Commas Posted April 25, 2005 Author Share Posted April 25, 2005 Originally posted by Mono_Giganto I think you need another belt connecting the armor plate to the bottom part of the robe, it just looks weird to me that the armor just becomes robe suddenly. Other than that, it looks great! well the idea was that he is wearing a piece of metal over his tunic, its hard to see in those pics, cause its a little dark but on either side of the metal there are lether straps that hold it on, in my mind i saw it as the robe was under the armor rather than all being the same piece and the armor just becoming robe. but to compare he he is sans belt: http://img221.echo.cx/img221/5101/exilerobes92bo.jpg and with belt: http://img171.echo.cx/img171/6017/exilerobes115rs.jpg @wingzro in the second screenshot i also tried to fix up the hole above the right leg. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted April 25, 2005 Share Posted April 25, 2005 I get what you're saying, and this model doesn't really do armored robes justice, but I get what you're saying, and now that I've taken that into consideration, I like both screenies. Link to comment Share on other sites More sharing options...
Commas Posted April 25, 2005 Author Share Posted April 25, 2005 so i'm using RedHawke's tutorial for scripting a unique placeable object which involves linking it to a dialouge to make it spawn. does anyone know what the first madatory dialouge on the ebon hawk is before you are allowed to roam freely. i want you to be able to find the robes after you leave peragus, but its been so long since i've been on peragus i forget exactly what goes on on the hawk, so if anyone remembers what happens immediatly after peragus and can reccomend a good dialouge to link this to it would be really helpful, or if anyone knows a better way to get something to spawn on the hawk. Link to comment Share on other sites More sharing options...
stoffe Posted April 25, 2005 Share Posted April 25, 2005 Originally posted by i like commas does anyone know what the first madatory dialouge on the ebon hawk is before you are allowed to roam freely. I believe that would be 003atton.dlg in 003EBO_dlg.erf. Originally posted by i like commas i want you to be able to find the robes after you leave peragus, but its been so long since i've been on peragus i forget exactly what goes on on the hawk, so if anyone remembers what happens immediatly after peragus and can reccomend a good dialouge to link this to it would be really helpful, or if anyone knows a better way to get something to spawn on the hawk. I don't know if this is necessarily a better way, but it's an alternative way at least. Check the last post in this thread, there are a couple of scripts posted that are used to spawn things on the Ebon Hawk when the map has just finished loading. Link to comment Share on other sites More sharing options...
Commas Posted April 26, 2005 Author Share Posted April 26, 2005 Originally posted by stoffe -mkb- I believe that would be 003atton.dlg in 003EBO_dlg.erf. thanks this appears to be the dialouge i was looking for, but now i have another problem. i set it all up so that a plasteel cylinder will spawn in medlab and i used the exact same script from RedHawke's tutorial and after the dialouge is through the container is spawned, but i can't select it, when i click or use the key board to try to select it so i can open it up and get the robe absolutely nothing happens, like its a piece of scenery or something. i really have no idea whats wrong. i thought maybe that i did something wrong when i altered the script to use a plasteel cylinder instead of the footlocker used in the tutorial, so i went back and tried it that way and had the exact same problem, footlocker would not let me click on it. any thoughts? Link to comment Share on other sites More sharing options...
stoffe Posted April 26, 2005 Share Posted April 26, 2005 Originally posted by i like commas i set it all up so that a plasteel cylinder will spawn in medlab and i used the exact same script from RedHawke's tutorial and after the dialouge is through the container is spawned, but i can't select it, when i click or use the key board to try to select it so i can open it up and get the robe absolutely nothing happens, like its a piece of scenery or something. The container has to have the fields "PartyInteract", "HasInventory" and "Useable" set to 1 and the field "Static" set to 0 for it to work as a container. Otherwise it will only be a piece of scenery. Link to comment Share on other sites More sharing options...
