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View Full Version : Whereami Armband v.2.0.6 + coordinates extractor, object lister, door opener


Darth333
02-13-2005, 08:39 AM
(update 24-Jul-07)
v2.0.6 Incorporates improvement from glovemaster to show XOrientation and YOrientation (rather than simply Orientation). This should prove more useful for those doing module editing. details in this thread (http://www.lucasforums.com/showthread.php?t=180701)


Given that the cheat console in TSL is invisible, the whereami cheat cannot be used. This armband will allow you to get the coordinates of your main PC and make new areas. Also with fb.exe you have the possibility possibility to output the "whereami" coordinates printed in your "Message logs" to a .txt file so there is no more need for pen and paper.

Very useful for making mods such as new areas, spawning npcs, placeables, etc. (if you don;t make mods, this armband will be pretty useless to you unless you are a passionate of geography)

Huge thanks to Beancounter for pointing out the FloatToString function which allows printing the coordinates. Thanks to him, new areas in TSL are now possible.

Download here: http://www.starwarsknights.com/tools.php#ae

How to use:

1. to get the armband, use the following cheat code:
giveitem d3_location

2. Then go to your equip screen and equip the WHEREAMI ARMBAND

3. Activate at the location you want to get the coordinates. It will also tell you the tags and distances of the nearest Creature, Placeable, Trigger, Waypoint, and Door (which you choose to open if you like).

4. Go to your Messages screen and click on "Message logs"

5. The coordinates will appear in the feedback screen

6. Save you game

7. Launch fb.exe by double clicking on it and select your savegame, located by default in:
C:\Program Files\LucasArts\SWKotOR2\Saves
and select the directory to which you want to output the txt file with the coordinates.

Screenshot (http://img.photobucket.com/albums/v144/Darth333/wheream.jpg)

==============================================
INSTALLATION:
==============================================

1. Create a new folder called Override in your C:\Program Files\LucasArts\SWKotOR2 directory.

2. Extract the files following files to your override folder:

- d3_getloc.dlg
- d3_location.ncs
- d3_location.uti
- d3_nearest.ncs
- d3_opendoor.ncs
- spells.2da

The source code (.nss) files has been included.

3. Extract fb.exe to any location on your hard drive

==============================================
INSTALLATION (no dialog):
==============================================
This installation method will suppress the dialog and print the information directly to your Feedback screen. This may be preferable is Orientation/Bearing is critical to you since the dialog camera sometimes affects these values. The drawback from this installation is that you will not be able to force open doors.

1. Create a new folder called Override in your C:\Program Files\LucasArts\SWKotOR2 directory.

2. Extract the files following files to your override folder:

- d3_getlocation.ncs
- d3_location.uti
- spells.2da (Note that this mod will be incompatible with any other mod using the spells.2da file.

The source code (.nss) files has been included.)


3. Extract fb.exe to any location on your hard drive

=======================================
Compatibility issues:

Note that this mod will be incompatible with any other mod using the spells.2da file: If you want to make it compatible with other mods using the spells.2da files, just copy line 282 of spells.2da and paste it to a new row. Then open d3_location.uti and go to:

PropertiesList ->Subtype and enter the new row number.

Uninstall:
Delete the files from your overide directory

Darth Stryke
02-13-2005, 08:47 AM
Great! I knew you guys would figure this out. Well done! :D

Boba Rhett
02-13-2005, 09:50 AM
You people are just the best little pack of innovative problem solvers this side of the internet. Great job. :D

Drazin
02-13-2005, 09:53 AM
They are quite amazing.
A skill I believe I will never possess, even in the smallest capacity. Code and stuff is greek to me.
So all the people that make mods and models have tons of respect from me.

