Fair Strides

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Everything posted by Fair Strides

  1. Have you tried checking the Feedback Screen for the breakdowns immediately after a grenade or stun activates?
  2. Yes, they are Will saves (that part I was not correct about). A stun or sonic grenade has a DC of 15, which can be brought down to 13 or 11 if the target has the Uncanny Dodge 1 or Uncanny Dodge 2 feats. So, if the target does not have either feat, they have to roll a 16 or greater to not be affected. The Stun force power has a DC of (5 + spell level + CHA Mod + WIS Mod) of the caster, so I assume the spell level would be 1 (the first tier of the power) or the level of your character plus the other numbers. Other things that affect the DC are below: +2 if you have the Force Mastery form active, -2 if the target has the Makashi or Focus form active, -1 if the target has the Niman form active, +4 if the target has the Juyo or Mastery form active. This modified DC is then checked against a Fortitude Save involving the target, the DC, a saving throw against mind-affecting, and involving the caster (literally, it looked like this: nSave = FortitudeSave(oTarget,nMod, SWFP_PRIVATE_SAVE_VERSUS_TYPE); ). If the Fortitude Save returns 0, the save failed and they are stunned. If it returns 1, it succeeded and they're safe. If it returns 2, they are immune to it and safe. So... Let's assume you're level 25 at Malachor, a Jedi Weaponmaster with no mastery bonuses, with a Charisma of 16 and a Wisdom of 16. That gives you a DC of 5 + 25 + 3 + 3 = 36. And the best they could do is 20 + 2 + their fortitude save bonus = 22 + ???(which could be anywhere from 10 to 20). While a Concussion or Sonic Grenade is a straight 15 DC against a will save + their will save bonus.
  3. Okay, now you're talking about Grenade DCs versus Force Power DCs... Those are definitely two entirely different things. The Force Powers bring in Will saves, attribute bonuses, and the caster's level amongst other things. The Grenades just check again the Uncanny Dodge feats (reduce damage if any) and the Reflex saves...
  4. Specifically, do you mean the DC to resist the grenade's effect? Edit: Checking the k_sup_bands.nss file, the grenades activate the same code regardless of which way you launch them; this is done by checking for both the grenade's row and the launcher's row from the spells.2da.
  5. Hello guys. I'm working on a 3.3.7 version of KSE to fix the fiasco that resulted from 3.3.6... :| I have a test version ready, but I would like testers who can volunteer some time to help me make sure the thing works. I have been aided greatly be Chev Chelios with his KPF (KotOR Pathfinder) and testing KSE, but he has Win10 x64 systems and VMs, the latter of which could be the reason why KSE will work just fine on my system but not on his when I'm running Win7 x64 and he's running a VM for Win7 x64... So, I ask anybody that has WinXP, Win7, Win7 x64, Win8, Win 8.1 or whatever other version you have, and either 4CD, GOG (should be the same as 4CD), Collections, or Steam versions of the game to please consider helping me out with this. I appreciate all of your help.
  6. The animation should be marked with that number in nwscript.nss, so you could search for the word Animation and then go from there. Yes, there is the CutsceneAttack function, which allows you to specify an animation, the result, and possibly damage. There is also an EffectAssuredHit, but I haven't experimented with that (could throw that on the insta-kill pistol...).
  7. A slight misunderstanding, I believe. The GetObjectByTag() function can only be used in a module and only on the objects spawned in the module. The CreateObject function, however, can use files from the Override, the module, and the BIF archives, in that order.
  8. Yeah, K1 does that too. I believe it's UT_GetTrapTriggered or something like that from the k_inc_generic or k_inc_utility. The KotOR games operate only on the loaded level, so faking it is very necessary. That should also answer your second question.
  9. Happy birthday!

    1. TheDarkChocolateJedi

      TheDarkChocolateJedi

      Thank you fairstrides! I cannot believe I am diving deeper into being a teen, I don't wanna grow up!