Commas Posted April 26, 2005 Author Share Posted April 26, 2005 Awesome! thanks again for the help stoffe -mkb- you rock! ok, so everything appears to be working quite nicely, the only thing that seems to be a little weird is that atton's dialoge (where i attached the script) takes forever to go to the next line after he's done talking. right now i'm pretty much just deciding between putting them on the hawk in the medlab or in your quarters on the harbinger. if anybody has a save from right before the harbinger that wouldn't mind running a test for me send me a PM. i'd like to have this out by the end of the week, but i wont release it until i know it all runs smoothly. plus the new container seemed so empty, i might have to think of a few other new items to keep it company . and finally one last question for you kind folks: whether i put them on the hawk after peragus or in your harbinger quaters you'll be getting these robes pretty early in the game, you don't think these stats are too powerful for so early in the game? i would reccomend using at least the rebalance mod (even if you dont use these robes ) Link to comment Share on other sites More sharing options...
stoffe Posted April 26, 2005 Share Posted April 26, 2005 Originally posted by i like commas ok, so everything appears to be working quite nicely, the only thing that seems to be a little weird is that atton's dialoge (where i attached the script) takes forever to go to the next line after he's done talking. Did you use the KotorTool dialog editor to edit Atton's dialog? It doesn't work too well with K2:TSL dialog files yet, so if you did that would most likely be the problem. I'd recommend you to use either tk102's DLG Editor or Bioware's GFF Editor. Originally posted by i like commas you don't think these stats are too powerful for so early in the game? Well, the 15/- damage resistance to physical damage would pretty much translate to "Immunity to melee based enemies" that early in the game. Link to comment Share on other sites More sharing options...
Commas Posted May 8, 2005 Author Share Posted May 8, 2005 sorry i havent updated this thread in so long, finals are bitch so i've been thinking about a way to balance the stats of the robes before i release them, as its really the only thing left to do, and i've come up with two ideas one idea that is very complex is to create a series of upgrades (underlays/overlays) that you find periodically throughout the game (perhaps in a room in the jedi enclave that could have once been "your room") but the idea that i am leaning more towards is a stat called "defense bonus vs. damage type" that allows bonus against slashing, piercing and bludgeoing and the value could be set to "random" i figured a random defense bonus helps reflect the idea that the robes are seriously haggard and may be more vulnerable in some places than others and would allow the robes to offer between a defense bonus of 5 - 9 (when added to its standard defense bonus of 4) against melee opponents personally i think this is the best idea, but im always open to suggestions, since i'm still no 100% what every little stat in an RPG does (this is like the only rpg i've ever played) Link to comment Share on other sites More sharing options...
Darth Banx Posted May 9, 2005 Share Posted May 9, 2005 Perhaps you could put "burn marks" around the hole over the right leg in order to make it look more like a hole and less like an oil stain... holes in the elbows might be a nice addition, as well. Other than that, the only thing I can think of would be to offer the same basic setup that you have (which is awesome and I can't wait to use it), but also a dark grey/black robe, depending on your alignment. This robe rocks! Link to comment Share on other sites More sharing options...
Commas Posted May 9, 2005 Author Share Posted May 9, 2005 Originally posted by Darth Banx ... a dark grey/black robe, depending on your alignment. TA DA! attn all you photoshop folk out there, i'm having a problem that i haven't been able to fix, around the parts of the robes where i've made it ripped there is a transparent line along the edge of the rips and holes whenever it overlaps another part of itself (you can see an example of this in the above screen shot on the middle part of the tunic hanging down between the legs) is there anyway to get rid of this, or is this just something you have to live with when making tattered robes??? p.s. does anyone have a save right before the harbinger with a male jedi that can either test the mod or send me their save file so i can test it to make sure things spawn correctly, the dialogue i used to run the script runs smoothly and to make sure it doesnt conflict with redhawke's exile item pack??? if no one has a save that they can send me then you are gonna have to wait until i play thru peragus again before i can release this mod because i can't release it until i know everything runs smooth, and that might be awhile, due to finals. Link to comment Share on other sites More sharing options...
