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The Veridian Echo Mod. Released!


Torthane

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well... i'm back =)

 

after kreia and atris have their talk about falling, and you show up at the base again... being a woman... lightsided.... so as i recall, is not a section with the handmaiden, that would happen if you were male... maybe this is the cause of the following?

 

it seemes to get confused.. and you find of all people darth traya in the holocron room... and she wont talk to you... and i know i fought atris there, after talking to her. looked over at the rework site where the mira bug was fixed and there doesn't seem to be something referring to this.

 

i was wondering if there is an error log that the game generates? is that what the AR_ERROR file is? it has something in it that at least seem potential one line, "Names Differ: P_HandmaidenBB p_sisterbb" new to this stuff so not sure what could help you.

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it seemes to get confused.. and you find of all people darth traya in the holocron room... and she wont talk to you... and i know i fought atris there, after talking to her. looked over at the rework site where the mira bug was fixed and there doesn't seem to be something referring to this.

 

Is there a file named n_darthtraya001.utc in your override folder? If so that's probably the cause of the problem, since a template with this name is used both for Atris at Telos and Darth Traya in the Trayus Core for some reason. Putting one of those files in the override folder will override both, causing problems at the other location.

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@Sithslayer133

You certainly can!

 

@Wildboar

I should put you in the credits! You have found a ton of bugs and been kind enough to bring them to my attention. Thank you!

 

@Stoffe

I did put n_darthtraya001.utc in the override folder for the mod so that is almost for sure the problem. Do you perhaps know of a way to fix it? Thank you!

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I did put n_darthtraya001.utc in the override folder for the mod so that is almost for sure the problem. Do you perhaps know of a way to fix it? Thank you!

 

There are two ways of fixing that, which I can think of:

  1. The easy way: Don't use the override folder for this. Put the modified n_darthtraya001.utc template back into the module it was extracted from, instead of putting it in the override folder.
     
     
  2. The harder, override way: Rename the n_darthtraya001.utc template for Atris into something else, and then change the three scripts that spawn a character from this template into using your renamed template instead. Then put the recompiled modified scripts, along with the renamed UTC template, in the override folder.
     
    The scripts that need to be changed (as far as I remember) are:
    // ST: a_kreatris.nss (262TEL_s.rim)
    
    void SwitchToHandmaiden() {
       SwitchPlayerCharacter(NPC_HANDMAIDEN);
    }
    
    void StartHandmaidenScene() {
       CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden012", GetLocation(GetWaypointByTag("sp_sis_sisend1")));
       CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden013", GetLocation(GetWaypointByTag("sp_sis_sisend2")));
       CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden014", GetLocation(GetWaypointByTag("sp_sis_sisend3")));
       CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden014", GetLocation(GetWaypointByTag("sp_sis_sisend4")));
       CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden014", GetLocation(GetWaypointByTag("sp_sis_sisend5")));
    
       DelayCommand(0.2f, AssignCommand(GetPartyLeader(), ActionJumpToObject(GetWaypointByTag("sp_hand_sisend"))));
       SetMinOneHP(GetPartyLeader(), TRUE);
       AssignCommand(GetPartyLeader(), ClearAllActions());
       AssignCommand(GetPartyLeader(), ActionStartConversation(GetPartyLeader(), "sisend"));
    }
    
    void SpawnFinalAtris() {
       CreateObject(OBJECT_TYPE_CREATURE, "n_darthtraya001", GetLocation(GetWaypointByTag("sp_traya")));
    }
    
    void main() {
    
       int nParam1 = GetScriptParameter(1);
    
       object oAtris   = GetObjectByTag("Atris");
       object oKreia   = GetObjectByTag("KreiaEvil");
       object oDrone1  = GetObjectByTag("Sister1");
       object oDrone2  = GetObjectByTag("Sister2");
    
