Squall Lionhart 81 Posted July 18, 2020 As it stands now in the game of Kotor I, when party members have their own talks with one another, they stand completely still. I know JC has made scripts (I think...) for some of the convos to continue while walking in certain areas. I am wondering if it would be possible to widely release something like this for all party member convos, or is it just wishful thinking? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted July 18, 2020 In my experience, dynamic camera behaviour with moving NPCs is erratic. And you'd have to rely on dynamic cameras for such an idea to be practical, given that the banter scripts and DLGs are global, not module-specific. Quote Share this post Link to post Share on other sites
Oaks 28 Posted August 15, 2020 Since there is already a topic with the same title of the one I wanted to create, I will ask here: Every time I play Kotor 1, I want to see all the conversations of the party members, but sometimes, I walk with then for a long time and it dont happen. Is there a mod that speeds these events? Quote Share this post Link to post Share on other sites
Guest Posted August 15, 2020 The dialogue is not triggered by time duration. You have to walk through specific areas to trigger them, but not every companion interacts with the other. Quote Share this post Link to post Share on other sites
Oaks 28 Posted August 15, 2020 56 minutes ago, La Ingobernable said: The dialogue is not triggered by time duration. You have to walk through specific areas to trigger them, but not every companion interacts with the other. Do you have a list of the places? Quote Share this post Link to post Share on other sites
Guest Posted August 15, 2020 Let's see. The ones on Taris you'll probably get pretty much always. There's two in the Upper City (that only matter when Mission or Bastila joins you), one in the Undercity close to one of the entrances to the sewers (might be the fake one), one in the sewers right before the rancor, and one in the lower level of the Vulkar Base going through one of the corridors. If you want to force them, I guess you could just walk from your hideout's appartment complex to the racist fossil at the other end of the Upper City. I remember another at Davik's estate when entering the throne room coming from the torture room. Then there's one by the cave entrance on Dantooine. There's one in the open space right by the door to the dune sea at Anchorhead, and there's probably another on the dunes somewhere. Another one's on Manaan either right after you enter one of the modules or after you return to the initial plaza, probably coming from the one where the cantina is. Those are the ones I remember. Quote Share this post Link to post Share on other sites
Salk 374 Posted August 16, 2020 There are a total of 11 banters between party members available in the whole K1 game. Not a lot. To see where they can take place in each area I suggest you download and install Fair Strides' Toolset. With that, you can load modules and look on the map for triggers called k_bant_trig. They activate those banters. Quote Share this post Link to post Share on other sites
Jango32 23 Posted August 16, 2020 You could also watch some of ShemL's videos, I seem to remember he has all of the locations. Quote Share this post Link to post Share on other sites
Guest Posted August 16, 2020 6 hours ago, Salk said: There are a total of 11 banters Hehey, got 10 out of 11. Not bad. I'm gonna take a guess and say the one I missed is in the Matale grounds after you clear the area, around a mound on the way to the Matale house. Quote Share this post Link to post Share on other sites
Salk 374 Posted November 9, 2020 Hello! Rather than starting yet another topic I thought I could ask here. I am working on the Carth/Player dialogue and for the life of me it seems like I cannot change the camera angle. I tested with 2 and 3 but the game always defaults to the close-up (1). It doesn't make any difference whether I set PLAYER in the Listener tag. I tried on different nodes with the same result. Someone has any idea why this is happening? Cheers! Quote Share this post Link to post Share on other sites
JCarter426 1,215 Posted November 9, 2020 The game will default to angle 1 if the angle it was otherwise told would result in camera clipping. This may be down to how your characters are positioned when the scene is triggered. 2 Quote Share this post Link to post Share on other sites