The Historian

Having to wear whatever you want during Light side ending Medal ceremony

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Having to wear whatever you want during Light side ending Medal ceremony

For me, I would have liked if you could wear anything you would've wanted while during the Medal ceremony during the light side ending, as you can with having to wear anything on the Dark side ending. All you wear on your character are jedi robes. If any modders want to try to make it so, then go ahead. I would like to wear revans robes during the ceremony.

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Posted (edited)
14 hours ago, The Historian said:

...would like to wear revans robes during the ceremony.

Try this -- [K1]_PC_Wears_DR_Outfit_LSEnding_[BETA].7z

It haven't been tested hence why it's in BETA - so, use it at your own risk! :cheers:

  • k_scene_start // Source --
    Spoiler
    
    //:://////////////////////////////////////////////////////////////
    //:: [K1] Player Wears Darth Revan's Outfit [Lightside Ending]
    //:://////////////////////////////////////////////////////////////
    //:: Version			: BETA
    //:: File Name			: k_scene_start
    //:: Associated ARE		: stunt_unkramp
    //:: Associated RIM/MOD	: STUNT_57
    //:://////////////////////////////////////////////////////////////
    /*
    	This script fired by stunt_unkramp.ARE's *OnEnter* in STUNT_57
    	module/Lightside ending ceremony.
    	
    	As addition to slightly-modified vanilla setup it now makes
    	the PLAYER/PC wears the hooded/masked *MALE* Darth Revan's
    	outfit [regardless of their gender] in the ceremony.
    */
    //:://///////////////////////////////////////////////////////////
    //:: Created By			: BioWare
    //:: Modified By		: ebmar
    //:: Modified On		: March 26, 2020
    //:://///////////////////////////////////////////////////////////
    
    void ST_ClearStatus(string sTag)
    {
    	object oObject = GetObjectByTag(sTag);
    	//object object5 = GetItemInSlot(INVENTORY_SLOT_LEFTARM, oObject); -- Seem to be redundant
    	
    	DelayCommand(0.2f, CancelCombat(oObject));
    	DelayCommand(0.3f, AssignCommand(oObject, ClearAllActions()));
    
    	object oItem_LeftArm = GetItemInSlot(INVENTORY_SLOT_LEFTARM, oObject);
    	
    	//if(GetIsObjectValid(oItem_LeftArm)) DestroyObject(oItem_LeftArm); -- Seem to be redundant
    	if(GetIsObjectValid(oItem_LeftArm)) DestroyObject(oItem_LeftArm, 0.0f, TRUE);
    	
    	//if(GetIsObjectValid(object5)) DestroyObject(object5); -- Seem to be redundant
    	
    	DelayCommand(0.5f, AssignCommand(oObject, ClearAllEffects()));
    }
    
    void PCDarthRevan()
    {
    	if(GetAppearanceType(GetFirstPC()) != 22)
    	{
    		ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDisguise(22), GetFirstPC());
    	}
    }
    
    void main()
    {
    	if(GetIsPC(GetEnteringObject()))
    	{
    		HoldWorldFadeInForDialog(); // This will hold the fade-in until a dialogue starts
    		
    		SetPartyLeader(NPC_PLAYER);
    		
    		// Bastila
    		string sBastila = "Bastila";
    		if(!GetGlobalBoolean("STA_BASTILA_DEAD"))
    		{
    			//AurPostString("Spawning Bastila", 12, 13, 1.0f); -- Seem to be redundant
    			CreateObject(OBJECT_TYPE_CREATURE, "bastila00c", GetLocation(GetObjectByTag("WP01")));
    			sBastila = "";
    		}
    		
    		// HK-47
    		string sHK47 = "HK47";
    		if(IsAvailableCreature(NPC_HK_47))
    		{
    			//AurPostString("Spawning HK47", 12, 14, 1.0f); -- Seem to be redundant
    			SpawnAvailableNPC(NPC_HK_47, GetLocation(GetObjectByTag("WP02")));
    			sHK47 = "";
    		}
    		