Darth Smaug
02-13-2005, 10:41 AM
What can i say? Great!:D

Darth333
02-13-2005, 10:42 AM
Originally posted by Drazin
They are quite amazing.
A skill I believe I will never possess, even in the smallest capacity. Code and stuff is greek to me.
So all the people that make mods and models have tons of respect from me.
Drazin:

I didn't know anything about modding when Kotor 1 came out. I was really a total n00b and it was even worse than greek: it was chinese to me (no offense to possible Chinese people on these boards: I speak quite a few languages but I don't understand chinese at all). Just try and you'll see: it's not difficult ;) ...and from what I can see from the sigs you make, you could make great reskins!

Mav
02-13-2005, 11:13 AM
(no offense to possible Chinese people on these boards: I speak quite a few languages but I don't understand chinese at all)

None Taken :D, great mod Darth333, I will most likely find this very helpful... wink wink, or it could just be wishful thinking on my part.

Drazin
02-13-2005, 11:57 AM
I'd try, I mean I learned to Photoshop through trial and error. But I wouldnt even know where to start. What programs do ya'll use to make these Saber hilts and stuff? I could do it in Photoshop for the look, but an actual 3D model? Thats beyond me. 3dsmax I hear tossed around alot, but isnt that like a couple thousand dollars?

Anyways,
The code stuff I know I can't do. But modelling, I might be good at if I had the right software. *Shrug* I'll just leave it in your capable hands. And continue to be amazed.

Boba Rhett
02-13-2005, 12:00 PM
Gmax is free and it can be used, can it not?

aluuannn
02-13-2005, 12:06 PM
Very useful for making mods such as area making

what does this mean really? i thought we could make areas without this...am I missing somthing?

Darth333
02-13-2005, 01:26 PM
Originally posted by aluuannn
what does this mean really? i thought we could make areas without this...am I missing somthing?
When you make a new area or when you want to place a placeable or a npc somewhere in the game, you have to get the coordinates of the location of where you want to spawn them. In KotOR 1 we could use the whereami cheat and it would give us the coordinates. Once you have those coordinates, you can put them in a script or in the .git file.

However, in Kotor 2, the cheat console is invisible and we cannot get those coordinates when we type the whereami cheat code. This armband replaces the whereami cheat and prints the coordinates in the message logs :)

Dak Vesser
02-13-2005, 01:42 PM
To Darth333: Ya know? I was thinking that -Maybe- there might be away to get the WhereAmI message to pop up like a Datapad from a first time pickup.

It must be a script researved somewhere that tells the game to activate the Data message when it's picked up from a drop. If that is infact a script, then it might be possible to some how incorperate it into your WhereAmI mod. So instead of looking for it in the Dialogue list, it would be right up front in the game..

Just a crazy Idea...;)

RedHawke
02-13-2005, 05:06 PM
Thank you Darth333!!! :D ... And thank you beancounter!!!

:worship:

Originally posted by aluuannn
what does this mean really? i thought we could make areas without this...am I missing somthing?
The 'whereami' code is not only vital to making new areas it is the proverbial key!

Plus what Darth333 said too! ;)

RedHawke
02-13-2005, 08:45 PM
Got a problem Darth333,

I can get the armband and when I use it, I get the on screen message, the combat area shows me activating the armband, but nothing comes up in my messages area... no coordinates? :confused:

Edit: Added the part in Italics.

Edit II: I just tried to start a new game and still no go?

Darth333
02-13-2005, 09:21 PM
ok I uploaded a new package as you would have run into trouble anyways: I had forgotten to set up the charges to illimitate :rolleyes:

I tested the new version and it works fine for me.


Let me know how it turns out.

RedHawke
02-13-2005, 09:37 PM
Works like a charm! :D

Thanks! ;)

Dak Vesser
02-13-2005, 11:07 PM
Originally posted by Darth333
ok I uploaded a new package as you would have run into trouble anyways: I had forgotten to set up the charges to illimitate :rolleyes:

I tested the new version and it works fine for me.


Let me know how it turns out.


I just downloaded and tested, and it works perfect on the Xbox too. That's awsome because now, I no longer have to look at the .git file to borrow the all coordenents from the corpses anymore..

Yay!!

Oh yeah, Thanks for adding all the Source scripts to your whereami mod so that way I can add it in to only one spells.2da, for all Armband mods I download or create..

