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I took a crack at trying to make Deadeye Duncan a party member, but it turns out it's a lot harder then it seems. This is a request/help hybrid, not just one or the other. I don't think I'm able to make him a full-fledged party member, I don't care about voice-acting, or repeating phrases or whatnot. I just want him to actually follow me and be able to speak to him in any location in the game, I don't even care if he just repeats his dialogue the whole time.

I used Darth333's Spawning Armband to first spawn him in my party, then added a dialogue option that allowed him to play pazaak, problem is, once my party leaves the cantina he stops following me and won't speak to me anymore. He'll join me in combat, he gets revived if he dies, his stats seem about what you'd expect from Duncan.

I am absolutely no good at hex editing, I discovered kotor tool yesterday. If I could figure out how to make triggers I feel this would be easier.

If I am unable to make him a party member, I'd ask, if at all possible, if someone else could make him a party member? This seemed a lot easier at first and I figured 1 .dlg file what follow him through-out the game, but it seems I need to script him so he'll have this responses anywhere in the game.

If I need to actually make a super long script in tons of areas through-out the game, then I'd give up already, because the only way I made the first dialogue option was through kotor tool, and the only way I recruited him was with this mod: https://deadlystream.com/files/file/1660-darth333s-spawning-armband/

If it's easier then I'm making it out to be, please help, if there's some magic script I can put into my override folder that will allow all his conversations to work anywhere in the game AND have him follow me through-out the game, that would be great. Please and thanks.

PS... Mods this was a lot of writing, so if this is in the wrong place, please move the topic instead of deleting it, thanks.

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Just having him follow you around is a dead-end, you'll need to properly add him as a party member to make it work.

6 hours ago, TheBardmen said:

I don't care about voice-acting, or repeating phrases or whatnot. I just want him to actually follow me and be able to speak to him in any location in the game, I don't even care if he just repeats his dialogue the whole time.

This already makes you smarter than the more common first-timers who come in dreaming of fully-voiced main-story-changing new party members as their introduction to modding, hah.

I'll write up a tutorial on the basics, since this is a common request.

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53 minutes ago, TamerBill said:

Just having him follow you around is a dead-end, you'll need to properly add him as a party member to make it work.

This already makes you smarter than the more common first-timers who come in dreaming of fully-voiced main-story-changing new party members as their introduction to modding, hah.

I'll write up a tutorial on the basics, since this is a common request.

I actually did make him a party member, but he's still refusing to follow me? Is there a script that forces party members to follow you, and if so, which script is it? And maybe I could edit it?

I've made sooooooooooo much progress in the past few hours, I went from not wanting to learn, to actually learning.

Problem is, he's still not following me despite being a bonafide party member, with his own portrait and obtained through dialogue options too. I am planning on just deciding to make a full-on Deadeye Duncan party member mod, it replaces T3-M4 and I have wayyy more dialogue to add, but he's already kinda fleshed out, I can talk to him on the spot. The fool just won't follow me, lol.

I got rid of a bunch of Janice's dialogue involving T3-M4, you can ask about the droids, and she'll tell you about them, but you don't get to buy T3 anymore, instead she suggests Duncan as an alternative to help you get into the base, with it being humorous. "I actually have a guy instead for that." "Do tell?"

Even has actions that go along with his responses, like laughing, or being angry, or pleading. I have his background as him being a farmer from Camooine (a planet in the Dantooine system), glad I didn't make up some random planet that wasn't lore-accurate. Also he has an ex-wife that lives there, lol.

image.png.097f65fec65d3cb953195e74ee026524.png

I tried to make Deadeye Duncan (the main one) disappear from the game by using this script:

byebyeduncan.nss

But it's not working, lol. If I could even use just the main game's script or a brand new script to make him follow me and get rid of the original Duncan, I'd be happy.

Edit: oh and the spawn armband is no longer required, removed it from my files completely as it was more of a hassle.

Still getting occasional crashes every now and then, but meh. @TamerBill

Edited by TheBardmen
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Oh, in that case you just need to set his AI scripts to the generic party member ones. Set him up like this and he should act correctly.

PartyMemberScripts.jpg.fac6b949cf9001f9973a78175068b2b0.jpg

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Tutorial I read said "OnDeath" was part of party member stuff.

It makes me happy how accurately this sounds to KOTOR dialogue:

image.png.24dedfd8aff63fde06ad51a9450185d3.png

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14 minutes ago, TheBardmen said:

Tutorial I read said "OnDeath" was part of party member stuff.

No, none of the base-game party members have an onDeath script. All you need to handle that is the 'No Permanent Death' flag toggled.

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