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Request for an updated Bastilla romance


Master Jimmy

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Actually, it is possible. You see this? Although it looks like Carth and a female Revan are kissing, it is only the talk_sad animations playing. The dimmed screen covers that up. If you want to show Bastila and Revan kissing, all you would have to do is write a script to make them go to certain waypoints, play the talk_sad animation and darken the screen.

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Actually, it is possible. You see this? Although it looks like Carth and a female Revan are kissing, it is only the talk_sad animations playing. The dimmed screen covers that up. If you want to show Bastila and Revan kissing, all you would have to do is write a script to make them go to certain waypoints, play the talk_sad animation and darken the screen.

 

Then it can be done, as we've hoped. Well, now we need someone, or a team, of people to do it.

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As far as I can see, the 2 scripts that would need to be modified for this (possibly only one of them) are k_ebn_bast6.ncs and k_ebn_bast7.ncs from RIMs > Modules > ebo_m12aa_s.rim

 

Unfortunately, they would need to be decompiled, as there aren't any source scripts provided for those particular files. They're not very big, though, so it might not be too hard.

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That is if I had them. I don't currently, and I don't have any way to decompile them. If someone was kind enough to supply the scripts, I'm sure I could figure out the rest.

 

Well, perhaps KristyKistic can provide you with the decompiled scripts she used for the Carth Romance Fix and you could figure it out from there.

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Well, perhaps KristyKistic can provide you with the decompiled scripts she used for the Carth Romance Fix and you could figure it out from there.
She'd probably be a bit puzzled why you were asking her for it though. The Carth Romance Fix includes its source code, so have at it! It won't give you any clues into Bastila's scripts, but if someone else is finally willing to do the work...

 

k_ebn_bast6.nss

void main() {
ActionPauseConversation();
ActionWait(3.0);
ActionResumeConversation();
}

 

k_ebn_bast7.nss

void main() {
ClearAllActions();
ActionPauseConversation();
ActionWait(2.0);
ActionResumeConversation();
}

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Interesting that neither of those scripts actually call the fade to black, just several pauses in the conversation.

 

Although, looking in the dialog node that calls k_ebn_bast6, there is a fade coded in there. I'll play around with it and see if I can come up with anything.

 

I'm thinking that the coordinates that you both move to are in k_ebn_bast2 and k_ebn_bast1 so that might be a good place for me to start. If anyone has them, please feel free to contribute. Work has me pretty busy at the moment, but I will try my best on this.

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k_ebn_bast1.nss

void main() {
object oK_ROMANCE_PC = GetWaypointByTag("K_ROMANCE_PC");
object oK_ROMANCE_BASTILA = GetWaypointByTag("K_ROMANCE_BASTILA");
object oPC = GetFirstPC();
object oBastila = GetObjectByTag("bastila", 0);
ActionPauseConversation();
AssignCommand(oPC, JumpToObject(oK_ROMANCE_PC, 0));
AssignCommand(oBastila, JumpToObject(oK_ROMANCE_BASTILA, 0));
ActionWait(1.0);
ActionResumeConversation();
}

 

k_ebn_bast2.nss

void main() {
object oK_ROMANCE_PC = GetWaypointByTag("K_ROMANCE_PC");
object oK_ROMANCE_BASTILA = GetWaypointByTag("K_ROMANCE_BASTILA");
object oPC = GetFirstPC();
object oBastila = GetObjectByTag("bastila", 0);
DelayCommand(2.0, AssignCommand(oBastila, ClearAllActions()));
ActionPauseConversation();
AssignCommand(oBastila, ActionMoveToObject(oK_ROMANCE_BASTILA, 0, 1.0));
AssignCommand(oPC, ActionMoveToObject(oK_ROMANCE_PC, 0, 1.0));
DelayCommand(2.1, ActionResumeConversation());
}

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