    		// Juhani
    		string sJuhani = "Juhani";
    		if(IsAvailableCreature(NPC_JUHANI))
    		{
    			//AurPostString("Spawning Juhani", 12, 15, 1.0f); -- Seem to be redundant
    			SpawnAvailableNPC(NPC_JUHANI, GetLocation(GetObjectByTag("WP03")));
    			sJuhani = "";
    		}
    		
    		// Zaalbar
    		string sZaalbar = "Zaalbar";
    		if(GetGlobalBoolean("KAS_FREYYRDEAD") || GetGlobalBoolean("KAS_CHUUNDARDEAD"))
    		{
    			//AurPostString("Spawning Zaalbar", 12, 16, 1.0f); -- Seem to be redundant
    			SpawnAvailableNPC(NPC_ZAALBAR, GetLocation(GetObjectByTag("WP04")));
    			sZaalbar = "";
    		}
    		
    		// Carth
    		if(!IsAvailableCreature(NPC_CARTH)) AddAvailableNPCByTemplate(NPC_CARTH, "p_carth");
    		//AurPostString("Spawning Carth", 12, 17, 1.0f); -- Seem to be redundant
    		SpawnAvailableNPC(NPC_CARTH, GetLocation(GetObjectByTag("WP05")));
    		
    		// Canderous
    		if(!IsAvailableCreature(NPC_CANDEROUS)) AddAvailableNPCByTemplate(NPC_CANDEROUS, "p_cand");
    		//AurPostString("Spawning Canderous", 12, 18, 1.0f); -- Seem to be redundant
    		SpawnAvailableNPC(NPC_CANDEROUS, GetLocation(GetObjectByTag("WP06")));
    		
    		// Jolee
    		if(!IsAvailableCreature(NPC_JOLEE)) AddAvailableNPCByTemplate(NPC_JOLEE, "p_jolee");
    		//AurPostString("Spawning Jolee", 12, 19, 1.0f); -- Seem to be redundant
    		SpawnAvailableNPC(NPC_JOLEE, GetLocation(GetObjectByTag("WP07")));
    		
    		// T3-M4
    		if(!IsAvailableCreature(NPC_T3_M4)) AddAvailableNPCByTemplate(NPC_T3_M4, "p_t3m4");
    		//AurPostString("Spawning T3M4", 12, 20, 1.0f); -- Seem to be redundant
    		SpawnAvailableNPC(NPC_T3_M4, GetLocation(GetObjectByTag("WP08")));
    		
    		// Mission
    		if(!IsAvailableCreature(NPC_MISSION)) AddAvailableNPCByTemplate(NPC_MISSION, "p_mission");
    		//AurPostString("Spawning Mission", 12, 21, 1.0f); -- Seem to be redundant
    		SpawnAvailableNPC(NPC_MISSION, GetLocation(GetObjectByTag("WP09")));
    		
    		AssignCommand(GetFirstPC(), ClearAllEffects());
    		DelayCommand(0.25f, PCDarthRevan()); // Makes the PLAYER/PC wears Darth Revan's outfit
    		
    		// Strips off the weapons while also clear the status effects and actions of party-members
    		ST_ClearStatus("Bastila");
    		ST_ClearStatus("Carth");
    		ST_ClearStatus("Jolee");
    		ST_ClearStatus("Cand");
    		ST_ClearStatus("HK47");
    		ST_ClearStatus("T3M4");
    		ST_ClearStatus("Mission");
    		ST_ClearStatus("Zaalbar");
    		ST_ClearStatus("Juhani");
    		
    		//AssignCommand(GetObjectByTag("CutStart"), ActionStartConversation(GetFirstPC(), "m41ad_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE, sBastila, sHK47, sJuhani, sZaalbar, "", "", FALSE)); -- Not used with this setup
    		DelayCommand(0.5f, AssignCommand(GetObjectByTag("CutStart"), ActionStartConversation(GetFirstPC(), "m41ad_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE, sBastila, sHK47, sJuhani, sZaalbar)));
    		
    		SetGlobalBoolean("CREDITPLAY", FALSE);
    	}
    }

 

Edited by ebmar

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2 hours ago, ebmar said:

the hooded/masked *MALE* Darth Revan's outfit

Probably not ideal. In which case you might as well go the whole hog and use the maskless male/female models used in the revelation scene. But you are going to get a ton of clipping with either. And wearing the DS robes for the LS ending is an odd choice regardless. You'd be better off sticking to the J models. 