       switch (nParam1) {
           case 0:
               AssignCommand(oKreia, ActionMoveToObject(GetWaypointByTag("wp_kreia_end2")));
               break;
           case 1:
               AssignCommand(oKreia, ActionMoveToLocation(GetLocation(GetWaypointByTag("wp_kreia_ending"))));
               AssignCommand(oKreia, ActionDoCommand(SetFacing(GetFacing(GetWaypointByTag("wp_kreia_ending")))));
               break;
           case 2:
               AssignCommand(oKreia, SetFacing(90.0f));
               break;
           case 3:
               AssignCommand(oKreia, ActionMoveToObject(GetWaypointByTag("wp_kreia_end")));
               break;
           case 4:
               SetLockOrientationInDialog(oAtris, TRUE);
               SetLockOrientationInDialog(oKreia, TRUE);
               AssignCommand(oKreia, SetFacing(270.0f));
               break;
           case 5:
               SetGlobalFadeOut(1.0f, 2.0f);
               break;
           case 6:
               AssignCommand(oKreia, ActionJumpToObject(GetObjectByTag("wp_pc_end")));
    
               CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden003", GetLocation(GetObjectByTag("sp_hand_kreia1")));
               CreateObject(OBJECT_TYPE_CREATURE, "p_handmaiden004", GetLocation(GetObjectByTag("sp_hand_kreia2")));
    
               DestroyObject(oAtris);      
               break;
           case 7:
               AssignCommand(oKreia, ActionMoveToObject(GetObjectByTag("wp_atris_2")));
               SetGlobalFadeIn(0.1f, 2.0f);
               break;
           case 8:
               AssignCommand(oDrone1,  ActionMoveToObject(GetObjectByTag("wp_hand_kreia1"), TRUE));
               AssignCommand(oDrone2,  ActionMoveToObject(GetObjectByTag("wp_hand_kreia2"), TRUE));
               AssignCommand(oKreia,   ActionMoveToObject(GetObjectByTag("wp_atris_3")));
    
               SetGlobalFadeOut(0.1f, 2.0f);
    
               DelayCommand(4.0, DestroyObject(oDrone1));
               DelayCommand(4.0, DestroyObject(oDrone2));
    
               if (GetGlobalBoolean("000_PLAYER_GENDER")) {
                   SetNPCSelectability(NPC_HANDMAIDEN, TRUE);
                   DelayCommand(4.0, SwitchToHandmaiden());
                   DelayCommand(5.0, StartHandmaidenScene());
                   DelayCommand(5.5, SetGlobalFadeIn(0.1f, 2.0f));
                   DelayCommand(8.0, DestroyObject(oKreia));
               }
               else {
                   DelayCommand(5.0, SpawnFinalAtris());
                   DelayCommand(6.0, SetGlobalFadeIn(0.1f, 2.0f));
                   DelayCommand(10.0f, DestroyObject(oKreia));
               }
               break;
       }           
    }
    


     

    // ST: a_atrend2.nss (262TEL_s.rim)
    
    #include "k_inc_generic"
    
    void SpawnFinalAtris();
    
    void main() {
       int nParam = GetScriptParameter(1);
    
       object oExile = GetFirstPC();
       object oMaiden = GetObjectByTag("Handmaiden");
       object oAtris = GetObjectByTag("Atris");
    
       switch (nParam) {
           case 0:
               SetGlobalFadeIn(2.0, 2.0);
               DelayCommand(0.5, AssignCommand(oAtris, ActionJumpToObject(GetWaypointByTag("wp_atris_atrend1"))));
               break;
           case 1: {
               SetCommandable(TRUE, oAtris);
               SetLocalBoolean(oAtris, SW_FLAG_AI_OFF, FALSE);
    
               SetNPCSelectability(NPC_HANDMAIDEN, FALSE);
               ChangeToStandardFaction( oAtris, STANDARD_FACTION_HOSTILE_1 );
               AssignCommand(oAtris, DelayCommand(1.0, AssignCommand(oAtris, GN_DetermineCombatRound(GetFirstPC()))));
    
