will see some overall properties of the DLG file. The box with the highlighted text is where you'd put the name of your camera model, without the file extension. Now let's say we want an animated shot for this red line, the blue line after it (that says "continue"), and keep the animation going for the red line after that. First thing we do is change the Camera ID to -1. Then change the Camera Angle to 4. Last thing to do for this red line is actually start the animation. We do this by putting a number in the Camera Animation box. But we can't just put any number... If we want to start an animation, we put 1200 + the animation's "index" in the model. For example, the first animation (what would be called "CUT001W" or "CUT001" in Ani Cam) would be started with 1201. Let's use that in the Camera Animation for the red line. Now we're on the blue line after it. The Camera ID was already -1 and I've already changed the Camera Angle to 4, so all that's left is the Camera Animation field. But now we need to use a different number. The numbers start at 1200 if you want to start an animation. But if you want to continue an animation, you need to start back at 1000. Since we want to continue the first animation in the model, we need to use 1001. After that, we move onto the next red line. Like we did before, change the Camera ID to -1 and the Camera Angle to 4. Last is the animation, but we are finishing the animation this time. To do that, we just let it continue like it was before, so we need to use 1001. After this, the animation just plays until it's done. After this is done, click on another entry in the dialog and then save it. Some closing tips: The most important thing to remember when working with animated cameras is that an animation plays until it's done. If you start an animation and then give the player a choice of lines to say, the animation will keep going until it's done. This can be bad if you needed the animation to be playing during the next line. Some things from Ani Cam's readme (I'm restating them in different ways rather than quoting them): If you have a 20-second animation but give the player some replies and they take 30 seconds to respond, what happens? 1. If the animation's number for the entry before the replies was a 1200 number, the animation will start back at the beginning and keep on doing that. 2. But if the animation's number is a 1000 number, the camera will stop in whatever position/rotation it was in at the end of the animation. Also worthy of note is what happens when you try to start an animation (a 1200 number) while another's still going: 1. If the animation running is the same as the one you're trying to start, the game will act as if you used a 1000 number instead and continue the animation wherever it is. 2. If the animation number's different, it should switch to the new animation right away. Could look weird... -
All of the following is using KotOR Tool! When you open an armband's .uti file, you can add a property to it called "Activate Item". The available items to activate come from the spells.2da file. Any row in spells.2da can be used with the Activate Item property. What I would recommend is opening spells.2da (either a vanilla or a modded one) and copying an existing row (like one of the shield rows). You can make a new row at the bottom and paste the copied row here. Then all you need to do is change the value of the "impactscript" column to the name of your script, minus the file extension ("k_sup_bands" instead of "k_sup_bands.ncs" for example). Click somewhere else in the .2da and then save it to your override folder. Make sure you have the option turned on about using .2da files from the Override folder. Now you can open your armband's .uti file again. When you go to add the Activate Item property, your added row should now appear in the second dropdown selection area (the dropdown directly below the Activate Item one). Once you have it selected, you can hit Ok and save the .uti file.
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Xuul told me on Discord to try using the Shift key. That worked, except that I have to hold down the Shift key and move the mouse for it to work... If this persists into the game, then I may be in for an extra level of fun. :|
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Incidentally, I decided I'd start up the Witch game to delete my auto-saves before I installed these mods and am now stuck. I've verified the game cache in Steam, but for some reason my mouse is trapped in the center of the screen on the main menu, such that I can only click Load Game and use the Esc key to back out of the Load menu... Has anyone else ever had this problem?
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K1R 1.2 Impressions and Bug-Reports [READ ME FIRST]
Fair Strides replied to Fair Strides's topic in KotOR1 Restoration (K1R)
I had this on a friend's computer with no mods installed, so this could easily just be a computer/hardware issue. Have you tried it with no mods installed and using the 1.03 patch? Interesting... Could you perhaps provide a save just before facing Ceeiia? -
Something else to note is the title of the Toolset's main window. If it says KotOR 1 and you're loading a KotOR 2 level, you need to close the level or whatever, and then go to the menu bar at the top. View->Mode->KotOR 2 Wait a moment for things to switch over, and then try loading the level again. Vice-versa for KotOR 1 levels.
