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Ӄhrizby's Mod Projects Thread


Ӄhrizby

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That is unbelievably cool! How did you make the custom effect? Because it looks excellent!

Thanks! It took lots of texturing, animated textures, and .2da editing lol.. I think the ammunition alone takes around 20 files in the override to make!

 

Wow, that is cool. When its released, going to download ASAP.

Glad you like it!

 

That's awesome! Great job, now all evil doers shall face the power of music and dance.

Haha thanks :p

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That's crazy. I love it.

You helped, thanks again!

 

Okay, so it's hard to see in screenshots, but here's some pics of the dance effect:

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I promise, he really is dancing.

 

Another thing I neglected to mention, I made storylines for getting the items, the first one that I have done is from a Bith in the Manaan cantina, where there's no band.

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They say "Music calms the savage beast". Very cool! :lol:

Very true, thanks! :D

 

I almost forgot, I made copies of the weapons but called them 'broken', they're melee versions of the instruments, in case you feel the need to beat some Sith with a musical instrument. Not nearly as exciting as the main instruments but I figured I'd include them.

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In this one Trask has the melee version, and the PC has the ranged. Just to show the dual-weilding.

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The slitherhorn was "common among jizz bands"? Tell me what's wrong with this sentence. :p

 

The screens look great, and I would like first grabs at beta testing (if there is one).

Haha I wondered if that'd be brought up, but hey, I can't let modern culture get in the way of Star Wars canon, it's just music people! :p

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Does anybody know how to make enemies attack each other during a conversation? Like when you first enter the lower city and watch the gang fight? When I just run a script with an attack command the attack cuts off the conversation and it doesn't continue.

 

Thanks for any help.

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There's a CutsceneAttack function that is supposed to let you have complete control over the animations, attack result, and damage for each round, but I have never managed to get it to work. I eventually gave up because I wasn't actually making a cutscene, I was just recording stuff. However... I'm pretty sure you need to pause the conversation during any attack of any kind (if the attacker or attacked are involved in the conversation).

ActionPauseConversation();

And then resume it when that's done.

ActionResumeConversation();

And I don't believe I did this during my attempts with CutsceneAttack, not knowing this at the time. Here's the source code for that function if you want it:

// 503: CutsceneAttack
// This function allows the designer to specify exactly what's going to happen in a combat round
// There are no guarentees made that the animation specified here will be correct - only that it will be played,
// so it is up to the designer to ensure that they have selected the right animation
// It relies upon constants specified above for the attack result
void CutsceneAttack(object oTarget, int nAnimation, int nAttackResult, int nDamage);

Here are the attack results:

int ATTACK_RESULT_INVALID               = 0;
int ATTACK_RESULT_HIT_SUCCESSFUL        = 1;
int ATTACK_RESULT_CRITICAL_HIT          = 2;
int ATTACK_RESULT_AUTOMATIC_HIT         = 3;

And the animations are in animations.2da. combatanimations.2da explains which animations go with which, in case you need it. And I'm not sure if you have to add 10000 to the animation number like you must with ActionPlayAnimation. I don't believe you do, though.

 

And if you want Force powers, those functions are right above CutsceneAttack in nwscript.

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There's a CutsceneAttack function that is supposed to let you have complete control over the animations, attack result, and damage for each round, but I have never managed to get it to work. I eventually gave up because I wasn't actually making a cutscene, I was just recording stuff. However... I'm pretty sure you need to pause the conversation during any attack of any kind (if the attacker or attacked are involved in the conversation).

ActionPauseConversation();

And then resume it when that's done.

ActionResumeConversation();

And I don't believe I did this during my attempts with CutsceneAttack, not knowing this at the time. Here's the source code for that function if you want it:

// 503: CutsceneAttack
// This function allows the designer to specify exactly what's going to happen in a combat round
// There are no guarentees made that the animation specified here will be correct - only that it will be played,
// so it is up to the designer to ensure that they have selected the right animation
// It relies upon constants specified above for the attack result
void CutsceneAttack(object oTarget, int nAnimation, int nAttackResult, int nDamage);

Here are the attack results:

int ATTACK_RESULT_INVALID               = 0;
int ATTACK_RESULT_HIT_SUCCESSFUL        = 1;
int ATTACK_RESULT_CRITICAL_HIT          = 2;
int ATTACK_RESULT_AUTOMATIC_HIT         = 3;

And the animations are in animations.2da. combatanimations.2da explains which animations go with which, in case you need it. And I'm not sure if you have to add 10000 to the animation number like you must with ActionPlayAnimation. I don't believe you do, though.

 

And if you want Force powers, those functions are right above CutsceneAttack in nwscript.