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8 hours ago, ebmar said:

Try this -- [K1]_PC_Wears_DR_Outfit_LSEnding_[BETA].7z

It haven't been tested hence why it's in BETA - so, use it at your own risk! :cheers:

* Source: k_scene_start --

  Hide contents


//:://////////////////////////////////////////////////////////////
//:: [K1] Player Wears Darth Revan's Outfit [Lightside Ending]
//:://////////////////////////////////////////////////////////////
//:: Version			: BETA
//:: File Name			: k_scene_start
//:: Associated ARE		: stunt_unkramp
//:: Associated RIM/MOD	: STUNT_57
//:://////////////////////////////////////////////////////////////
/*
	This script fired by stunt_unkramp.ARE's *OnEnter* in STUNT_57
	module/Lightside ending ceremony.
	
	As addition to slightly-modified vanilla setup it now makes
	the PLAYER/PC wears the hooded/masked *MALE* Darth Revan's
	outfit [regardless of their gender] in the ceremony.
*/
//:://///////////////////////////////////////////////////////////
//:: Created By			: BioWare
//:: Modified By		: ebmar
//:: Modified On		: March 26, 2020
//:://///////////////////////////////////////////////////////////

void ST_ClearStatus(string sTag)
{
	object oObject = GetObjectByTag(sTag);
	//object object5 = GetItemInSlot(INVENTORY_SLOT_LEFTARM, oObject); -- Seem to be redundant
	
	DelayCommand(0.2f, CancelCombat(oObject));
	DelayCommand(0.3f, AssignCommand(oObject, ClearAllActions()));

	object oItem_LeftArm = GetItemInSlot(INVENTORY_SLOT_LEFTARM, oObject);
	
	//if(GetIsObjectValid(oItem_LeftArm)) DestroyObject(oItem_LeftArm); -- Seem to be redundant
	if(GetIsObjectValid(oItem_LeftArm)) DestroyObject(oItem_LeftArm, 0.0f, TRUE);
	
	//if(GetIsObjectValid(object5)) DestroyObject(object5); -- Seem to be redundant
	
	DelayCommand(0.5f, AssignCommand(oObject, ClearAllEffects()));
}

void PCDarthRevan()
{
	if(GetAppearanceType(GetFirstPC()) != 22)
	{
		ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDisguise(22), GetFirstPC());
	}
}

void main()
{
	if(GetIsPC(GetEnteringObject()))
	{
		HoldWorldFadeInForDialog(); // This will hold the fade-in until a dialogue starts
		
		SetPartyLeader(NPC_PLAYER);
		
		// Bastila
		string sBastila = "Bastila";
		if(!GetGlobalBoolean("STA_BASTILA_DEAD"))
		{
			//AurPostString("Spawning Bastila", 12, 13, 1.0f); -- Seem to be redundant
			CreateObject(OBJECT_TYPE_CREATURE, "bastila00c", GetLocation(GetObjectByTag("WP01")));
			sBastila = "";
		}
		
		// HK-47
		string sHK47 = "HK47";
		if(IsAvailableCreature(NPC_HK_47))
		{
			//AurPostString("Spawning HK47", 12, 14, 1.0f); -- Seem to be redundant
			SpawnAvailableNPC(NPC_HK_47, GetLocation(GetObjectByTag("WP02")));
			sHK47 = "";
		}
		
		// Juhani
		string sJuhani = "Juhani";
		if(IsAvailableCreature(NPC_JUHANI))
		{
			//AurPostString("Spawning Juhani", 12, 15, 1.0f); -- Seem to be redundant
			SpawnAvailableNPC(NPC_JUHANI, GetLocation(GetObjectByTag("WP03")));
			sJuhani = "";
		}
		