Thankyou Darth333 <----- Everybody thank her!!!

Darkkender
02-14-2005, 08:29 AM
Hey Darth333, would you be able to modify this wonderful tool to provide the name of the module you are in when it prints as well? This might be helpful. Unless of course you are working on a warping/spawning armband for TSL release anyday now in which case if you incorporated this into the armband that would be even better especially if in the armband you had the module file name right next to the module description.

Beyond that a big, "Thank You" goes out to you for this.

Leviathan
02-14-2005, 08:42 AM
It disturbs me to use an utility, like this (great :D) armband, in Star Wars : KotOR II because it does not have any protective or offensive effect. :rolleyes:
So, I wonder whether the script associated with this item can be run by pressing any key. :confused:
Thanks ! ;)

Darth333
02-14-2005, 08:44 AM
I don't think I'll incorporate this armband with the warping armband. However, I could release a package with the two armbands: one for warping and one for getting the coordinates.

The main reason is that I want the "Whereami" amrband to be easy and quick to use. Entering into a dialogue each time you activate the armband to get the coordinates would be annoying. I'll see hwat I can do for the rest (I don't have nwscript with me right now).

Edit: sorry Leviathan but that's not possible.

Darkkender
02-14-2005, 08:56 AM
Originally posted by Darth333
I don't think I'll incorporate this armband with the warping armband. However, I could release a package with the two armbands: one for warping and one for getting the coordinates.

The main reason is that I want the "Whereami" amrband to be easy and quick to use. Entering into a dialogue each time you activate the armband to get the coordinates would be annoying. I'll see hwat I can do for the rest (I don't have nwscript with me right now).

Edit: sorry Leviathan but that's not possible.

Thanks that would be great. That had actually donned on me but I figured to throw it out there just incase as a tertiary feature to the armband or more as a question in case you had planned something like that.

I suppose you can make it the modders toolkit and have it able to be picked up in the medlab on peragus so we don't have to cheat to get the 2 or more item tools we will need to mod like madmen, women, & "Evil Darth Moderator types" on fire.:p

Leviathan
02-14-2005, 09:07 AM
Edit: sorry Leviathan but that's not possible.
That's not a real problem... :)
Thanks again !... :D

Darth333
02-14-2005, 03:55 PM
New version uploaded! New feature

Good thing Obsidian made an invisible whereami cheat...we can now have the orientation too :D

screenshot (http://img.photobucket.com/albums/v608/D333/Whereami1.jpg)

RedHawke
02-14-2005, 06:02 PM
^^^^
Very nice Darth333! :D

Mav
02-14-2005, 08:06 PM
Darth333 are you going to make a version that is compatible with your floating saber force power?

RedHawke
02-14-2005, 08:23 PM
Originally posted by maverick187
Darth333 are you going to make a version that is compatible with your floating saber force power?
Just add the last line on the Whereami armbands spells.2da to the spells.2da of the floating LS Mod (The new line should be 285)...

Then, with a GFF Editor, just edit the d3_location.uti and adjust the attributes property number to 285 and save it. :D

Darth333
02-14-2005, 08:29 PM
Originally posted by maverick187
Darth333 are you going to make a version that is compatible with your floating saber force power?
I thought of making one but since this is a utility armband I thought it was not necessary: when I create a new mod, I always send all the stuff I have in my override folder into another folder and I work only with what I need. You don't need to edit any script to make it compatible. Just look at the readme:
If you want to make it compatible with other mods using the spells.2da files, just copy line 282 of spells.2da and paste it to a new row. Then open d3_location.uti and go to:
PropertiesList ->Subtype and enter the new row number.

However, If people want a compatible version, I can make one tomorrow :)

Darkkender
02-14-2005, 10:07 PM
I don't need it to be compatible with other spells.2da files.

