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Qui-Gon Glenn

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Status Updates posted by Qui-Gon Glenn

  1. Ok, thanks for the item feedback... I think that will be a good place to get started, and then we can tweak after seeing it in-game.

     

    A rabid cat?!?!? Horrors, I have never had to go through the pain of rabies treatment. I know that when I was a youngster, it took a whole lot of syringe-loads straight to the gut :(

     

    Wow, in Turkey huh? That's pretty cool! What history.... of course, in Europe you have history everywhere to look at and think on. Here in the states, we have rusty billboards.

  2. Well, I am modding around today, on a lazy Saturday, and realized that I had not seen u around in a bit!

     

    Hope you are well, wonder what you are up to these days, Grand Vizier?

  3. RL is a bear to be sure, and it has monopolized my time mightily this year despite my sincerest intentions to be still. I have been hanging out here simply as some means of staying in touch with myself... if that makes any sense at all.

     

    We will have FFK1 to play with shortly, with a little bit-o-goodness added in to the Endar Spire. I have had fun adding to the experience and figuring out a little more in the scripting department. I think I am actually borderline competent now :lol:

  4. Never figured out what sent you away, but glad to see you are back without harm.

    Hope you had a beer, or something better!

  5. Noticed it today as a matter of fact... I tried to get screens of the casting Stalker and the choking PC and they did not save... I could only get screens of the "no Stalker" and then the spawning/decloaking stalker approaching.

     

    Odd...

  6. :D

     

    Well, I actually got my hands dirty and played through the Endar Spire just now! It was fun to play KotOR again, which is a good sign for my modding!!

     

    Anyways, I have coords for various things. I have decided that because of the flow of playthrough, I think it works best to only spawn one group of the duders... otherwise it is overkill, as there are enemies at nearly every turn in the two Endar Spire modules.

     

    I also have an idea for a computer console in the PC/Trask dormitory. That console could be used to implement whether people want to see the tutorials that Trask provides (because they are noobs) or they want your improved immersion, sans tutorial, approach. That is then accomplished by simply including the original dlg and the edited version, and from that point on either the original dlg will continue, or the edited will take over. Just a thought....

  7. hey i dont have skype... not sure if you have ever ventured into the team hssiss chatbox?

     

    i want to ask you a question about the [edit]bad arses[edit], so I can do appropriate spawning for what we are looking for (then I will actually go in game and get some coordinates). Also, I want to maybe get an item list for what we should be dumping into our PC's container in his/her quarters.

     

    In my imagination, we want to spawn in one, maybe two groups of 3 [edit]bad arses[edit], (spawning in as immediately hostile and on the attack) spawning in the same as the stalker but without the convo, and bearing the appropriate weapons... is there a comparable weapon in K1 to what the [edit]bad arses[/edit] used in TSL?

     

    Anywho, hope you are good!

  8. (ending of message below)

     

    Anyways, I am going to enter the coordinates and see some stuff in-game... I will try to send you a screen. I have my override still installed, so the Stalker still had the Tuscan hunchback animation in the dialog. Did Dak fix that? I think I remember that he did.

     

    Anyways, back to moddin'

  9. Sorry to monopolize your visitor board, but I have chosen to load that container with these items: A Beam Splitter and an Armor Reinforcement for all classes. For Soldiers: Karakan Gauntlets and an Echani Foil. For Scouts: Calrissian's Belt and a Zabrak Blaster Pistol. For Scoundrels: Infiltrator Gloves and a Stealth Field Reinforcement mask. This is in addition to the new default clothing you have made.

     

    Comments? The first spawning of the container was funny, the orientation was backwards, so it could not open. I will work that out here shortly...

     

    EDIT: got the container up and working, and seems to spawn correctly, at least in my first playtest as a soldier I got the soldier goodies :)

  10. Are the items I am giving overpowered? I know I need to edit the Sith Stalker... way too hard to defeat at that level, even though you have the temporary invincibility thing going on. Although, with the new items in the footlocker, maybe that battle will be a little more manageable... hmmm.

