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I want Mira, no matter my aligment.


SoNico717

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My problem is that i hate that psico wookie, and now i want to start a new game playing as a Dark Jedi... so i was wondering if there is a global in Nar Shada that checks my aligment so the program will know what party_npc will join me.

 

- Where i can find this script?

 

- In case someone already do this, let me know.

 

Thanks.

 

SoNico717

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The scripts you need to modify are a_miraconv and a_hanharrconv in the module 303NAR. Compile these two scripts and put them in the override. You should only meet Mira near the entrance of the docks and no Hanharr.

 

//a_miraconv.nss in 303NAR

#include "k_inc_utility"

void main() {   
   if (GetGlobalNumber("351NAR_G0T0_Ship") > 0)
       return;     

   // ST: Commented out global variable cutoff
   // if (GetGlobalNumber("303NAR_Hanharr_Side") > 0)
   //  return; 

   if (!GetIsPC(GetEnteringObject()))
       return; 

   // ST: Commented out darkside alignment cutoff.
   // if (IsDark())
   //  return; 

   if (GetGlobalNumber("300NAR_Bounty_Attack") < 1)
       return;             
   if (GetGlobalNumber("300NAR_Bounty_Attack") > 2)
       return;

   object oWP = GetObjectByTag("WP_MIRA"); 

   if (!GetLocalBoolean(OBJECT_SELF, 31))
       CreateObject(OBJECT_TYPE_CREATURE, "p_mira", GetLocation(oWP));

   object oMira = GetObjectByTag("Mira");
   object oTrigger = GetObjectByTag("tr_miraconv");

   if (GetIsObjectValid(oMira) && !GetLocalBoolean(OBJECT_SELF, 31)) {
       SetLocalBoolean(OBJECT_SELF, 31, TRUE);
       object oGran = GetObjectByTag("Rod_Jekk");
       object oTran = GetObjectByTag("Tran_Jekk");
       object oDoor = GetObjectByTag("tr_jekkdoor");

       DestroyObject(oGran);
       DestroyObject(oTran);
       DestroyObject(oDoor);

       AssignCommand(oMira, ClearAllActions());
       AssignCommand(oTrigger, ActionStartConversation( GetFirstPC(), "MiraBoun", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE ));
   }
}

 

Edit: Lots of unneccessary code removed in the above script by stoffe-mkb-.

 

//a_hanharrconv.nss
void main() { return; }

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Originally posted by Tupac Amaru

The scripts you need to modify are a_miraconv and a_hanharrconv in the module 303NAR. Compile these two scripts and put them in the override:

 

you sure about this?

 

i read in another thread, that its something else...

 

http://www.lucasforums.com/showthread.php?s=&threadid=147172

 

now i havent tried this yet, so i dont know...

 

usually what i will do is be a light side or nuetral PC before reaching the critical point on NarShaddaa.

 

i know what you mean though, i cant stand that Wookie either

Mira is way cooler

Mira can be cold, but you gotta get her to open up to you

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On the docks you meet either Mira or Hanharr. Which one depends on your light/dark alignment. During the conversations the 303NAR_Hanharr_Side variable is set to 0 if you talk to Mira or 1 for Hanharr. From then on, only the content of 303NAR_Hanharr_Side is checked. I have modified the script a_miravonv so that it triggers the conversation with Mira independant of your alignment. Ergo, 303NAR_Hanharr_Side is 0 then. The other script a_hanharrconv is now empty. Hanharr will not talk to you and change the value of the variable.

 

The only problem I have encountered is that the environment suit disguise isn't shown in the JekkJekk Tar. You see Mira in her normal clothes. She will not take any damage and everyone in the bar will treat her as if she wore the suit, though, so it's only an optical problem.

 

i know what you mean though, i cant stand that Wookie either

Mira is way cooler

Mira can be cold, but you gotta get her to open up to you

Definitely. I don't like Hanharr either. :)
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Originally posted by Tupac Amaru

The only problem I have encountered is that the environment suit disguise isn't shown in the JekkJekk Tar. You see Mira in her normal clothes. She will not take any damage and everyone in the bar will treat her as if she wore the suit, though, so it's only an optical problem.

That may not be of any fault of your own...

 

This "glitch" happened to me on my very first playthrough of TSL (no mods... just out-of-the-box playing) :)

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Originally posted by Tupac Amaru

On the docks you meet either Mira or Hanharr. Which one depends on your light/dark alignment. During the conversations the 303NAR_Hanharr_Side variable is set to 0 if you talk to Mira or 1 for Hanharr. From then on, only the content of 303NAR_Hanharr_Side is checked. I have modified the script a_miravonv so that it triggers the conversation with Mira independant of your alignment. Ergo, 303NAR_Hanharr_Side is 0 then. The other script a_hanharrconv is now empty. Hanharr will not talk to you and change the value of the variable.

 

The only problem I have encountered is that the environment suit disguise isn't shown in the JekkJekk Tar. You see Mira in her normal clothes. She will not take any damage and everyone in the bar will treat her as if she wore the suit, though, so it's only an optical problem.

 

Definitely. I don't like Hanharr either. :)

 

That is just what i been looking for.

 

Thanks for helping me :)

 

When i get back home i will try it out.

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Originally posted by stoffe -mkb-

You don't really need to write the globals and the support functions checking alignment, they are already pre-packaged with the game..

That's good to know. I have been wondering what those seemingly useless declarations where doing. Didn't realize you could omit some of those empty strings and zeroes either. Your code looks much more polished. Thanks for the tips.

 

Why did you delete your post?

 

Originally posted by Master B

can somebody ZIP up and compile the script so we can easily download and put in the override folder? I dig Hanharr also, but I like playing with a bunch of DS women in my party...

I have been working on a mod so I can choose which one I take along if you can wait a bit.
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Originally posted by Tupac Amaru

That's good to know. I have been wondering what those seemingly useless declarations where doing. Didn't realize you could omit some of those empty strings and zeroes either. Your code looks much more polished. Thanks for the tips.

 

Maybe a bit off topic, but...

 

It's one of the disadvantages of them using global variables as if they were constants. Unlike functions, globals declared in an include will be put on the stack even if they are not used in the including script when compiled. Some compiled scripts turn out quite silly when you have 600 lines of global variable declarations and then 20 or so lines of the actual code of the script. :)

 

Originally posted by Tupac Amaru

Why did you delete your post?

 

Figured it was a waste of forum space to have the same script posted twice in the same thread so I removed it.

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Originally posted by Tupac Amaru

That's good to know. I have been wondering what those seemingly useless declarations where doing. Didn't realize you could omit some of those empty strings and zeroes either. Your code looks much more polished. Thanks for the tips.

 

Why did you delete your post?

 

I have been working on a mod so I can choose which one I take along if you can wait a bit.

 

Great, thats great.

 

I'm going to wait for your mod before starting a new game.

 

Thanks.

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