               AssignCommand(oMaiden, SetIsDestroyable(FALSE, TRUE, FALSE));
               effect eKill = EffectDeath(FALSE, FALSE, TRUE);
               ApplyEffectToObject(DURATION_TYPE_PERMANENT, eKill, oMaiden);
               break;
           }
           case 2:
               AssignCommand(GetFirstPC(), ActionJumpToObject(GetWaypointByTag("wp_hand_sisend")));
               SetLightsaberPowered(GetFirstPC(), TRUE);
               break;
           case 3:
               break;
           case 4: {
               effect eBolt = EffectBeam(VFX_BEAM_LIGHTNING_DARK_L, oAtris, BODY_NODE_HAND);
               effect eFry  = EffectVisualEffect(VFX_PRO_LIGHTNING_L);         
               ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBolt, oMaiden, 1.4);
               ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFry, oMaiden, 1.4);
               AssignCommand(oAtris, PlayAnimation( ANIMATION_FIREFORGET_FORCE_CAST ));
           }
           break;
           case 5:
               SetGlobalFadeIn(0.3, 2.0);
               DelayCommand(0.5, AssignCommand(oAtris, ActionJumpToObject(GetWaypointByTag("sp_traya_run"))));
               DelayCommand(0.5, AssignCommand(oAtris, ActionMoveToObject(GetWaypointByTag("wp_traya_run"), TRUE)));
               break;
           case 6:
               SetGlobalFadeOut(0.1, 2.0);
               DelayCommand(3.0, SpawnFinalAtris());
               AssignCommand(GetFirstPC(), DelayCommand(5.0, SetGlobalFadeIn(0.1, 2.0)));
               DelayCommand(3.8, DestroyObject(oAtris));
               break;
           case 7: {
               DestroyObject(GetObjectByTag("Atris"));
               DestroyObject(GetObjectByTag("Handmaiden"));
    
               object oFinAtris = CreateObject( OBJECT_TYPE_CREATURE, "n_darthtraya002", GetLocation(GetWaypointByTag("sp_traya")) );          
               AssignCommand(GetFirstPC(), ActionJumpToObject(GetWaypointByTag("sp_pc_atrend2")));
               object oFinMaiden = SpawnAvailableNPC(NPC_HANDMAIDEN, GetLocation(GetWaypointByTag("sp_hand_atrend1")));
    
               SetMinOneHP(oFinMaiden, FALSE);
               SetMinOneHP(GetFirstPC(), FALSE);           
               SetLockOrientationInDialog(oFinMaiden, TRUE);
    
               effect eHeal = EffectHeal(GetMaxHitPoints(GetFirstPC()));
               ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, GetFirstPC());
               AssignCommand(oFinAtris, ActionStartConversation(GetFirstPC(), "atrend2"));
           }
           break;
       }
    }
    
    void SpawnFinalAtris() {
       CreateObject( OBJECT_TYPE_CREATURE, "n_darthtraya001", GetLocation(GetWaypointByTag("sp_traya")) );
    }
    


     

    // ST: a_atrend3.nss (262TEL_s.rim)
    
    #include "k_inc_generic"
    
    void AttackPlayer(object oAttacker) {
       ChangeToStandardFaction(oAttacker, STANDARD_FACTION_HOSTILE_1);
       GN_DetermineCombatRound(GetFirstPC());
    }
    
    void main() {
       int iParam = GetScriptParameter(1);
       object oAtris = GetObjectByTag("Atris");
       switch (iParam) {
           case 0: {
                   DelayCommand(1.0, SetLightsaberPowered(oAtris, TRUE, TRUE, TRUE));
                   DelayCommand(1.0, AttackPlayer(oAtris));
               }
               break;
    