Keiko Posted May 9, 2005 Share Posted May 9, 2005 Sexy Link to comment Share on other sites More sharing options...
Colma Adawin Posted May 9, 2005 Share Posted May 9, 2005 throw them up for DL! i've got my DL finger ready!!!! They look amazing, at first i had my doubts, but now they're excellent!!! Well Done on a good job MattCole Link to comment Share on other sites More sharing options...
Jeff Posted May 9, 2005 Share Posted May 9, 2005 Very well done Link to comment Share on other sites More sharing options...
Commas Posted May 9, 2005 Author Share Posted May 9, 2005 after making the DS robes i decided i wanted to go back and change up the original colors just a tad front back EDIT: Kick Ass! 100 Posts! I'm a Sith Probe now! !!! (finally, lol) Link to comment Share on other sites More sharing options...
Jeff Posted May 9, 2005 Share Posted May 9, 2005 Good job. I think I like this version better than the old one. Link to comment Share on other sites More sharing options...
General Kenobi Posted May 10, 2005 Share Posted May 10, 2005 Now that's lookin' pretty darn good man:thumbsup: Looks good Link to comment Share on other sites More sharing options...
Commas Posted May 10, 2005 Author Share Posted May 10, 2005 thanks for all the great feedback! i'm glad you guys all like it! the stats have undergone much review and i've almost got it settled senario 1: Defense: 4 CON +3 Persuade +3 Damage Immunity: Energy 10% (maybe 15%) Defense vs. Slashing Random (or piercing, or bludgeoning, is there really any difference?) senario 2: Defense: 4 CON +3 Persuade +3 Damage Immunity: Energy 10% Damage Immunity: Slashing 10% (or piercing, or bludgeoning, seriously is there any difference??) so, i'm still not really sure how balanced either of these senarios are, but judging by how far off my first attempt was this should at least be a little warmer. im not really sure how the random defense bonus would work, as i've never really seen another item with it. the 10% immunity should work good, since it will stay proportional to the amount of damage dealt. finally, the three melee damage types: slashing, bludgeoning and piercing, what are the differences? i mean can any melee weapon deal any of them, or do only certain melee weapons use a certain damage type?? would it be better to have a defense bonus/damage immunity to just one type of damage or all three? i've checked stat sheets for all the armors, and any armor that has a resistance or immunity to one usually has it to all three. EDIT: Now its upgradeable! just underlays for now. maybe a custom underlay if i get around to it. Link to comment Share on other sites More sharing options...
Jeff Posted May 10, 2005 Share Posted May 10, 2005 I think the bludgeoning, slashing, and piercing has to do with if you use a feat attack (my guess ). If I were you I would put the bonuses for all three of them. It's looking pretty good! Link to comment Share on other sites More sharing options...
Darth Banx Posted May 11, 2005 Share Posted May 11, 2005 In every RPG I've ever played, keen refers to piercing damage, so I'm guessing bludgeoning comes from say, the exchange negotiator, or the gand stun stick (or whatever it's called). And that would leave slashing for swords. Don't quote me on this, but I'm 98% sure. Link to comment Share on other sites More sharing options...
