Jump to content

Fair Strides

Administrators
  • Posts

    2,345
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Fair Strides

  1. Hey! I found out the cause of the Juhani Sidequest Glitch!!! But I need a save to test my fix...

    1. HK-47

      HK-47

      Query: When must the save be?

    2. Fair Strides

      Fair Strides

      Preferably, with Juhani's sidequest active, meaning that Xor has approached you but you haven't yet confronted him at the Ebon Hawk. And this should definitely be pre-Leviathan, though if it can be just before the Leviathan (for example, right at the third Star Map), that would be great. :)

  2. View File RGB-BGR Converter This conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format. This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...). Submitter Fair Strides Submitted 07/11/2015 Category Modding Tools  
  3. Version 1.0

    855 downloads

    This conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format. This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...).
  4. You can try changing the node the effect is at by editing the k_inc_force.nss: // This is the one used by the Death Field // You can change this to a different node like the ones below: // NOTE: BODY_NODE_HAND should be used to attach to the 'handconjure' node. int BODY_NODE_HAND = 0; int BODY_NODE_CHEST = 1; int BODY_NODE_HEAD = 2; // NOTE: BODY_NODE_HAND_* should be used to attach specifically to either the left or right hand. The // nodes used with be 'lhand' and 'rhand'. int BODY_NODE_HAND_LEFT = 3; int BODY_NODE_HAND_RIGHT = 4; effect eBeam = EffectBeam(VFX_BEAM_DEATH_FIELD_TENTACLE, OBJECT_SELF, BODY_NODE_HEAD);
  5. It should be, since it uses the TSLPatcher, but it won't move M4-78 on the map. And if it screws up, the unedited galaxymap_p.gui should be in the backups folder.
  6. That would be our fault. That content was linked to the alternate way of getting into the Sith Base (getting a passcard at the party) and we didn't restore it due to the player then being able to skip getting T3. I'll probably make that a separate mod soon.
  7. Reminds me of Malificent from Sleeping Beauty...
  8. That's pretty interesting, man. So, what will the feats do for the robes, or am I reading this wrong?
  9. Okay, but... 1. What were your character set-ups? 2. Were you or any of your party members using the new lightsabers? 3. Did you try it multiple times with different lightsabers? 4. Have you tried it with the normal, original lightsabers with the mod installed? He needs some sort of a starting point, otherwise you just told him, "Hey, we lost the watch back in Ukraine! Find it!"...
  10. So far, it seems like we've fixed all the major issues. Still some tidying up to do in the Vulkar Base and other places (just minor things, like making a door inaccessible while still being able to select it) and besides that, I'm actually just currently thinking that people haven't gotten very far. In all honesty, the lack of bug reports is scaring me.
  11. Could be a formatting thing within the .avi files, but also do you have the latest Rad Video Tools? And did you make the new ones from scratch? If so, was there a reason you couldn't convert the .bik files to .avi and edit them?
  12. Then you might want to check out this... http://deadlystream.com/forum/topic/2887-coming-soon-sleheyron/
  13. In the future, most people don't like reading a big wall of text... To quote those dreaded English teachers, "A good paragraph should be six to eight sentences, but no more than 12." Otherwise, info gets really hard to find or decipher and people just won't bother trying...
  14. Never thought I'd be seeing Spongebob around Star Wars... But it fits.
  15. Those look amazing KP!
  16. Sorry for taking so long to get back to you. The forums don't notify you if a post is edited, so I didn't see your file until around 7PM. At that point, we had to leave for a barbeque and a fireworks show. This script might work, though you'd need to fiddle with the 0.0 on the Location to get it facing a realistic way...
  17. Could a moderator hypothetically do this themselves?
  18. Though it has not been confirmed yet, by all accounts it should be compatible, given the way it installs and the files it affects. Again, this hasn't been confirmed yet, since no one remembers to report back on their experiment...
  19. Yes, that was expected. (I should have put that in the read-me...) I shipped a non-modded (not even K1R) version of the Leviathan level, that way if you didn't have K1R, the mod could still be applied properly... Hence why it's entirely separate from K1R but complements it as well.
  20. Well, you could send me the script (fresh from DeNCS) and the changes you wanted and I could at least take a look at it.
  21. If it makes you feel better, you can make the placeable not de-render by either adding two "lookat" dummies, one off to either side of it, or by not including a "lookat" dummy...
  22. I think the CreateItemOnObject just adds it to Inventory, which the waypoints don't have. Worst-case scenario, you could just make a placeable version of the lightsaber.
  23. Are you sure? // 243: Create an object of the specified type at lLocation. // - nObjectType: OBJECT_TYPE_ITEM, OBJECT_TYPE_CREATURE, OBJECT_TYPE_PLACEABLE, // OBJECT_TYPE_STORE // - sTemplate // - lLocation // - bUseAppearAnimation // Waypoints can now also be created using the CreateObject function. // nObjectType is: OBJECT_TYPE_WAYPOINT // sTemplate will be the tag of the waypoint // lLocation is where the waypoint will be placed // bUseAppearAnimation is ignored object CreateObject(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.