           case 1: {
                   object oDoor = GetObjectByTag("MedChamber");
                   SetLocked(oDoor, FALSE);
                   AssignCommand(oDoor, ActionOpenDoor(oDoor));
                   DelayCommand(2.0, SetLightsaberPowered(GetObjectByTag("Atris"), TRUE, FALSE, TRUE));
                   oDoor = GetObjectByTag("CouncilRoom");
                   SetLocked(oDoor, FALSE);
                   AssignCommand(oDoor, ActionOpenDoor(oDoor));
               }
               break;
    
           case 2: {
                   DelayCommand(2.0, SetGlobalFadeOut());
                   CreatureFlourishWeapon(GetFirstPC());
               }
               break;
    
           case 3: {
                   AssignCommand(GetObjectByTag("Atris"), ActionJumpToLocation( GetLocation(GetWaypointByTag("sp_traya")) ));
                   AssignCommand(GetFirstPC(), ActionJumpToLocation(GetLocation( GetWaypointByTag("WP_PC_Traya_Death") )));
                   DelayCommand(1.0, AssignCommand(GetObjectByTag("Atris"), ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, -1.0)));
               }
               break;
    
           case 4: {
                   SetGlobalFadeIn(0.5, 2.0);
                   DelayCommand(2.0, SetLightsaberPowered(GetFirstPC(), TRUE, FALSE, TRUE));
                   AurPostString("Getting UP? Are we?", 5, 5, 5.0);
               }
               break;
    
           case 5: {
                   object oDoor = GetObjectByTag("MedChamber");
                   AssignCommand(oDoor, ActionCloseDoor(oDoor));
                   SetLocked(oDoor, TRUE);
                   SetGlobalFadeOut(0.0, 3.0);
    
                   object oPC = GetFirstPC();
                   object oParty1 = GetNextPC();
                   object oParty2 = GetNextPC();
    
                   AssignCommand(oPC, ClearAllActions());
                   AssignCommand(oParty1, ClearAllActions());
                   AssignCommand(oParty2, ClearAllActions());
                   DelayCommand(4.0, AssignCommand(oPC, ActionJumpToObject( GetWaypointByTag("wp_pc_end") )));
                   DelayCommand(4.0, AssignCommand(oParty1, ActionJumpToObject( GetWaypointByTag("wp_npc1_end") )));
                   DelayCommand(4.0, AssignCommand(oParty2, ActionJumpToObject( GetWaypointByTag("wp_npc2_end") )));
                   DelayCommand(5.0, AssignCommand(oPC, SetFacing(90.0)));
               }
               break;
    
           case 6: {
                   effect eLightning = EffectBeam(VFX_BEAM_LIGHTNING_DARK_L, GetFirstPC(), BODY_NODE_CHEST); 
                   effect eVfx = EffectVisualEffect(VFX_PRO_LIGHTNING_L);
                   int iHolo = 0;
                   while ((iHolo < 10)) {
                       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, GetObjectByTag("Holocron", iHolo), 4.0);
                       iHolo++;
                   }
                   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVfx, GetFirstPC(), 4.0);
               }
               break;
    
           case 7: {
                   SetGlobalFadeOut(1.0, 2.0);
                   object oPC = GetFirstPC();
                   object oParty1 = GetNextPC();
                   object oParty2 = GetNextPC();
    
                   AssignCommand(oPC, ClearAllActions());
                   AssignCommand(oParty1, ClearAllActions());
                   AssignCommand(oParty2, ClearAllActions());
                   DelayCommand(3.0, AssignCommand(oPC, ActionJumpToObject( GetWaypointByTag("wp_pc_end") )));
                   DelayCommand(3.0, AssignCommand(oParty1, ActionJumpToObject( GetWaypointByTag("wp_npc1_end") )));
                   DelayCommand(3.0, AssignCommand(oParty2, ActionJumpToObject( GetWaypointByTag("wp_npc2_end") )));
                   DelayCommand(3.0, AssignCommand(oPC, SetFacing(90.0)));
    
                   object oDoor = GetObjectByTag("MedChamber");
                   DelayCommand(5.0, AssignCommand(oDoor, ActionCloseDoor(oDoor)));
                   SetLocked(oDoor, TRUE);
               }
               break;
    