But I would love it if it said which module I'm in.:p

Darth333
02-14-2005, 10:46 PM
New update!
==============================================

thanks to tk102, you now have the possibility to output the "whereami" coordinates printed in your "Message logs" with the Armband to a .txt file :)

Download: check the fist post.

and Darkkender: will do along a couple extras but not tonight, it's 2 am

Darkkender
02-14-2005, 11:03 PM
Originally posted by Darth333

and Darkkender: will do along a couple extras but not tonight, it's 2 am

ISOK I've nearly got 12am I can hold my DL finger for a day or 2.:D I'll try to invent a way to say thank you for all the hard work you are putting into this.

Xcom
02-18-2005, 12:36 PM
Erm, a question.

Why does it print coordinates in player's log and not directly in the dialog window?

tk102
02-18-2005, 12:54 PM
Only spoken dialog appears in that window. The SendMessageToPC (http://www.lucasforums.com/showthread.php?s=&threadid=125847) function generates Feedback. It's a nice easy-to-use function.

In theory it would be possible to also call a dialog with a single Entry and pass the location parameters as custom tokens or some such thing. But you would also have to spawn an invisible placeable which would then "speak" to you the location parameters. Then you'd call DestroyObject on the placeable when done.

So, it was just easier the other way. :p

Darth333
02-18-2005, 01:01 PM
I also think it fits better in the feeback screen than the dialogue screen but that's just me :)

Xcom
02-18-2005, 01:20 PM
Originally posted by tk102
But you would also have to spawn an invisible placeable which would then "speak" to you the location parameters. Then you'd call DestroyObject on the placeable when done.



Ok, you lost me. :o
My modding skills are somewhat lacking, but... as far as I could tell, the mod already calls a one line dialog (to start a script) and it says .. "Printing" or something. Why do you need extra placeable? Token will work nicely.

I also think it fits better in the feeback screen than the dialogue screen but that's just me.

Why not both? ;)

Shimaon
02-18-2005, 01:22 PM
Many thanks for this mod. I finished my first added placeable last night.
^^

Darkkender
02-18-2005, 09:50 PM
Originally posted by Xcom
Ok, you lost me. :o
My modding skills are somewhat lacking, but... as far as I could tell, the mod already calls a one line dialog (to start a script) and it says .. "Printing" or something. Why do you need extra placeable? Token will work nicely.



Why not both? ;)

The dialog that pops saying printing is a predefined dialog within the script itself much like a print screen option in most word processors. The placeable is needed in order to actually host and load the actual dialogue that would display on the screen.

GotGoose?
02-19-2005, 06:10 AM
Hey, I have a question.

How do you enable an item to be "used" and execute a script.

If I knew how to do that, I could call up the workbench from an armband.

StormTrooper789
02-19-2005, 06:36 AM
Is there any way that an armband that is just able to get orientation to be made for KOTOR I? The 'whereami' cheat on KOTOR I only gives you XYZ. :(

Darth333
02-19-2005, 07:49 AM
Originally posted by GotGoose?
Hey, I have a question.

How do you enable an item to be "used" and execute a script.

If I knew how to do that, I could call up the workbench from an armband.
Since .uti files do not have a script field, you have to use spells.2da and initiate a conversation with the PC that fires when the armband is used.

Originally posted by StormTrooper789
Is there any way that an armband that is just able to get orientation to be made for KOTOR I? The 'whereami' cheat on KOTOR I only gives you XYZ. :(
Sure, will do :) but wouldn't you prefer to get all the coordinates so that you can extract them and then simply paste them into the .git file?

BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request.

StormTrooper789
02-19-2005, 09:23 AM
Originally posted by Darth333
Since .uti files do not have a script field, you have to use spells.2da and initiate a conversation with the PC that fires when the armband is used.


Sure, will do :) but wouldn't you prefer to get all the coordinates so that you can extract them and then simply paste them into the .git file?

BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request.

Yes, yes I would. :)
I dont have TSL yet so I'm just playing with KOTOR I.

Darkkender
02-20-2005, 06:21 AM
Originally posted by Darth333

BTW I uploaded a new version of the armband that gives the name of the module, as per Darkkender's request.

