Fair Strides

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Everything posted by Fair Strides

  1. This script would need to go in the OnDamaged script slot. Also, you will not need to set the Minimum 1 Hp setting in the UTC file, as that's done in the script with the "SetMinOneHP" function. And the "//" denotes a comment in the code, purely for explanation. No, there is no auto-level function, unfortunately. Also, you can l9ck the Party Selection screen with SetAreaUnescapable function. S value of TRUE should disable it and calling the function again with a value of FALSE should re-enable it. I don't have the modding tools on me at the moment to look up the functions at the moment, but I know the compiler isn't seeing a valid location and I don't think the 0 inside the location section is required... ActionMoveToLocation(Location(Vector(-77.5775390625, -51.8112106323242, 0.0), 213.749927975663), 0, 1.0);
  2. The Local functions (not the global ones, mind you) will either return 0 or NOT 0, so FALSE or !FALSE. It's a weird quirk they seem to have. Mine was originally a typo on that, since the idea was to see if it was > 0, not In the DLG file in question for that scene (852nih.dlg, second main branch), Visas plays the 1431 Meditate2 animation, assigned from the dialog file itself, not through script. Given that, I don't know if the animation is custom to her model, or the general animation. As for your code, the following should do fine:
  3. I would need to know the order you installed the mods in. Also, can you link to where you got the F!Revan and Bastila Romance mod? I believe I know which mod you're talking about.
  4. Assuming this "specific door" is a unique .utd file in the level and only spawned/used once in the .git file, you can attach a script to the OnOpen slot: That should work for you. The local boolean stuff is just to make the conversation only activate once.
  5. According to the vanilla code, it does indeed add the extra attacks. What are you doing in your setup, such as weapons equipped, feats used, effects applied, .etc?
  6. This is due to KotOR Tool's UI not liking the resolution. I have similar issues with its Text Editor and have had issues with the Creature Editor in the past. You can try reducing your resolution to something like 1024x768 or similar. Also, if you have any DPI scaling going on to make things bigger, reducing that might help as well.
  7. Makes sense to me, but it only matters if it makes sense to the game, and I don't know that it won't crash if you have the multiple constants for the Mechanics line.
  8. Yes, you can change the names and descriptions, through either editing the lines in the dialog.tlk file or adding new lines to the dialog.tlk (which would then involve changing the references in the skills.2da. The numbers in the "name" and "description" columns refer to entries in the dialog.tlk file. In Scripting terms, that would link them all to the same skill. That wouldn't help in terms of the already-compiled scripts in the levels, but it would work for any scripts going forward. The "label" column is purely for the convenience of the person messing with the file. It's the "(Row Label)" column that's important, as that's actually the index to the row itself. Granted, it can't hurt to cover your bases and both move the row and change the "(Row Label)" column's value.
  9. I've done some digging around in the GUI. Even if I swap the positions of the Demolitions and Persuade skills in the Character Generation Skills page, the skill points go to their original spots. The CharGen GUI is pretty hard-coded in that respect. However, I also swapped the GUI elements around in the normal Skill Info page (in the menus, right beside the Character screen) and they showed up properly there. So it's a foible with the CharGen menus that you'd need to be aware of and tell the users.
  10. Did you swap the entire rows? Because if you had done so, Demolitions would have still been affected by INT modifier and Persuade by CHA. As to the Empathy feat itself, does it work even if you have no skill points in the affected skill?
  11. Even if they were, that wouldn't be a solution. The way the texture displays on the weapon is a part of the model itself. And the weapons in this case may be part of the droid models and not spawned in by the game when the weapon is equipped. So the only way to fix that would be to edit the droid models themselves, which has its own issues. So this may be an issue you'll have to live with.
  12. Remember though that you can't add working passive feats like what the skill focus would do. Certain kinds of passive feats are possible though, by editing the relevant scripts. If you edit the scripts that control grenades, you can add feats that affect the damage or whatever of the item by manually scripting it to be so. This isn't possible with skill checks, since the game does it as a hard-coded action. As for the game crashing, it seems to really hate giving a custom jedi class. Non-jedi classes will place nice just fine. As to this one, that would need some testing. For starters, do the skill focus feats even work in the first place? Another thing is that we don't know how they work. If I were to guess for myself, I'd say the game has it hard-coded so that the bonuses are given to hardcoded skill numbers. These would be 0 to 7 to represent a row in skills.2da and that's where the bonus would go. A way to test that would be to swap Persuade and Demolitions rows in skills.2da and see if the Empathy feat boosts the Demolitions skill.
  13. That is likely because the weapons are part of the droid models but use the same textures as the real weapons. It's been known to be the case before and likely is here as well.
  14. The simplest way for me to respond is probably going to be a one-at-a-time method. 1. Sadly, the 30-point allotment is hard-coded. You can get around it with the Recommended button as you've discovered, though. 2. You can remove skills, and the game will recognize far more than the vanilla eight, but the GUI will only recognize eight skills because that's all the game's .exe was programmed for. So you could revise the skills.2da to remove the unused/combined skills' rows and just use your own. Unfortunately, you could potentially run into issues where a script isn't possible to de-compile and you happen to need to change a skill check in that script to get around this. 3. In a round-about way, you could do so. The game has four "hidden" inventory slots that are not represented in the GUI. These slots are the CARMOUR, CWEAPON_L, CWEAPON_R, and CWEAPON_B slots in nwscript (I presume these to be "Creature hide slot", "Creature left weapon", "Creature right weapon", and "Creature bite weapon"). You can use scripting in the start of the tutorial level (in the script that adds equipment by level, for instance) to add the required item to the player's inventory and equip it via scripting, since the player can't access the slots in-game. 4. Your guess is correct in how you'd go about doing that. I can probably get a good tutorial going throughout the week and have it up either during the week or the next weekend on all the tools and where to start. 5. The skill focus feats are in the files, but I don't know if the game's .exe was coded to recognize them. Sadly, we cannot actually control what the "passive" feats (any feat that you can't physically use) do or make our own, as the effects of "passive" feats are hardcoded into the .exe. 6. Sadly, the only way to do this would be to boost the CON score, but that'd be for every level. There's no way to do this so that it only affects the first level at character generation. 7. Unfortunately, the attribute progression is hardcoded into the .exe as well. 8. New classes are definitely possible, though I believe we've always had trouble with doing the spellcaster classes and the game crashing. 9. There is a way to limit which spells are available to which class, which would allow a psuedo-Talent system, but for it to actually work, you'd need to keep the three-class system Bioware implemented. So it'd be a toss-up between "Jedi character progression" and "Specialized access to powers".
  15. Does anyone have the CSLU Toolkit installed on their computer? If so, I need a package of it. The installer website is no longer around.

