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Starting "Kreia's Fall" cutscene ingame


Darth_Pavel

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Has anyone come up with a script that starts the scene from the game itself instead of the .bik file? TSLRP was able to do this with “Visas Marr's Introduction” which gives me a feeling that it’s possible with this. I'd do this myself, but I'm still a novice scripter.

 

Before anyone posts things about "you need this animation" and other stuff concerning that, the animations are already in place and looked like they're in the game, but they're marked as "1200_UNKOWN", "1601_UNKNOWN", "1202_UNKOWN", "1203_UNKOWN", and "1604_UNKNOWN", so yeah, that would be the animations. I'm just asking for a script that starts the module 907MAL (which is where "Kreia's Fall" was filmed) fires the file "kreiaend.dlg", and comes back the your previous module and reinitiates the conversation with Kreia after asking was she Sith or a Jedi.

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Has anyone come up with a script that starts the scene from the game itself instead of the .bik file? TSLRP was able to do this with “Visas Marr's Introduction” which gives me a feeling that it’s possible with this. I'd do this myself, but I'm still a novice scripter.

(snip)

I'm just asking for a script that starts the module 907MAL (which is where "Kreia's Fall" was filmed) fires the file "kreiaend.dlg", and comes back the your previous module and reinitiates the conversation with Kreia after asking was she Sith or a Jedi.

 

I just had a look at it and for the most part that wasn't too difficult. Modifying two scripts I was able to get it to load the 907MAL area instead of playing the movie and trigger the cutscene there. And after the cutscene is over you'll now be taken back to where you were before.

 

Restarting the dialog with Kreia automatically afterwards will take a little more work to accomplish though, but you can just manually initiate conversation with her again and she'll say the proper lines.

 

See the post below for the updated scripts. Put them in the Override folder and it should work.

 

* * *

 

That said, there is a reason why Obsidian made those in-game scenes into movies instead of using the cutscene. It's hard to capture a proper "cinematic" feel with the in-game scenes, making the whole scene feel a bit "stiff" and artificial when you watch it.

 

Also, NWScript is notoriously unreliable when it comes to "precision" things. If you watch the scene several times you'll notice the sync isn't identical/perfect every time for when characters move, arrive etc.

 

The in-game scene is also seriously lacking in the sound department compared to the movie version. A lot of sound effects are missing or different.

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I see, but I do remember that in K1, BioWare made some cutscenes similar to watch we watch in the cinematics that Obsidian made into .biks, so technically, BioWare could have done the same thing. (providing that the PC wasn't in that scene.)

 

Thanx for the moded script, BTW. :)

 

EDIT: Did some dlg and sound editing, making it run like the bik, and here's my reaction to it: :drop2:

I really impressed myself, didn't I? (Yeah, I'm full of it.:indif: )

 

Because if these results, I have decided to get a mod going for the public. However, won't be out until I devise a script that will reinitiates Kreia's convo after that. This will be one last favor I'll ask of you stoffe: Could you PM me the source scripts of the ones you gave me? (I'm bad at decoding, plus please explain to me what PM is, I'm new to the whole PM thing.)

 

Thanx again :)

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However, won't be out until I devise a script that will reinitiates Kreia's convo after that. This will be one last favor I'll ask of you stoffe: Could you PM me the source scripts of the ones you gave me?

 

You can get the scripts with the source code here. I've done a slight change to make the the dialog restart afterwards, however there is an annoyingly noticable delay (almost a second) before it starts, but it's difficult to cut it closer and still make it fire reliably due to the area transition.

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there is an annoyingly noticable delay (almost a second) before it starts, but it's difficult to cut it closer and still make it fire reliably due to the area transition.

I did some looking around in both games and found BioWare did this in K1 when...

You retuned from the stunt module (in-game cutscene) were the face of Revan(you) was revealed. This method was used on the Leviathan when you confronted Darth Malak for the first time. I also think there's some script in there that reinitiates Malak's convo (Possibly fired by standing on some trigger).

Not sure if this will work, but it's worth a shot. ;)

[sidenote] Whoo... haven't been back here in a while. :)[/sidenote]

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I did some looking around in both games and found BioWare did this in K1 when...

You retuned from the stunt module (in-game cutscene) [with the revelation]. This method was used (snip) when you confronted Darth Malak for the first time. I also think there's some script in there that reinitiates Malak's convo (Possibly fired by standing on some trigger). Not sure if this will work, but it's worth a shot. ;)

 

Well, there is a very significant difference between these two situations. The Malak/Revelation cutscene is triggered only from one specific area, and only when the player is standing in one specific spot. The Visas cutscene can be triggered from pretty much any module in the game, with the player standing anywhere when it happens.

 

Without having looked, I would assume that the conversation with Malak is restarted by the OnAreaEnter event script of that area, which would run when you re-enter the area from the cutscene set. Either that, or by a trigger which is placed in the location where the player re-appears.

 

Using a trigger for the TSL Visas scene is not an option since triggers have to be pre-placed on the map in the GIT file and can't be dynamically spawned by a script (with one exception: Mines).

 

Editing every single OnAreaEnter for all TSL areas would be extreme overkill (and more trouble than it's worth due to non-unique script naming between modules) just to restart that dialog. It would also introduce compatibility problems with a lot of other mods which already depend on one altered OnAreaEnter script or another, while the current solution is pretty unintrusive.

 

Given these facts I wouldn't be too bothered by the half a second delay between returning and the dialog with Kreia re-starting, it's a fair tradeoff for the simplicity of the solution IMHO. :)

 

You can try to decrease the delay in the heartbeat script (st_restartconv.nss) some more, but the problem is that the heartbeat runs before the player has been spawned into the area, and the delay between the area loading and the player spawning would depend on how fast the machine of the player is.

 

Though I am by no means the final authority when it comes to what is possible to do with TSL. Maybe some more experienced modder could come up with another way of doing it that I haven't thought about that would make it happen without that 0.5 second delay.

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