Commas Posted May 11, 2005 Author Share Posted May 11, 2005 ok, so my first attempt at scripting this item into the game didn't appear to work (thanks to Nodakrattler for testing it for me) but i stumbled across this usefull tidbit from Darth333 in this thread: (the container in question is the footlocker that is already in the exile's quaters on the harbinger, the same footlocker that has the <FullName>'s Armband) Originally posted by Darth333 You could use a script to place object in that container. I didn't checked the game files but if there are other containers with the same tag in that module, you could use the GetNearestObjectToLocation function where you can specify a location and then target the nearest object to that location: // 228: Get the nNth object nearest to lLocation that is of the specified type. // - nObjectType: OBJECT_TYPE_* // - lLocation // - nNth // * Return value on error: OBJECT_INVALID object GetNearestObjectToLocation (int nObjectType, location lLocation, int nNth=1); here is a sample script: [size=1] void main () { //the coordinates can be obtained with the [url=http://www.starwarsknights.com/tools.php]whereami armband[/url]. Just stand the closest as you can from the container you want to use.. float x=0.00f; // x coordinate goes here float y=0.00f; // y coordinate goes here float z=0.00f; // zcoordinate goes here float r=0.0f; // orientation goes here (but it does not really matter here so leave it to 0.0 ) vector vecCont=Vector(x,y,z); location locCont=Location(vecCont, r); object oContainer= GetNearestObjectToLocation (OBJECT_TYPE_PLACEABLE, locCont); while(GetIsObjectValid(oContainer)) { if(GetTag(oContainer) == "my_object_tag") { CreateItemOnObject("item_template", oContainer); CreateItemOnObject("item_template", oContainer) } } } [/size] and then just below that from stoffe -mkb-: Originally posted by stoffe -mkb- Or, since the container in this case contains a unique item, you could look for that item to determine which container to use, like: object oContainer = GetItemPossessor(GetObjectByTag("a_band_c01")); if (GetIsObjectValid(oContainer)) { CreateItemOnObject("newitem_resref", oContainer); } so now i have these sample scripts but how do i use them? do i just run it thru the dialogue files? for example the dialogue just before you enter your old room on the harbinger? i used this dialogue to run the first script i made to spawn a plasteel cylinder in there, but when Nodakrattler tested it he said it didn't spawn. i had used the same basic idea to spawn a cylinder on the hawk after you leaved peragus by using the dialogue with atton and the cylinder spawned just fine then (i was able to test that myself with the skip peragus mod installed) Any ideas out there? getting this robe somewhere in that room is the last step before i release it and i'm trying to get done before the holowan plugin deadline Link to comment Share on other sites More sharing options...
Mono_Giganto Posted May 11, 2005 Share Posted May 11, 2005 If you don't like scripting, an easier way to put your item in that container is to make it replace the armband. Just rename the templateresref and tag to that of the armband. Link to comment Share on other sites More sharing options...
Darth333 Posted May 11, 2005 Share Posted May 11, 2005 Originally posted by i like commas so now i have these sample scripts but how do i use them? do i just run it thru the dialogue files? You can put them wherever you want. You can attach them to the dialogue before entering the room (just make sure you select a mandatory branch). You can also attach it to the script that fires when the module loads (see the tutorial about the execute script function iun the scripting tutorials) Link to comment Share on other sites More sharing options...
Commas Posted May 12, 2005 Author Share Posted May 12, 2005 @Mono - i think im gonna go a head and call that "Plan B" @Darth333 - thanks for the tips, sometimes even with all the great tutorials you still just need that one little bit of knowledge that kinda brings all the pieces together. i can't wait to give it another try. Link to comment Share on other sites More sharing options...
Commas Posted May 13, 2005 Author Share Posted May 13, 2005 for some reason the script i have made will not compile it says: exfootlckr.nss(17) Error: Syntax error at "}" i'm not really sure what this means. this is the code i used: [size=1] void main () { float x=6.50f; float y=11.42f; float z=0.13f; float r=0.0f; vector vecCont=Vector(x,y,z); location locCont=Location(vecCont, r); object oContainer= GetNearestObjectToLocation (OBJECT_TYPE_PLACEABLE, locCont); while(GetIsObjectValid(oContainer)) { if(GetTag(oContainer) == "ex_robe_99") { CreateItemOnObject("ex_robe_99", oContainer); CreateItemOnObject("ex_robe_99", oContainer) } } } [/size] maybe those that are more script savvy can see my error, cause i pretty much just copied and pasted the sample code from Darth333 but put in my item's tag edited for clarity Link to comment Share on other sites More sharing options...
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