:emodanc: :emodanc: :emodanc:
Thank you, Thank you, Thank You.
[Plant's Big Kiss on Darth333's Cheek]MMMMWWWAHH[/Plant's Big Kiss on Darth333's Cheek] then runs off to DL the update.

damacles
02-21-2005, 02:13 AM
Hey, quick question/request.

I am trying to use the armband on the HK factory level, well the save only allows HK and no one else, I can summon the armband fine but it will not allow me to equip it on him. Is there anyway you can edit it so HK can use it please? There are only two exits on that level, one to the main HK factory and the other back up to the Telos base.

Thanks.

Darth333
02-21-2005, 05:03 AM
Originally posted by damacles
Hey, quick question/request.

I am trying to use the armband on the HK factory level, well the save only allows HK and no one else, I can summon the armband fine but it will not allow me to equip it on him. Is there anyway you can edit it so HK can use it please? There are only two exits on that level, one to the main HK factory and the other back up to the Telos base.

Thanks.
Nn PC...you could simply warp there with your main PC :D On xbox, easiest way would be to use a droid shield instead of an armband. That takes a few minutes to do. Unfortunately, I don't have my game with me right now and I'll be away from the boards until Thursday due to a business trip.

Keiko
02-21-2005, 06:29 AM
Darth333, when is your warp band gonna be out?:D

Darth333
02-21-2005, 06:51 AM
Originally posted by DarthSmallz
Darth333, when is your warp band gonna be out?:D
Check this thread: http://www.lucasforums.com/showthread.php?s=&threadid=144656

Keiko
02-21-2005, 06:59 AM
ohhhhhh! Sorry:p

micah
03-06-2005, 10:40 PM
can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!

Xcom
03-06-2005, 11:26 PM
Originally posted by micah
can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!

since you obviously already have the whereami band, get this little patch for it:
d3_location_opendoor.zip (http://www.matrixrain.com/kotor/d3_location_opendoor.zip)

replace d3_location.ncs with the file in the zip. Now, go to the door (close) and use the band. It should open.

(hope Darth333 doesn't mind :) )

Darkkender
03-06-2005, 11:30 PM
Originally posted by micah
can someone tell me how use the coordinates obtained in the warp cheat code. I encountered a glitch and i need to get past a locked door. so i figure i can guestimate the cooridinates i want. i just need to know how to type it. pleez help i dont want to restart the game!

check your PM's for my PMed reply to the same question. It should be very helpful.

micah
03-07-2005, 12:26 AM
Thak you all so much for your help. Your very talented to make thant transpotation patch. Im so happy i dont have to start over.
that was such a fast response too, thnx again!

sketch42
03-07-2005, 03:59 PM
Darth333 thank you for making this... but just one question though.. well maybe more than one :p

when i open a git file it shows a few things for orientation
http://www.imagemonster.org/getimg/gitfile.gif
one is for x orientation and one for Y Orientation... but your armband only shows one field for orientation is this x or y ... and if its for just one can you make it where itll show you both?

Darth333
03-07-2005, 07:56 PM
My armband will give you the XOrientation. I never really bothered with the YOrientation as this value rarely changes when you look at the exiting .git files...and honestly, I don't really know what it visually changes in the game, especially for creatures :confused: Perhaps someone who has played with this value can tell us...

sketch42
03-07-2005, 08:23 PM
does the position you get work with the direction you are facing when you activate the armband?

Darth333
03-07-2005, 08:37 PM
Originally posted by sketch42
does the position you get work with the direction you are facing when you activate the armband?
Yes, the relevant extract of the code is:float GetOrientation= GetFacing(OBJECT_SELF);

Darth333
03-08-2005, 09:40 PM
New version uploaded! v. 2.0.2

The script has been modified to convert degrees in radians so that you will now be able to get the bearing in the output and not just the orientation in degrees. This will facilitate the positioning of placeables in the .git file.

Sample output:

Beginning whereami output:
Module: 601dan
> 365.64645
> 138.08188
> 6.70874
> Orientation: 106.80502
> Bearing: 1.86410

End of whereami output


Download link is in the first post (or just click the banner at the top of these forums).

