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Qui-Don Jorn

How would you like to recieve the "exile's saber" in HotOR?  

7 members have voted

  1. 1. How would you like to recieve the "exile's saber" in HotOR?

    • Same as before, from Atris with extra properties..
      3
    • Built on the workbench (for the normal LS Quest) WITH extra properties
      2
    • Built on workbench (for the normal LS Quest) WITHOUT extra properties
      2


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Ok, I really can't understand why I'm not getting this. Hope someone out there can tell me what's wrong with this script..

 

int StartingConditional() {
     object oVisas = GetObjectByTag("VisasMarr", 0);
     int nClass1 = CLASS_TYPE_JEDISENTINEL;
     if ((GetLevelByClass(nClass1, oVisas) >11 ) &&
       (GetDistanceBetween(GetFirstPC(), GetObjectByTag("workbench")) <= 10.0) &&
       (GetGlobalNumber("Saber_built_visas") == 0))
       {return 1;}
       else {return 0;}

}

 

 

 

OR if they know how I can at least check for level being at least 12 and having a workbench nearby..there is a game scipt for just such a thing, which is c_obj_nearby.ncs, which Ive tried to combine into this..another paranthesis after "if"..??

 

 

I dunno I've tried a bunch of stuff..had it at one point ,..then I don't remember what I did.

 

 

 

edit: I think this is a good idear(having all the party members build their sabers at a workbench..though it wont work for Visas, Disciple or Handmaiden..but it does for Atton and Mira,.(Bao-Dur has his own special saber building part)..

So, Im not going to worry about it..fix it back to the way it was and leave it.

 

The other thing is I've ultimately decided Im not going to change the way you get the exiles saber. it will remain as it is, a) because it doesn't make much sense to build that hilt on the workbench, and b) i just want to finish this thing and be done with it.

Time to switch gears completely and finish with the ROR saber stuff.

 

-Jorn

 

edit again: hey ok, it does work for HM, so there's something I'm not doing properly..will keep trying so it can be done with Disciple, and Visas, but I may just end up restricting her saber building to the Ebon Hawk..

unless I can set up waypoint for tyhem both to walk to the workbench, maybe. that'd be kinda cool too.

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  • 2 weeks later...
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So, a few weeks ago I decided I was going to compile my default replacement hilts together in one super awesome mega-pack, so I could fix what needed to be fixed and tweak the textures some more..and generally make the default replacements better overall.

I've also been remaking all the saber icons for replacement sabers and HotOR with a new background style..which I think looks really cool. It looks like this..

 

picture.php?albumid=677&pictureid=8481

 

 

Then, just tonite I spent a little while tweaking the red default single bladed hilt..you may not notice the difference right away but it's there..and this was tweaked after I released it (so this is second time)

 

before

picture.php?albumid=677&pictureid=8483

 

 

after

picture.php?albumid=677&pictureid=8482

 

I remodeled the green single already so it matches the double better. It seems more like a Consulars saber to me now..

 

I'm also planning to remodel the turquoise, the purple(more like Mace Windu's)

and the orange and yellow single bladed, also the copper double, the blue double and silver single and double bladed.

So during a small break from the ROR sabers, I'll be working on these.

HotOR is pretty much ready, but Im just waiting on RCM 1.8 to come out so I can fix everything again.

 

 

Cheers!

-QDJ

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Quick lil update...I wasn't able to make all the party npcs in HotOR to build their sabers at workbenches, though I think its a little more realistic, its just an undoable thing with someone of my lack of scripting skill. I am pretty bummed about it actually..just another thing I wanted to do but can't for lack of knowledge. Perhaps I should give myself more time to learn and figure those things out..

But - It does seem to work for Mira and Mira alone. Don't know why this is, but whatever, right? For now, I've basically restricted saber building to the Ebon Hawk for the CNPC's

All my default replacement sabers are finished with the exception of the silver double. which I think I can get to tommorrow. I'll probably release that mod this coming week.

So, I'm clearing this stuff out of the way for finishing up the rest of the ROR sabers..which I planned on starting this week. I know Logan will be happy bout that..:)

 

Then, I plan on doing a fresh install of TSLRCM and HotOR and playing through a few more times to further refine the latter. RCM 1.8 is still a ways off I think..

Oh, I wanted to mention as well, Dak Drexl has generously donated his excellent reskins for Nihilus and Kreia, which is a very welcomed addition. I'm honored to include these in the mod.