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Changing what I wrote to the following should work: if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01"), 10) > 0) The reason why it didn't work initially was because I forget the number 10 in the GetLocalBoolean function. Each object in the game has a list of local booleans and numbers, though I forget the range for both. The game uses Local Boolean 10 to determine if triggers have already been used (the activation script should set the local boolean 10 to 1/TRUE) or if you've already talked to an NPC before (the scripts k_con_talkedto.nss and k_act_talktrue.nss in K1; the first checks if Local Boolean 10 is set, the second sets to to 1/TRUE). I don't see how this change would really affect the other situations, but here's the basic structure I'd use to be safe: -
[KotOR] NPC Overhaul Mod 1.01
Fair Strides replied to Todd Hellid's topic in KotOR1 Restoration (K1R)
Installing NPC Overhaul and then K1R will result in K1R's levels overwriting the changes NPC Overhaul made to those levels only. -
I really should get back and upload the "current' version of this... I've been wanting to get a few more features in before I actually update it. For now, try this (the tkicons thing is because of an add-on thing I use without packing the icons, which I'm not using): https://www.dropbox.com/s/eseqxbbr7jw719k/Toolset.7z?dl=0
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Looking at the man26_repneg.utc in the Ahto West module (manm_26aa), their OnSpawn script fires their OnUserDefined script, which consists only of the following: To re-write this for easier understanding: Now, you'd basically need to get around this, but I assume you only want to do that after the mercenary's been talked to. You can check the 10th Local Boolean for the trigger ( man16a_inittrig0.utt ; tag is man26a_inittrig01 ) to make sure the conversation has fired if you want. So you'd modify that above script and have this in there somewhere (probably put all of what's there into an else block): if(GetLocalBoolean(GetObjectByTag("man26a_inittrig01") > 0) { // Code to stop the animations or do something else } -
I feel I should mention that I never have believed in a truly final version and that those were ZM90's words...
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All versions released have been fully playable, albeit in roundabout ways at times due to bugs. But 1.2, from what I can see of the scant reports in the bugs thread, is almost bug-free and should be 100% playable. The only reported bug so far is a case where the subtitles didn't match the audio.
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I will be making a secondary installer soon and it will indeed have a polish translation.
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Only difference is the auto-save feature, yes. Sorry I never responded. I never realized there were posts here...
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Odds are, that was hardcoded into the .exe. They had to have the source code anyways to have the Mac and Linux ports.
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Way to go, Salk. You planning on compiling a bug-fix pack with all these small things? -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
That would probably be due to the X and Y Orientation fields of the waypoints you've warped them to. Those orientations do matter because when you use GetFacing, you're getting the directional-facing of the waypoints themselves. This is made up of their orientation fields and is the equivalent of picturing the waypoint as a square with a triangle roof. The tip of the triangle points where the X and Y Orientation fields go. /\ |_| If I might suggest it, backup your tat_m17ab.mod and all file relating to it. Then download my Toolset and open the tat_m17ab.mod inside it and select the waypoints you've added. I'd be quite surprised if the arrow that shows up when you select one of them doesn't point in the direction the NPCs are facing. -
This is also why the lightsaber textures are so picky on coloring. The alpha value in the trimesh, from what I can tell, skews the 0.0 - 1.0 scale of the alpha layer's strength. I think the lightsaber blades have an alpha of 1.0, which means that black is transparent in the base texture regardless of the alpha channel's settings. Kind of why it's so hard to have a black lightsaber. I'm not sure if we can change the alpha value (outside of hex-editing), but we can't make our own sabers from scratch because we don't know the scalekey's last three numbers, so no power-on and power-off animations.
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Not gonna lie, I honestly woke up to nightmares of ZM90 contacting me on Skype with catastrophic bug reports on K1R...
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Rebuilt Jedi Enclave Bug. The door is still broken ! No cinematic!
Fair Strides replied to Norad's topic in TSLRCM
Deleting the mods won't necessarily uninstall them. What mods did you install? -
If it would be any help, I can post up a simplified read-out of the code KSE uses to generate .tga files for the icons. I use the same code in the Toolset and I believe KT uses the same "format" of code for it's saving as TGA. There is no RLE compression though and I've heard in the past that VP had issues with a texture because it had RLE Compression turned on (but I think that was when he was converting it to DDS with the tool that DP mentioned).
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[KotOR] NPC Overhaul Mod 1.01
Fair Strides replied to Todd Hellid's topic in KotOR1 Restoration (K1R)
Still hasn't been updated since K1R 1.0, so the answer will be the same as the last time you asked, no. -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Are you just extracting them from KotOR Tool and immediately opening them up in K-GFF? Also, what version is K-GFF (lower-right corner)? Edit: Oh you were using GFF Editor. If you had mentioned that when I talked about K-GFF I could have helped a lot soon (but it's okay, I'm not harping on you). GFF Editor was made for an earlier version of the GFF format, so Position and Orientation weren't around then.