     

    Anyways, the main thing I need to do now is make .utc's for the assassins. I have to make two versions, one for the leader that will "see" your PC and Trask, and the other two will follow the leader. We will need someone who actively plays the game to test the encounters for balance... I have a tendency to make enemies too strong :)

     

    The good news: the scripting actually really is done now. It is saved, and as soon as I make the utc's, I will send you a package!

  11. hey beady... look at the HK spawn question in Holowan if you can... tell me if I am out of my mind, or maybe on the right track :lol: I am afraid I know the answer is one way even if...

  12. Got a few things working... I just need to get the coordinates now for our new spawners, and then I can add them to the the OnEnter scripts, along with the container with those items. All in all, what we want to do only requires slightly altering the old OnEnter I sent you to add in the container and spawning baddies, and adding a new script called qg_ambush to control said baddies. The latter is already written, the former is mind-numbingly simple, and the middle one I think will be easy :p Haven't actually filled and spawned a container before. What would you like, a footlocker or Iris-opening container?

  13. Looks like you got the sig figured out!

  14. funny... got no PM?!? gonna check email for s***s and giggles... HAPPY FRIDAY :guiness:

  15. I downloaded it last night... gonna test everything today with the souped-up override :)

  16. yeah.... I just had dummy placeholders for them in there, but they do spawn correctly according to class :) so, that script is working fine. Once I make these assassin .utc's the whole enchilada will be cooking!

  17. Ok, I will equip that mask on the .utc... I should be able to send you something by 10pm US EST. I have a few people dropping by to watch the American Football games... My Denver Broncos are god-awful....

  18. Oh god.... Horror of horrors, my new scripts have done mischief :(

     

    Now the stalker did not spawn correctly, and the others spawned weirdly and not as intended... And the container disappeared :lol:

     

    So, uh, I have some polishing to do. It was fun to see those fancy purple pants in-game though, and Trash wearing the helmet was a cool bonus :)

     

    I will work it out... I think that I will need to move some of the script and attach it to portions of Trask's dialog rather than throught the OnEnter... the first part of the game in the apartment clearly was chugging and churning along.

     

    I may end up simply adding items to the original footlocker, and not mess with adding a new one, as I am having trouble getting it to spawn where I want to/at all.

     

    Anyways, progress is progress. I have found a few hiccups, nothing I can't handle!

  19. hey.... try to compile that script again, following those steps I made for you... read EDIT 2 especially :) If it goes no where for you, I will have TSL installed in a few hours and I will compile it for you and send it.... I think I will need to send Litl Ridl a copy of it too, just in case he wants to update his mod.

  20. Thanks for the thirding of Liverandbacon's jesterhood!

     

    I figured it was a no-brainer, despite his intelligent humor :p

  21. Well, I am experimenting today... Basically, I have to leave the old OnEnter script I made alone, as adding to it makes the game chug a little at start-up and then nothing works exactly right. Therefore, I need to chop up that script into some smaller pieces. Hopefully by this eve I will have something that works better.

  22. hanging out at hssiss atm, working on your script.

     

    i am going to look at the talk-fight-talk tutorial again... i think it may be the answer here, as well as using the dialog editor to break things up into several smaller scripts rather than one big ring to rule them all

     

    EDIT: the talk-fight-talk sequence tutorial is excellent for this. we can apply the looping dead animation when the leader gets < 10 hp (while making him also immortal so he cannot "die").

  23. Going pretty well Logan, thanks for asking! I hope you can say the same :)

    Holowan has been pretty slow lately, and I haven't been modding much meself... although I am writing a bit for my K1 special character Redux... At some point, I am either going to need to learn a little about modeling or get a little help from redrob41 on a "leisure suit" for a certain dude. My big obstacle is voicing all of the dialog for the mod... it is just one character, but there is a fair amount of vanilla VO to redo/replace, and then all the added content. I will probably do it myself, as it would be hard to get someone else to do all that work in a timely manner, and up to the standard I am looking for.

     

    Hope RoR is continuing strong, and that you are able to balance work/life/modding... with a little time for a lady and recreation :lol:

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