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Everything posted by Fair Strides
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
No, the cameras' Positions and Orientations should be stored in that file. Was that file opened and saved in anything before K-GFF? Did it come from a mod or from the .rim levels themselves? -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
For the static cameras, there needs to be a Position field (when clicked in K-GFF it'll have three of the four entries on the left highlighted) and an Orientation field (which would have four entries visible). I recommend always copying an existing Camera struct and pasting it to the Camera list itself. It will be added at the end of the list and then the only things to edit would be orientation, position, and ID (possibly Height as well). -
1.2 is officially out! ( Please, please, please, don't find any major bugs, guys! )
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I did it... K1R 1.2 is done, and it's not even two hours passed my deadline. I wanted to do it all in May.
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Yeah I still remember the whole "It's gome gold!" *Goes to take screenshots* *find s bugs* "Dammit!" "Not quite gold yet!" "LOL". Yes bugs were fixed because I decided I wanted to take screenshots funny set of circumstances.
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Now that the 1.2 version of K1R is officially released, this will become the new bug report thread. Please post any bugs you find, and where possible, try to differentiate between vanilla bugs and bugs caused by K1R please. The format for the bug reports will be like so: FOR K1R FOR ANY MODS OTHER THAN K1R!
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The Romancing of Bastila Mod
Fair Strides replied to Todd Hellid's topic in KotOR1 Restoration (K1R)
For the most part, it'd be safe. I think we did Helena's clothing already and the Bastila on Korriban part would overwrite a small oversight fix added in 1.2. -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Then you won't be able to go that route. You'll need to delete that GIT from your override and obtain or make a save from before going to Tatooine to be able to properly test it. The KotOR Saves collection's last save is just before going to the Grove. -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
Any GIT edits only take effect the first time you've ever entered the area. The game saves a "current" copy of the GIT into your saved game. You can put the .git file in the Override for testing and that would work, but the area gets reset every time you enter it. -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
In that save, have you ever been in the Tatooine Hangar before? I can look into it more in-depth tomorrow or the next day. Right now trying to save my bacon with the K1R installer. -
@JC and SS: I can see how it happened and they didn't try contacting people. Do you have any idea just how many games were on the Filefront network? I'd say at least 30 or more. There were around 250+ files for each KotOR game, so multiply that by 30 (even more for games like Jedi Outcast or Battlefront). Since they're dead-set on it being a time-related job, they didn't see themselves having the time or the effort to research the author/email of every file they pulled. (nevermind how easy a regex or database lookup would have been) @SH: With that part, I imagine being volunteers to the site would include a clause about anything you write being the property of Filefront. So if that clause existed, Filefront would technically own the content after it was written, to do with what they will/wanted to.
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
That would be quite likely, Salk. You can probably copy a waypoint, change the tag, and re-position it in the Hangar. That should do the trick. -
I can send you the necessary lines any time you want, most likely within the next day or so (if not today). There will also be lines from the Caalin Ette content mixed in as well, but if you don't mind translating those, I can add that when we make that mod. Actually, the Pazaak Tournament is only "broken" in two ways: 1. Asking Ceeiia Rylo questions after you initially beat her. 2. Losing to Skirata breaks everything, since I forgot to add the script that updates the results to his "I win!" line. So don't ask Ceeiia questions and save before Skirata. By the way, I've changed Ceeiia's dialog for 1.2 so that you can only ask her questions after you've faced her. I believe I did the same with Irog, but I forget on Sykallin.
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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 manaan level, it seems the Messenger trigger uses a .utc from the templates.bif (called "g_xor.utc") and calls that .utc's assigned conversation, which is "k_hxor_dialog". Could perhaps try that one. -
The true mechanics behind XP
Fair Strides replied to 134340Goat's topic in Knights of the Old Republic General
npc.2da, specifically the "percentxp" column. Same thing in both games. -
The "empty" one. The custom one doesn't have a place in the restored content mod, but will be made available as a separate mod.
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The Vulkar Base as it was in the 1.0 had Caalin Ette and many other NPCs that were one modder's custom content and were purely fan-made for the mod. It should be mentioned that Caalin Ette's stats were set by the modder and Caalin was literally harder than the Sith Governor at the end of the planet. I lobbied to remove all such content from the Vulkar Base (and from Tatooine) in the 1.1 version, but then people complained that the added level felt empty and incomplete... :| Actually, you were the only one to complain about the party members. However, when I investigated your issue about flourishing the weapon, I discovered an odd thing: You can only play the flourish animation if the character had a melee weapon equipped...