Alright, I got the CutsceneAttack to work, I tried it before but never used the right nAttackResult, thanks! But the PauseConversation didn't do anything different, I just changed my approach to a script fired on entering the room so you watch, and I restricted the PC so you can't talk to them and interfere until it's over. I think it works nicely.

you mean, like Vaklu and the Queen fighting each other?

Quite honestly, I haven't played TSL in so long that I don't even remember lol

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Those look cool. I thought of doing something similar to this a long time ago (as part of my species feats mod, if you choose Bith, there is a locker with instruments in it, but they didn't work as well as yours). The custom "bullets" are a great touch, and the on hit dance party sounds like a riot :lol:

 

For the broken Bandfill, would it look more unique if it were a "stun baton" and used those animations instead? It would be more like a musical taser, and you could probably still make it use the on hit dance animation :D

 

The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).

 

Anyway, great work :thumbsup:

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Those look cool. I thought of doing something similar to this a long time ago (as part of my species feats mod, if you choose Bith, there is a locker with instruments in it, but they didn't work as well as yours). The custom "bullets" are a great touch, and the on hit dance party sounds like a riot :lol:

 

For the broken Bandfill, would it look more unique if it were a "stun baton" and used those animations instead? It would be more like a musical taser, and you could probably still make it use the on hit dance animation :D

 

The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).

 

Thanks :D Well if you want to use them to update your mod, I don't see any problem.

 

That's actually how I had it originally, and even the separate baton baseitems entry is still there. The only problem was you couldn't wield anything in the off hand then so couldn't dual-wield them, which is the reason I changed it, but I agree I liked the looks better.

The only other thing I can think of, is to somehow have the PC use the Bith band animations for playing the 3 horn type instuments (but that's probably asking too much). I don't think that those animations are part of any super model (unique to the Bith model?).

 

Anyway, great work :thumbsup:

I've been thinking of this the whole time! You're correct that they're only on the Bith model, but that wouldn't be my problem, I just can't figure out if I can assign unique combat animations to one type of weapons, I can't find a link between baseitems and animations. If anybody knows this please let me know, and I can do this!

 

Thanks redrob41 :D

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So I've just been working on some more storylines/quests for the items to kinda integrate them more in the game, just figured I'd throw up some pics of my progress so far.

On Tatooine:

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I just kept going with this part, it's probably a bit overkill for just a mainly item mod :lol:

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Could this be connected to the "Twisted Rancor Trio", you know the band's holograms you find in the Lower City Apartments on Taris which band where supposed to perform for Davik?

I took this idea and made an extended story for the band, thanks again for the idea! Taris:

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Also, a few custom items I made just for fun and laughs :D

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I took this idea and made an extended story for the band, thanks again for the idea! Taris:

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Might I suggest replacing the flat "holograms" of the Twisted Rancor band members with models ordinarily used for holograms - such as when Admiral Dodonna speaks the Revan and crewmembers before boarding the Ebon Hawk?

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HAHAHAHA! You are seriously a genius. Is it just me, or does Jawa the Hutt have bugged-out eyes? Each screenshot had me grinning ear to ear.

Ha glad you enjoyed it.. It's cause he's a hologram in that shot, so you can see the whole eyeball back in his head lol, you can also see his tongue go down his throat sometimes.

Aerobith. :lol:

I thought of that all by myself, I was rather proud :D Lol

Might I suggest replacing the flat "holograms" of the Twisted Rancor band members with models ordinarily used for holograms - such as when Admiral Dodonna speaks the Revan and crewmembers before boarding the Ebon Hawk?

That would be possible.. The only complication is that k1 doesn't have a handy 'hologram' checkbox like TSL, so I'm reskinning all the holograms I do by hand and making new characters. I did do a bith, so I could fairly easily do that if I had an accurate human female model for the peoples.

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  • 3 weeks later...
Nice work, the musical bolts are really something else :D

Thanks! :D

 

Alright, so this is my issue, so I'm turning once again to all you wonderful forum people in hopes of a solution. For this same mod I have a script that fires at the beginning of entering the module "tat_m18aa" (Tatooine Dune Sea), so I stuck my custom "k_ptat18aa_enter.ncs" in the override which fires the renamed original, "k_ptat18aa_enter02.ncs".

 

Now, my problem is whenever I enter the area my custom script works fine, but firing the original resets everything to 'first time entry' conditions. For example in the Dunes, Marlena Venn shows up every time you enter and forces a conversation. I put in my script to destroy her if you've already talked to her, but also Tanis, the Sand People, the miners at the Sandcrawler, and the Gamorrean ambush are all reset and you can fire them all as if they'd never happened. Is there something simple I'm overlooking? Is this normal? I did the exact same method in the Anchorhead Cantina and it seemed to work fine..

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