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[KOTOR] Recruit Nara


Gorgod

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I'd be happy to help with anything that needs doing. I'm best a skinning and item building but I can do a few other things (admittedly poorly) as well

 

Haha, sure. Really all I am desperate for right is a hilt modeler and a female voice actor, since I have a robe skinner, voice actors, and beta testers. So if you can think of something that you'd like to do, PM it to me and I'll be sure to consider it.

 

Can i be a Dialogue Editor for you?

 

Sure, if you like to check for grammar and spelling. It's not necessarily for story telling, since I do all of that :p. I don't know if you might have gotten the wrong interpretation. I, myself, am a grammar freak, so like I said, it'd be nice to have, but I don't need it. Just send me a PM or whatever if you're interested.

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  • 2 weeks later...
Awesome! You're back! Alright well I have nothing to offer, but will this be compatible with other mods? Like BOS or Recruitable Kay?

 

Definitely BOS. I'll look into making it compatible with Recruitable Kay, although I'm not making any promises. There's going to be some issues with places like the "Leviathan" and "I'm Revan" conversation on the Ebon Hawk that I'll make compatible, although the smaller things aren't worth it.

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  • 4 months later...

Alright, starting this up again, although with TOR I doubt I'll be modding much, but I fixed some problems that kept me from continuing this project in the past so hopefully I can make some good progress. I'm still looking for voice actors and a lightsaber hilt modeler, too.

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  • 2 weeks later...

Hey all. Nara has been going along very smoothly. I've finished the entire pre-recruitment quest, so now I'm just working on fixing bugs and making the in-party dialogue quest. Here's a video just showing the first dialogue conversation. The dialogue could definitely use some touching up, but I can edit it later. (Also sorry about the lag, I had a lot of windows open so Fraps didn't record at its best.)

 

Head is courtesy of Snard, I have a hilt on the way by Ferc Kast, and custom robes are soon to come. PM me if you want to help out with something. Also, the party selection screen shows a white screen instead of the character in their little alignment stance. Does anyone know how to fix this?

 

(This BBCode requires its accompanying plugin to work properly.)

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Also, the party selection screen shows a white screen instead of the character in their little alignment stance. Does anyone know how to fix this?

 

Yes, you need a tga file named after your portrait-file...

 

Let me explain that:

 

Say, Bastila's portrait file is po_pbastila.tga.

Then po_pbastila3.tga would be the name for the light side appearance and po_pbastila3e.tga would be the name for the darkside appearance in the party selection screen. So just create a tga with an addition of 3 or 3e...

 

BTW: Great mod ;) Hope to see more of it... :)

 

Fastmaniac

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That's an awesome little scene there, but I feel like she wouldn't say "Of course, I'm glad to share my past with you," unless maybe this is consistent with her character and I'm just unaware.

 

Yeah, you're right. I was thinking about that earlier but I guess I just forgot to fix it or something.

 

Anyways, does anyone know why this is happening?

 

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Alright, so far so good. The only question I have left for now is how to handle the progression of the dialogue trees for Nara.

 

You know how in vanilla KOTOR you had to wait a while before you could talk to your party member? Like, you would complete one dialogue node and had to wait a few levels before you could continue the dialogue tree? That's what I'm trying to do.

 

I sort of have an idea of what it's supposed to look like thanks to Recruitable Kay's source scripts, but I'm mostly clueless. Could anyone provide a script for this?

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Unfortunately this would be a lot easier in K2 - you wouldn't even need to make your own scripts. But anyway, basically you need to apply a conditional script to each node to check the status of a global number. The conditional script should look something like this:

int StartingConditional() {

string sString = "GLOBAL_VARIABLE_NAME"
int iInt1 = #
int iInt2 = #

if(	GetGlobalNumber(sString) > iInt1 &&
GetGlobalNumber(sString) < iInt2 ){
return TRUE;
}
else return FALSE;

}

...or this:

int StartingConditional() {

string sString = "GLOBAL_VARIABLE_NAME"
int iInt = #

if(	GetGlobalNumber(sString) == iInt ){
return TRUE;
}
else return FALSE;

}

The first checks whether the global is between two numbers, while the second checks if it's exactly one number. Depends on what you need. You will need a separate script for every possible condition. Just change the numbers.

 

You can apply these to either Nara's dialogue or the player's responses, doesn't matter - just make you structure it so they all get a chance at being checked at some point during the game. And generally, the earliest available dialogue should be at the bottom and the latest at the top; this is done so that early dialogue can't accidentally appear again, although you shouldn't have this issue if you use the scripts carefully.

 

You also need a script to set the global number, but we already went over that, yes? To be safe, fire this later on in the conversation, such as when the party member tells you to ask again when you level up.

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  • 4 months later...

Hey guys, I'm back from a very long break of modding- for the fifth time. Recruit Nara is chugging along fairly well, I thought I'd give you guys a little update. Here's the second party dialogue. I won't spoil the entire plot line of course, but a few sneak peeks won't hurt. My dialogue is pretty bad so that spot for a committed dialogue editor is still open. I'm not gonna lie, the plot isn't the best either, so a plot editor or whatever would be nice. I'm also aware of the "rether" typo, I got it covered. I got the dialogue progression done too, I'm doing it by levels, and it works pretty well.

 

Hilt courtesy of the great Ferc Kast, it looks great.

 

(This BBCode requires its accompanying plugin to work properly.)

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