		// Zaalbar
		string sZaalbar = "Zaalbar";
		if(GetGlobalBoolean("KAS_FREYYRDEAD") || GetGlobalBoolean("KAS_CHUUNDARDEAD"))
		{
			//AurPostString("Spawning Zaalbar", 12, 16, 1.0f); -- Seem to be redundant
			SpawnAvailableNPC(NPC_ZAALBAR, GetLocation(GetObjectByTag("WP04")));
			sZaalbar = "";
		}
		
		// Carth
		if(!IsAvailableCreature(NPC_CARTH)) AddAvailableNPCByTemplate(NPC_CARTH, "p_carth");
		//AurPostString("Spawning Carth", 12, 17, 1.0f); -- Seem to be redundant
		SpawnAvailableNPC(NPC_CARTH, GetLocation(GetObjectByTag("WP05")));
		
		// Canderous
		if(!IsAvailableCreature(NPC_CANDEROUS)) AddAvailableNPCByTemplate(NPC_CANDEROUS, "p_cand");
		//AurPostString("Spawning Canderous", 12, 18, 1.0f); -- Seem to be redundant
		SpawnAvailableNPC(NPC_CANDEROUS, GetLocation(GetObjectByTag("WP06")));
		
		// Jolee
		if(!IsAvailableCreature(NPC_JOLEE)) AddAvailableNPCByTemplate(NPC_JOLEE, "p_jolee");
		//AurPostString("Spawning Jolee", 12, 19, 1.0f); -- Seem to be redundant
		SpawnAvailableNPC(NPC_JOLEE, GetLocation(GetObjectByTag("WP07")));
		
		// T3-M4
		if(!IsAvailableCreature(NPC_T3_M4)) AddAvailableNPCByTemplate(NPC_T3_M4, "p_t3m4");
		//AurPostString("Spawning T3M4", 12, 20, 1.0f); -- Seem to be redundant
		SpawnAvailableNPC(NPC_T3_M4, GetLocation(GetObjectByTag("WP08")));
		
		// Mission
		if(!IsAvailableCreature(NPC_MISSION)) AddAvailableNPCByTemplate(NPC_MISSION, "p_mission");
		//AurPostString("Spawning Mission", 12, 21, 1.0f); -- Seem to be redundant
		SpawnAvailableNPC(NPC_MISSION, GetLocation(GetObjectByTag("WP09")));
		
		AssignCommand(GetFirstPC(), ClearAllEffects());
		DelayCommand(0.25f, PCDarthRevan()); // Makes the PLAYER/PC wears Darth Revan's outfit
		
		// Strips off the weapons while also clear the status effects and actions of party-members
		ST_ClearStatus("Bastila");
		ST_ClearStatus("Carth");
		ST_ClearStatus("Jolee");
		ST_ClearStatus("Cand");
		ST_ClearStatus("HK47");
		ST_ClearStatus("T3M4");
		ST_ClearStatus("Mission");
		ST_ClearStatus("Zaalbar");
		ST_ClearStatus("Juhani");
		
		//AssignCommand(GetObjectByTag("CutStart"), ActionStartConversation(GetFirstPC(), "m41ad_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE, sBastila, sHK47, sJuhani, sZaalbar, "", "", FALSE)); -- Not used with this setup
		DelayCommand(0.5f, AssignCommand(GetObjectByTag("CutStart"), ActionStartConversation(GetFirstPC(), "m41ad_c01", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE, sBastila, sHK47, sJuhani, sZaalbar)));
		
		SetGlobalBoolean("CREDITPLAY", FALSE);
	}
}

 

 

6 hours ago, DarthParametric said:

Probably not ideal. In which case you might as well go the whole hog and use the maskless male/female models used in the revelation scene. But you are going to get a ton of clipping with either. And wearing the DS robes for the LS ending is an odd choice regardless. You'd be better off sticking to the J models. 

Thanks, Embar! and as for DarthParametric, The idea here is that I am a historian of sorts, so I'm trying to make it historically accurate. I am trying to bring the vision of Duron- quel droma to life.Image result for revan vs malak 

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I have encountered a bug of sorts.

I had it working well when i first installed it, then when i went back, after the star forge is destroyed, i was suddenly jumped back to the main menu, unable to do anything.

see if you can fix it.

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