           case 8: {
                   SetGlobalFadeIn(0.1, 2.0);
                   DelayCommand(0.1, AssignCommand(GetObjectByTag("Atris"), ActionStartConversation(GetObjectByTag("Kreia"), "Atrend4")));
               }
               break;
    
           case 9: {
                   SetGlobalFadeOut(0.1, 2.0);
                   DelayCommand(4.0, SetGlobalFadeIn(0.1, 0.1));
               }
               break;
    
           case 10: {
                   SetGlobalNumber("000_Jedi_Found", 4);
                   DestroyObject(GetObjectByTag("Atris"));
                   SetLocked(GetObjectByTag("MedChamber"), FALSE);
                   CreateObject(OBJECT_TYPE_CREATURE, "n_darthtraya001", GetLocation(GetWaypointByTag("sp_traya")));
               }
               break;
    
           case 11: {
                   AssignCommand(GetFirstPC(), PlayAnimation(1077, 1.0, 4.0));
               }
               break;
       }
    }
    


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Is there a file named n_darthtraya001.utc in your override folder? If so that's probably the cause of the problem, since a template with this name is used both for Atris at Telos and Darth Traya in the Trayus Core for some reason. Putting one of those files in the override folder will override both, causing problems at the other location.

 

this is easily understood. kreia in her dialog with atris right before this says "there must always be a darth traya." :lol:

 

seriously thou... ok, semi-serious, i could see some chuckling developer taking that line to heart and placing her everywhere... or at least in this area.

 

and full-serious, i could see them thinking about having some form of scene that had the image of darth traya in it and then thought better of it and forgot to take out the materials.

 

so... the scripting language for this is "c-like"?

 

Edit: btw, taking out that file from the override folder "fixed" things... is that all that needed to be done? as in... this won't break it else where... ?

 

---

 

another thing that i wanted to mention, since i have you both "listening" and you two are the source of the mods i am using. i am guessing that The Veridian Echo Mod accelerates leveling? i mean... i think when i played this unmodded, and i got to the end i was at most level 29... here i am fighting atris and am 34ish... and still have a lot left to go.

 

this accelerated leveling seems to exacerbate something i noticed when i played unmodded, that being that the hybrid characters can loose track of what level they should be with respect to the pc. it almost seems like it doesn't account for the time they were say a scout, and thus mira is a jedi 6 (i think it was) levels behind the pc...

 

a specific case that i distinctly remember, playing unmodded, is getting to the place in malacor v where mira has to fight hanhar (sp?) and she was maxed out at level 19ish and hanhar seemed to be at the level of the pc... ie: like 25ish... it took a lot of creative playing (imo, exploiting game flaws like npc getting hung up on edges... hard to do where they fight) so that mira could lay enough mines (good thing i had a lot :lol: ) so that hanhar died... and i could move on in the game.

 

currently, disciple and beo are out of sync on the negative side of things... i think disciple is the farthest atm, something like 31 (pc is 34ish, and it was worse a difference at one point) and visas (and kreia last i saw her) are actually ahead of the pc at 35ish.

 

i am not sure there is anything that you can do about this... since, as i said i saw this happen in the unmodded game... there is part of me that thinks this is related to holding back characters so you can turn them into jedi at the same level as when you first meet them. which i definitely did with mira when i played unmodded.... thus i got to fight hanhar both times with mira, at a serious level difference. %-) i seem to recall that, one thing that seemed to help rectify this was to always go through the supporting characters (after you converted them to jedi) every time you changed planet and level them whether you were going to use them there or not.

 

anyway, i just wanted you to be aware that it does happen....

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@Stoffe

Thanks for the information on how to fix the Kriea appearing as Atris problem. I will be sure to implement that into version two.

