Star Admiral Posted March 26, 2009 Share Posted March 26, 2009 This question is for K1, as terentateks aren't in TSL. My question is, is it possible to remove the gas cloud that erupts whenever the terentatek is killed? For some reason, K1 always crashes when that happens, and I hate having to restart and refight the beast. Thanks! - Star Admiral Link to comment Share on other sites More sharing options...
Ferc Kast Posted March 26, 2009 Share Posted March 26, 2009 This question is for K1, as terentateks aren't in TSL. My question is, is it possible to remove the gas cloud that erupts whenever the terentatek is killed? For some reason, K1 always crashes when that happens, and I hate having to restart and refight the beast. Thanks! - Star Admiral If I remember correctly, the gas cloud is attached as an OnDeath script on the .utc; If you made the OnDeath script field blank and saved the edited .utc, then it shouldn't do the gas cloud anymore. I could be wrong about this, but I don't think so. Link to comment Share on other sites More sharing options...
Mandalore The Shadow Posted March 26, 2009 Share Posted March 26, 2009 If you want a second opinion i agree with Ferc i believe i have done this before Link to comment Share on other sites More sharing options...
glovemaster Posted March 27, 2009 Share Posted March 27, 2009 I think it might be a UserDefined script. You need to be careful when removing scripts from NPC's; I'm pretty sure that most of the terentatek's set global's when they die - it may be that you have to reconstruct the script removing that effect, if its what's causing the game to crash. Link to comment Share on other sites More sharing options...
Star Admiral Posted March 28, 2009 Author Share Posted March 28, 2009 Thanks for the replies. I had to check the terantateks on Kashyyyk and Korriban first. Removing the OnDeath script didn't work. I checked the OnDeath script, and there is nothing that suggests a gas cloud would be created. I would have checked the UserDefined script, but I can't decompile the file. Would someone please help me? The one for Korriban is k_pkor_ud_terent.ncs, and the one for Kashyyyk is k_pkas_beastuser.ncs. Thanks. - Star Admiral Link to comment Share on other sites More sharing options...
deathdisco Posted March 30, 2009 Share Posted March 30, 2009 Thanks for the replies. I had to check the terantateks on Kashyyyk and Korriban first. Removing the OnDeath script didn't work. I checked the OnDeath script, and there is nothing that suggests a gas cloud would be created. I would have checked the UserDefined script, but I can't decompile the file. Would someone please help me? The one for Korriban is k_pkor_ud_terent.ncs, and the one for Kashyyyk is k_pkas_beastuser.ncs. Thanks. - Star Admiral Here's k_pkor_ud_terent.ncs // Globals int intGLOB_1 = 1; int intGLOB_2 = 2; int intGLOB_3 = 3; int intGLOB_4 = 4; int intGLOB_5 = 5; int intGLOB_6 = 6; int intGLOB_7 = 3; int intGLOB_8 = 4; int intGLOB_9 = 5; int intGLOB_10 = 6; int intGLOB_11 = 7; int intGLOB_12 = 1; int intGLOB_13 = 2; int intGLOB_14 = 3; int intGLOB_15 = 4; int intGLOB_16 = 5; int intGLOB_17 = 6; int intGLOB_18 = 7; int intGLOB_19 = 8; int intGLOB_20 = 9; int intGLOB_21 = 10; int intGLOB_22 = 11; int intGLOB_23 = 12; int intGLOB_24 = 13; int intGLOB_25 = 14; int intGLOB_26 = 15; int intGLOB_27 = 16; int intGLOB_28 = 17; int intGLOB_29 = 18; int intGLOB_30 = 19; int intGLOB_31 = 20; int intGLOB_32 = 21; int intGLOB_33 = 22; int intGLOB_34 = 23; int intGLOB_35 = 24; int intGLOB_36 = 25; int intGLOB_37 = 26; int intGLOB_38 = 27; int intGLOB_39 = 28; int intGLOB_40 = 29; int intGLOB_41 = 30; int intGLOB_42 = 59; int intGLOB_43 = 0; int intGLOB_44 = 1; int intGLOB_45 = 2; int intGLOB_46 = 29; int intGLOB_47 = 30; int intGLOB_48 = 34; int intGLOB_49 = 35; int intGLOB_50 = 36; int intGLOB_51 = 37; int intGLOB_52 = 38; int intGLOB_53 = 39; int intGLOB_54 = 41; int intGLOB_55 = 42; int intGLOB_56 = 46; int intGLOB_57 = 47; int intGLOB_58 = 15; int intGLOB_59 = 10; int intGLOB_60 = 5; int intGLOB_61 = 2; int intGLOB_62; int intGLOB_63; int intGLOB_64; object objectGLOB_1; int intGLOB_65; int intGLOB_66; int intGLOB_67; int intGLOB_68; int intGLOB_69; int intGLOB_70; int intGLOB_71 = 1; int intGLOB_72 = 2; int intGLOB_73 = 3; int intGLOB_74 = 20; int intGLOB_75 = 21; int intGLOB_76 = 22; int intGLOB_77 = 23; int intGLOB_78 = 24; int intGLOB_79 = 25; int intGLOB_80 = 26; int intGLOB_81 = 27; int intGLOB_82 = 28; int intGLOB_83 = 31; int intGLOB_84 = 32; int intGLOB_85 = 33; int intGLOB_86 = 40; int intGLOB_87 = 43; int intGLOB_88 = 44; int intGLOB_89 = 45; int intGLOB_90 = 48; int intGLOB_91 = 49; int intGLOB_92 = 50; int intGLOB_93 = 51; int intGLOB_94 = 52; int intGLOB_95 = 53; int intGLOB_96 = 54; int intGLOB_97 = 55; int intGLOB_98 = 56; int intGLOB_99 = 57; int intGLOB_100 = 58; int intGLOB_101 = 60; int intGLOB_102 = 61; int intGLOB_103 = 62; int intGLOB_104 = 63; int intGLOB_105 = 64; int intGLOB_106 = 65; int intGLOB_107 = 66; int intGLOB_108 = 67; int intGLOB_109 = 68; int intGLOB_110 = 69; int intGLOB_111 = 70; int intGLOB_112 = 71; int intGLOB_113 = 72; int intGLOB_114 = 1; int intGLOB_115 = 2; int intGLOB_116 = 3; int intGLOB_117 = 4; int intGLOB_118 = 0; int intGLOB_119 = 1; int intGLOB_120 = 2; int intGLOB_121 = 3; int intGLOB_122 = 4; int intGLOB_123 = 5; int intGLOB_124 = 6; int intGLOB_125 = 7; int intGLOB_126 = 8; int intGLOB_127 = 9; int intGLOB_128 = 10; int intGLOB_129 = 11; int intGLOB_130 = 12; int intGLOB_131 = 13; int intGLOB_132 = 14; int intGLOB_133 = 15; int intGLOB_134 = 16; int intGLOB_135 = 17; int intGLOB_136 = 18; int intGLOB_137 = 19; int intGLOB_138 = 1100; int intGLOB_139 = (-6); int intGLOB_140 = (-5); int intGLOB_141 = (-4); int intGLOB_142 = (-2); int intGLOB_143 = (-1); int intGLOB_144 = 0; // Prototypes void sub1(string stringParam1); void sub1(string stringParam1) { object object1 = OBJECT_SELF; if (GetCommandable(object1)) { ClearAllActions(); CancelCombat(object1); ActionMoveToObject(GetNearestObjectByTag("wp_homebase", OBJECT_SELF, 1), 1, 3.0); ActionDoCommand(SetCommandable(1, object1)); SetCommandable(0, OBJECT_SELF); } } void main() { int int1 = GetUserDefinedEventNumber(); if ((int1 == 1001)) { } else { if ((int1 == 1002)) { } else { if ((int1 == 1003)) { } else { if ((int1 == 1004)) { } else { if ((int1 == 1005)) { } else { if ((int1 == 1006)) { } else { if ((int1 == 1007)) { SetGlobalBoolean("G_Terentanek_Dead", 1); PlayRumblePattern(11); } else { if ((int1 == 1008)) { } else { if ((int1 == 1009)) { } else { if ((int1 == 1010)) { } else { if ((int1 == intGLOB_138)) { sub1("wp_homebase"); } } } } } } } } } } } } DeNCS failed on k_pkas_beastuser.ncs Decompiling...k_pkas_beastuser.ncs: partial-byte code does not match Link to comment Share on other sites More sharing options...
Morfea Posted May 17, 2009 Share Posted May 17, 2009 I have the same problem as the first post. Each time I kill a terentatek a gas cloud spawns and my game freezes. I have to ctrl+alt+del and then close the program. It looks like you have a solution there, but I can't find the *.ncs files. I'm not really good at thoose things. How do I access them to change them? Or Star Admiral did you find some way to solve this? Really annoying, as you have to pass them in the tomb on korriban. Any help would be really appriciated. Thanks Link to comment Share on other sites More sharing options...
wolf0994 Posted June 12, 2009 Share Posted June 12, 2009 I know this isnt a solution but if you turn your camera angle around so that no part of the terentatek is in the screen the game wont freeze. That's what I have been using and although a pain, it works. I was able to kill the one in the cave on korriban that way. The two in the tomb proved more difficult, I just saved the game when they had about 5 % health left or so, then ran away and did what I could by freezing them with a adhesive grenade (only had 1) then throwing a frag and turning around so I didnt see it explode. The second one with no way to stick it in place, I just ran away while healing with it at 5% then would stop and wait til it was almost to me then throw a grenade and run past it hoping to have it still be in range when the grenade went off. It took a couple times but it worked. As long as the gas isnt on the screen it wont lock up. Hope that helps the non-code working folks. Link to comment Share on other sites More sharing options...
robroyman Posted August 7, 2011 Share Posted August 7, 2011 I found a solution that works for me after trying all suggestions in other threads and forums. The solution is simple: TURN OFF THE SOUND! Open your game directory. Locate and run swconfig.exe Tick the "Disable Sound" checkbox Run the game, kill the beast and it shouldn't freeze! SAVE!! Quit and repeat the above procedure to enable sound again. Load game and play! Enjoy Link to comment Share on other sites More sharing options...
makosdv Posted October 1, 2011 Share Posted October 1, 2011 OK, turning the sound off doesn't work. I got past the first one by quick saving just as it died then reloading after the crash. The second one: I killed it off screen by using stasis field and thermal detonators after I had worn it down most of the way. Major pain in the ass. Link to comment Share on other sites More sharing options...
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