    1. Fair Strides

      Fair Strides

      To be clear, I'd need a package of the installation folder and all sub-folders.

  16. You do me a slight disservice here, DT. Surely I would have planned better than that? The function that resets a creature's stats is coded up and ready (minus the fact that I just realized it doesn't actually take feats, force powers, or skill points away, nor does is grant them like it should), but it is never actually executed. The k_ai_master.nss and fs_level.nss never actually call the function. The function can be called, but it isn't currently. That means that any stats will remain as they are and only get increased from there. Also, it's not like I go "Okay, the Strength score is Random(19) + ( / 4) points." I only ever add onto stats, not take away. It'd be literally impossible to randomly set a stat to 0. While that does indeed seem credible, I have two questions: 1. How long and hard was that to actually figure out? 2. Do you know how the game decides which row a creature should use?
  17. Okay, the reason why the mod (and my Fumble! one) is still not updated is because I'd really like to be able to get ahold of stoffe or anyone that knows her permissions. My understanding is that I have permission to edit her tools willy-nilly and that her mods can be uploaded at least to DS (I forget if she said anywhere KotOR-related or if that was some other modder), so I don't know if I could release an updated version that's compatible with her Improved AI, since I need to use pieces of her mod to do so.
  18. First question: What mods are you using? Second question: How can you tell it's this mod specifically that's causing the issue?
  19. Also, if you had copied the dialog.tlk file that was shipped separately with K1R that patched some vanilla stuff, that was an English dialog.tlk file. I'd need your dialog.tlk file to switch the language back to Spanish (it wouldn't change the actual text/characters shown, but it would make the game read it properly).
  20. Sorry for the issues guys. It's my fault for trying to rush the installer. I'll have them corrected by the end of the day and a new version uploaded.
  21. I'm not actually able to affect their real level, unfortunately. I track levels using Local numbers 30 and 31. This method doesn't work with the exp distribution system. I had forgotten about that mod when I designed this. I'll have to go back and work on this to make it compatible with stoffe's mod. Same with my Fumble! mod.
  22. I need to see if ModHex still has an issue, but the Toolset is currently non-functional. There is an updated .exe in the Toolset section of the forums that is different from the one in the Modding Tools Downloads section. I almost have the Toolset back together and when I do a bit more upgrading, I'll update the one in the Downloads section. You know you can still access the tutorials from the link DP posted and then copy-paste over to here, right?
  23. Please attach your installlog.rtf file. It's possible I screwed up the installer, but it should have moved all of the .uti files to a folder in the Override folder and the fs_level.nss would have been moved by the installer itself.
  24. Version 1.0

    217 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » NPC Auto-Leveller 1.0 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: NPC Auto-Leveller TYPE: Modder's Resource VERSION: 1.0 DATE RELEASED: July 2, 2017 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A while back, Darth Tyren was asking me about how the KotOR 2 balances the enemies to make them tougher as you go on through the game. We then spent a few hours running some tests and digging through the files, with the end result being that the game seems to just upgrade the enemies' Hit Points and Force Points. I then theorized that one could use the extra functions Obsidian added for modifying your skills, attributes, feats, and force powers to work up a framework for levelling up the NPCs without actually assigning them levels. This is the result of that work. The heart of this modder's resource is the "fs_level.nss" #include file, where I've one main function called LevelUp and several support functions that will randomly assign feats, force powers, skill points (including support for cross-class skills), and attribute points at the appropriate times and in the appropriate amounts. I've scoured the various .2da files and the all of the default values and rules that the player has to obey are obeyed by the script as well. Also, there are 750 .uti files included. There are 50 for each class, and each item handles the defense, saving throw, and attack modifier increases that a given class would get as they level. These items are not accessible or equippable in-game, as they use the hidden creature slots (specifically, slots 14 and 15). I've shown how to use the #include file in the included "k_ai_master.nss" in the source folder. The compiled form is included in the installation. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. You don't have to use the installer if you're just using parts of this or adapting it, but it's an easy way to get it all set up and ready to go. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KNOWN BUGS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Not exactly a bug, but the two slots I used may very well be used by animals like the Kinrath that have special properties to their attacks. There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream ( http://deadlystream.com/ ) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/5509-downloadnpc-auto-leveller/ ) 2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS / CREDITS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Darth Insidious, Malkior, Markus Ramikin, Darth Tyren, and probably many others who were willing to discuss the topic with me over Skype. Darth Tyren for the initial investigative work and the idea itself. 90SK for some installer help on my Fumble! mod, whose changes.ini file I edited in Notepad for this mod. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing. I would also like to be contacted before you release your mod.