 

Thanks er'body

-QDJ

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Thanks again Cap'n..:)

 

I *have* released a Beta version of HotOR 1.6, and to those 5 people that had downloaded it..there are 2 saber uti files that weren't right..Attons to be specific.

here is the fix for it..all it was is that i had the wrong bonus feat in, which I thought I had fixed,..but no,..Atton's saber should now work as a personal cloaking shield.

 

Here you go.

Atton Saber uti fix

 

 

 

AAAHHHAAGH!! STOP!! :eek: stop downloading it! Just found another bug!

 

Im taking it down..Its not ready yet!

Sorry to those *6* people that downloaded it..

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  • 2 weeks later...

Well, I decided to restore the Dustil Onasi conversation in Ludo Kressh's tomb..since I was already using that mod file anyway, I decided to try and go all out.

I dont have any pics as of yet -as today was the first day of messing with it,..but so far I have him spawning, walking up to you and starting the dlg. I did the VO's myself...anyone out there want to give Dustil Onasi's voice a shot? :) I put some gated reverb on them because Im treating him as a ...um, ghost? apparition, whatever. idk, should he be dead? I imagined so.

Anyway,..I'm having this ridiculous problem *now* that p_kreiaevil001.utc won't hold her red saber model..dont know when that started but it's pissing me off. So I just put a default red hilt in her hand and it works. I may have to script it in somehow..

But yeah,..I'll have some more pics to share this week sometime.

Also, I really don't think this version of HotOR is getting uploaded to Deadly, too big now. :(

Anyhoo, cheers!

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**QDJ Pumps Fist In Victory**

Finally got DeNCS to work!!! I am so happy I might explode!

I had removed it awhile back because it wasn't working, but I just decided to try it again this morning and blamo! It works! :D

This means 2 things..

a) I am now a completely self sufficient modder and..

b) I dont have to bug Stoney for scripts anymore! Wooo!

 

 

In other news, I spent the last 3 nights doing the Dustil Restoration thing..

and am finished...

 

sorry if the pics are too dark, I thought I had that taken care of..

 

picture.php?albumid=689&pictureid=8565

 

picture.php?albumid=689&pictureid=8566

 

picture.php?albumid=689&pictureid=8567

 

picture.php?albumid=689&pictureid=8568

 

picture.php?albumid=689&pictureid=8569

 

picture.php?albumid=689&pictureid=8570

 

I tailored the global.jrl to suit my restoration better. Now I just hope the TSLRCM guys didn't plan on doing the same thing.

 

More to cometh.....

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  • 3 weeks later...

i have an animation scripting question for anyone who can help..

 

where do you find the number for the corresponding animation?

as in, ANIMATION_LOOPING_SIT_AND_MEDITATE would be what number?

ANIMATION_LOOPING_MEDITATE is #3..so how do I find them if the row labels in animations.2da aren't the corresponding ones?

 

what i was wanting to do was have my npc walk to a waypoint, play a fighting animation, pause for a second then move to another waypoint, etc etc, like he was practicing his saber moves on the Ebon Hawk..

but I have no idea how to assign the animations..

what i have is this..

AssignCommand(oIacen, ActionPlayAnimation(98, 1.0, 3.0));

 

but i dont know how to do the animation part..i looked in the combat animations.2da but those row label numbers arent the same..

 

anyone know what im talking about?

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  • 4 weeks later...

Ok, well its coming ...this week I think. As well as a few other mods I cooked up right fast.

 

Playable Uthar head, RandomSabers 6pack 2.0, and HotOR1.6, as well as an update for default replacement hilts megapack...which really only fixes the size issue of the blue double-bladed and all the blade textures were remade from scratch.

 

picture.php?albumid=689&pictureid=8682

 

picture.php?albumid=689&pictureid=8681

 

picture.php?albumid=791&pictureid=8679

 

picture.php?albumid=792&pictureid=8696

 

picture.php?albumid=792&pictureid=8693

 

picture.php?albumid=792&pictureid=8694

 

picture.php?albumid=689&pictureid=8570

 

Deadman's MasterRobes Mod is now included in HotOR, as well as Darkus' Armored Robes, and Dak Drexl's reskins where applicable.

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Excited for Iacen! ;)

 

You and me both brother..

 

Oh and hey everybody, I did redo the portraits for the Uthar head again. DeathRay was right..I just got tired of working on it and rushed through the first time.

They look MUCH better now.

 

picture.php?albumid=689&pictureid=8685

 

And after dinner Im going to start working on getting everything uploaded.

HotOR is released. :D

 

-Jorn

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