  10. The real trick is that you need to talk to HK-47, get him to mention a proverb, and then have him repeat it. He will then go into a line of dialog where you discuss the Sonic Imprint Sensor you picked up on Peragus and he will tweak it to help locate the HK Factory. After this, you will need to encounter three groups of HKs, and HK-47 does not have to be with you.
  11. Well, for the cutscene attacking, it seems that you can just change their factions so that they're enemies to each other (for example, the Predator and Prey factions) to make them actually fight, but you could use the SetMinOneHP on both to make them immortal until you want one of them to die. Then you'd just use the ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(FALSE, FALSE), ); to kill them. As to the Turning Camera idea of Jorak's, you could you AniCam (I have it) to make an animated camera that would do that. For the Slow-Mo, I'd recommend applying the Force Speed's blur effect (check k_inc_force for the visual effect) on the person attacking (this is just to make the screen have the blur motion) and ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectMovementSpeedDecrease(), , ); to everybody but the attacker. This should slow their animations so that they move slower.
  12. Oh, that's the part I forgot! I walked him through triggers this morning in the chat, but I forgot to do the DestroyObject part in the script...
  13. Henry David Thoreau's: "As a single footstep will not make a path on the earth, so a single thought will not make a pathway in the mind. To make a deep physical path, we walk again and again. To make a deep mental path, we must think over and over the kind of thoughts we wish to dominate our lives."
  14. Could be the settings in the model... You could try either making the texture brighter than you intended to (with a new layer of white at something like 35-50% opacity, perhaps) or blending punchthrough in the .txi...
  15. The Czerka logo is lza_logo01 and the glass it's on is lza_win01. However, the Czerka Logo is done by two "sqares" with the same texture, one on each side of the glass, so the issue you're having is probably from the back of one of the faces, I think. Maybe checking the original texture's .txi and alpha layer?
  16. Perhaps this might work? void main(){ object oNPC=GetObjectByTag("kor33b_belaya"); float x=88.44; float y=-5.2; float z=53.51; int bRun=TRUE; vector vExit=Vector(x,y,z); location lExit=Location(vExit,0.0f); object oDoor = GetObjectByTag("k33b_dor_academy", 0); SetLocked(oDoor, FALSE); AssignCommand (oDoor,ActionOpenDoor(oDoor)); SetCommandable(TRUE,oNPC); DelayCommand(2.0, AssignCommand (oNPC,ActionForceMoveToLocation(lExit,bRun))); DelayCommand(10.0, AssignCommand(oDoor,ActionCloseDoor(oDoor))); DelayCommand(11.5, SetLocked(oDoor,TRUE)); DelayCommand(12.0, DestroyObject(oNPC)); } EDIT: If that above doesn't work, examine this: http://www.lucasforums.com/showpost.php?p=2791878&postcount=15
  17. Open the tool, open your dialog.tlk file, then go into the second or third menu from the menu bar. One of the options should be "Set Language...". Change your language to English when you get to Vash's room on Korriban, and then after M4-78EP, change the language back to whatever it had been. Save the dialog.tlk after you change the language.
  18. In that case, I'll see what I can do. Most likely won't be for a day at least.
  19. He said there were menu sounds in it that would get annoying really fast.
  20. If you still have your installlog.rtf from when the mod installed, you might see if you got this warning: "--------------- » KNOWN BUGS --------------- - During the installation, you may receive a warning saying 'Warning: Invalid column label "driveanimrun" encountered! Skipping entry...' I have no idea why this happens. If you get this you have to input the entry yourself. Simply open your modified appearance.2da file found in your Override folder using the KOTOR Tool, scroll down to the bottom of the list to the new entry, and input "3.96" in the driveanimrun column."
  21. If you refer to KotOR 2, you could possibly extract all of the "_x" variants and rename them to the "_p" variants in the Override folder. Besides that, not entirely possible.
  22. The reason for half of it already being translated is that that half uses the strings from the dialog.tlk that is shipped with the game. The other half were lines reconstructed from the audio that weren't in the dialog.tlk file...