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My goal is to have both installers done by the start of June. K1R will still be English-only unless and until we get people willing to do some translation of the text (German, Polish, Spanish, and Italian I'd say are the top 4 that most people would need). You would indeed need to use the TSL Patcher installer for that route, but I'm 95% sure you could install your mod after K1R is installed...
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Just wanted to let everyone know that I have one last mod to integrate (Kainzorus Prime's Manaan and Korriban Music Fixes) and then... I CAN MAKE THE INSTALLER(S)!!! I will be making two installers this time: a TSL Patcher installer for compatibility concerns, and a TSLRCM-esque installer for convenience concerns. The TSLRCM-esque installer will be the recommended installer, but that will also just replace all of your files, so it's to be installed first and foremost in your mod builds.
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[KotOR] Rancor and Krayt Dragon bodies
Fair Strides replied to Salk's topic in Knights of the Old Republic General
I believe LiliArch is correct. In most other remains, you can walk right over them with no collision. The Rancor and Krayt Dragon are a very different story in terms of weight and size, and the way the game has it set up, their remains have collision and force you to walk around the bodies. I mean, it wouldn't look realistic if they let you walk through a corpse that was taller than you are (not to mention how odd the camera would look...). -
Xuul, I'm willing to come on with you. I will probably need that video, but with it I think I'll manage.
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This tutorial is to help someone out when they ever have to use this feature, especially since it took me a while to figure it out myself. I'm going to show you how to store and restore your current party any time you want in either game. An example from KotOR 1 where this is done is when you are at the Hrakert Station on Manaan and you travel through the airlock and back. You lose your party when you go out, but the people are restored to your party instantly when you go back inside. Similarly in KotOR 2, You can pick your party members at various points. The most notable is picking a team to go to Freedon Nadd's Tomb on Duxn. The game does the same thing here as it does on Manaan: programmatically adding people to your party. (All examples assume it's just you in the party before running them) The code for it is actually very simple. Say you wanted to add Bastila to the party : object oBastila = SpawnAvailableNPC(NPC_BASTILA, GetLocation(GetFirstPC())); AddPartyMember(NPC_BASTILA, oBastila); That seems simple now, but it took me the longest time to figure out that the number at the beginning of AddPartyMember was the NPC's place in the party table. On the Leviathan, I was just working with Bastila and Carth, so 0 and 2 still worked for party member slots (despite the fact that the PC should be in the 0 spot) and I didn't realize the number's meaning. Similarly if you wanted to add Juhani or Kreia, you'd use NPC_JUHANI or NPC_KREIA. But what if you didn't know who to summon? Investigating the Manaan airlocks and the Duxn Tomb's levels, I found that the NPCs' numbers are stored in Global Numbers. These numbers are then retrieved and used in the code above. Here's the code for the Duxn Tomb's OnEnter script: void sub3() { object object1 = SpawnAvailableNPC(GetGlobalNumber("403DXN_PARTY2_NPC2"), GetLocation(GetObjectByTag("sp_cnpc2", 0))); object object4 = SpawnAvailableNPC(GetGlobalNumber("403DXN_PARTY2_NPC3"), GetLocation(GetObjectByTag("sp_cnpc3", 0))); AddPartyMember(GetGlobalNumber("403DXN_PARTY2_NPC2"), object1); AddPartyMember(GetGlobalNumber("403DXN_PARTY2_NPC3"), object4); } In KotOR 1, there are two Global Numbers that you can use freely: "K_PARTY_STORE1" and "K_PARTY_STORE2". If you want to see if those have been used, the game (and you) should check and use the Global Boolean "K_PARTY_STORED". In KotOR 2, Those globals aren't available, so you can either make your own or you'd have to re-purpose the Duxn ones. Re-using the Duxn ones should be safe, since using them before Duxn will have them reset and using them after Duxn shouldn't be a problem.
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I tried to explain about how the game doesn't do anything about clipping once before, but gave up when you kept insisting it could be done. As for the disguise thing, any eqippable item can have the Disguise property.
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[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
If you wanted to, you can just add this right at the bottom of the void main(): AssignCommand(GetObjectByTag("mandalor03"), ActionAttack(GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, GetObjectByTag("mandalor03")))); If that doesn't work, try AssignCommand(GetObjectByTag("mandalor03"), ActionAttack(GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHARACTER_IS_PC, GetObjectByTag("mandalor03")))); And in case the tag is not "mandalor03", then change it and hope it works. You might also need to wrap all of that up in a DelayCommand for 0.1. -
[KotOR] Help with an in game cutscene
Fair Strides replied to Salk's topic in General Kotor/TSL Modding
1. I admit I've never really tried only including part of a level in the .mod. So I have no clue on that one. 2. The game would use the Override's copy. Override > .mod > .rim > .BIF archives