Master Jimmy Posted April 23, 2006 Share Posted April 23, 2006 I was quite dissapointed where there was no effort to show a kiss between Revan and Bastilla. So, if one of you can please make a romance fix for Bastilla on the Ebon Hawk and on the Star Forge, that would be greatly appreciated. Link to comment Share on other sites More sharing options...
MdKnightR Posted April 23, 2006 Share Posted April 23, 2006 This has been requested many times, but I feel your pain. I wish it could be done also. Link to comment Share on other sites More sharing options...
kata_mad Posted April 23, 2006 Share Posted April 23, 2006 Yeah like MdKnightR said the only person who has the experience to do this (since she altered the carth romance) has already stated that she doesn't want to do one for bastila since she doesn't play male revan. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 23, 2006 Author Share Posted April 23, 2006 crap Link to comment Share on other sites More sharing options...
Liit Orda Posted April 23, 2006 Share Posted April 23, 2006 Yeah, crap. Link to comment Share on other sites More sharing options...
Reclaimer Posted April 23, 2006 Share Posted April 23, 2006 If only there was a way... Link to comment Share on other sites More sharing options...
Emperor Devon Posted April 23, 2006 Share Posted April 23, 2006 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. Link to comment Share on other sites More sharing options...
Reclaimer Posted April 24, 2006 Share Posted April 24, 2006 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. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 24, 2006 Author Share Posted April 24, 2006 if you need a team of ppl you probably need to go to Bioware and have them do a better job on that scene Link to comment Share on other sites More sharing options...
darthmaster50 Posted April 24, 2006 Share Posted April 24, 2006 Yea! I so want this mod but I don't know how to do cut sceen things. Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 24, 2006 Share Posted April 24, 2006 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. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 24, 2006 Author Share Posted April 24, 2006 if I only knew how to do complex modding (or even knew how to mod) i would've done it myself in a heartbeat (rrrrr) Link to comment Share on other sites More sharing options...
darthmaster50 Posted April 24, 2006 Share Posted April 24, 2006 I only know how to compile scripts, I need scripts from other mods for reference on my mods. Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 24, 2006 Share Posted April 24, 2006 I could figure it out if I had the decompiled scripts. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 24, 2006 Author Share Posted April 24, 2006 oh thank you Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 24, 2006 Share Posted April 24, 2006 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. Link to comment Share on other sites More sharing options...
MdKnightR Posted April 24, 2006 Share Posted April 24, 2006 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. Link to comment Share on other sites More sharing options...
cjt0202 Posted April 24, 2006 Share Posted April 24, 2006 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(); } Link to comment Share on other sites More sharing options...
Reclaimer Posted April 24, 2006 Share Posted April 24, 2006 So the animations are in game, but do you have to blacken the screen? Link to comment Share on other sites More sharing options...
cjt0202 Posted April 24, 2006 Share Posted April 24, 2006 So the animations are in game, but do you have to blacken the screen?If the animations were in the game, believe me, I'd have had a close-up instead of a fade-to-black. The fade-to-black helps create the optical illusion. Link to comment Share on other sites More sharing options...
MdKnightR Posted April 24, 2006 Share Posted April 24, 2006 She'd probably be a bit puzzled why you were asking her for it though. My apologies! Brain fart! Love your work, BTW. Link to comment Share on other sites More sharing options...
LiquidZoo Posted April 24, 2006 Share Posted April 24, 2006 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. Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 24, 2006 Author Share Posted April 24, 2006 well then i hope ppl are feeling nice Link to comment Share on other sites More sharing options...
Master Jimmy Posted April 24, 2006 Author Share Posted April 24, 2006 well then i hope ppl are feeling nice Link to comment Share on other sites More sharing options...
cjt0202 Posted April 25, 2006 Share Posted April 25, 2006 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()); } Link to comment Share on other sites More sharing options...
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