 

@Wildboar

That thing about "There must always be a darth Traya" really cracked me up! About the level-ups though, I also found the inconsistancies annoying and I have tried to fix them, but with no luck so far. I had the same problem with Mira being weak and getting beat up by Hanharr alot. In any case I will put some extra work into fixing that problem. Thanks for bringing it up, and thanks for all of the input!

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  • 1 month later...
is there a file named n_darthtraya001.utc in your override folder? If so that's probably the cause of the problem, since a template with this name is used both for Atris at Telos and Darth Traya in the Trayus Core for some reason. Putting one of those files in the override folder will override both, causing problems at the other location.

 

 

 

"this is easily understood. kreia in her dialog with atris right before this says "there must always be a darth traya."

 

seriously thou... ok, semi-serious, i could see some chuckling developer taking that line to heart and placing her everywhere... or at least in this area.

 

and full-serious, i could see them thinking about having some form of scene that had the image of darth traya in it and then thought better of it and forgot to take out the materials."

 

the reason for this is because atris originally had the option of becoming traya

 

EDIT: what is the name of the female darkside undies texture?

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@Darth Balor

The texture is named PFbamd01.tga and is the same for all of the skin tones which is why it is not modified in the VE mod. Speaking of which, I really ought to release the revised edition soon. I added some new guns, fixed some bugs and generally improved everything.

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Q;what kind of file is causing my game to crash upon entering the jedi enclave sublevel?

 

A;Found it!!

P_DiscipleH

i1m guessing some conflict between viridian and final touch

so i copied the viridian disciple files and overwrote them in the override folder. and now it works.

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this mod has a big issue concerning the difficulty, one hit i get 134dmg an next i get hit with 4, now what the file that handles the difficulty?

 

Now that is rather strange. Did this show up for multiple differant enemies or just one? And as for a file that controls damage there isn't really one, damage is controlled by both the weapon being used, and the skill level of the user. Difficulty settings also effect it somewhat. Anyway, if you could tell me when this problem cropped up I should hopefully be able to help you out.

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  • 4 weeks later...

Definately downloadin' this. I like Disciples Reskin. Reminds me of the prince of persia dude and Ned Flanders for some reason :giveup: It looks awesome.

 

Edit: Sorry for the double post but are you going to reskin T3? He looks to plain for an important caracter.

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  • 2 months later...
Is this mod still available? I can't seem to access it from the filefront link, it just redirects me to the homepage. I tried searching for it there too, but I couldn't find it.

These are the only files that Torthane currently has uploaded...

 

http://hosted.filefront.com/Torthane/

 

It might be the beta download, but don't quote me ;) I also noticed a beta "fix".... however neither of the download names seem to match what's posted in the first thread so I can't say for sure if the mod is available. :giveup:

 

Anyways, I hope it helps :)

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These are the only files that Torthane currently has uploaded...

 

http://hosted.filefront.com/Torthane/

 

It might be the beta download, but don't quote me ;) I also noticed a beta "fix".... however neither of the download names seem to match what's posted in the first thread so I can't say for sure if the mod is available. :giveup:

 

Anyways, I hope it helps :)

 

Thanks for that, I'll check the beta out.

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  • 3 weeks later...
  • 2 weeks later...
  • 4 weeks later...
I really didnt want to necro but, i send torthane a PM and have yet to get a response i was wondering if this mod was really ever finished?

 

Wow, it's been a long time since I was last here. Sorry I haven't checked more often. The mod never was really finished even though I have worked on it some more. I really should do some more work on it though. Tell you what, I will get a new WIP thread up in the Holowan Laboratories soon and start posting updates there. I'll try to get it up by sometime tomorrow.

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Wow, it's been a long time since I was last here. Sorry I haven't checked more often. The mod never was really finished even though I have worked on it some more. I really should do some more work on it though. Tell you what, I will get a new WIP thread up in the Holowan Laboratories soon and start posting updates there. I'll try to get it up by sometime tomorrow.

 

 

wow thanks torthane you just made my day

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  • 4 months later...

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