Darkkender
03-08-2005, 11:02 PM
Thank you for this Darth333. It is always nice to see add on features to even the mildest of modding tools.

RedHawke
03-09-2005, 02:09 AM
Sweet, thanks Darth333! :D

This should make Module making much easier. :)

sketch42
03-12-2005, 03:39 AM
is it possible to get the armband to display the last script fired??

please say yes........ please say yes.......... please say yes

Darth333
03-12-2005, 08:56 AM
Originally posted by sketch42
is it possible to get the armband to display the last script fired??

please say yes........ please say yes.......... please say yes
There is no way to display a script "as is" but you can insert debugging functions in your script (you don't need the armband for this). Check this thread: http://www.lucasforums.com/showthread.php?s=&threadid=125847

tk102
04-25-2005, 02:54 PM
Hello,

With the permission of Darth333, I've updated this armband's dialog. It will now also tell you the tag and distance of the nearest Creature, Placeable, Trigger, Waypoint, and Door. You can then choose to force open the nearest door.

These appear in normal dialog, not in the Feedback screen. (To make them appear in the feedback screen, uncomment the commented sections in d3_getloc.nss and recompile.)

Darth333
04-25-2005, 03:11 PM
Thanks for that useful update and for uploading it at SWK.com :) (edit: and for changing the title of this thread :D )

Now I've got to find some time to use the armband :rolleyes:

Mav
04-26-2005, 02:20 AM
I for one think that this is a really useful edit for an already fantastic mod, great job tk102 and Darth333 :thumbsup:

Keiko
04-26-2005, 09:03 PM
Yeah thanks guys! (Guy) And Darth333 (girl):p

tk102
05-09-2005, 01:31 AM
An infuriated T7Nowhere informed me of an issue with v2.0.3's Orientation/Bearing readout. Steam spouted from his ears as he explained that these readings seemed to be affected by the initiation of the extended dialog.

As a workaround, I've updated the scripts so that nearest objects are written immediately to the Feedback screen. I've also added instructions on how to install this mod without any dialog at all. (This latter method quenched T7Nowhere's fiery wroth.)

Darkkender
05-09-2005, 02:58 AM
Originally posted by tk102
An infuriated T7Nowhere informed me of an issue with v2.0.3's Orientation/Bearing readout. Steam spouted from his ears as he explained that these readings seemed to be affected by the initiation of the extended dialog.

As a workaround, I've updated the scripts so that nearest objects are written immediately to the Feedback screen. I've also added instructions on how to install this mod without any dialog at all. (This latter method quenched T7Nowhere's fiery wroth.)

wroth? Do you mean wrath?

Thank you for the fix though TK. I would think it might be hard seeing steam come out of T7's ears with that helmet on though. By the way has anybody noticed how T7 looks like Mandalore?:p
Edit tk102: Um Yes, wrath. T7 scared my noun into an adjective.

Keiko
05-09-2005, 10:51 AM
Man, there has been so many good modz out there, and this one deservies a 10!!!!:)

Darth333
08-01-2005, 10:21 PM
The armband has been updated to fix a bug that would prevent the bearing and orientation to display correctly (more details in this thread: http://www.lucasforums.com/showthread.php?t=150339 )

I just fusionned the script that gets the coordinates and the script that fires the .dlg together.

Download: http://www.starwarsknights.com/tools.php#ae

tk102
08-02-2005, 03:11 AM
:bluidea: What a simple fix! :doh:

T7nowhere
08-02-2005, 04:10 AM
Thanks :)

The Source
08-02-2005, 01:42 PM
When I created 'DAP: I', I drew out levels, and set up coordinates. The Whereami Armband works like a charm. Thanks Darth333Lady. Yes! I did not know this existed untill I saw the thread.. lol... I am so slow some times... lol... :)

All hail Darth333 the :queen queen.

TheOssusKeeper
08-03-2005, 09:04 AM
Kudos Darth333... :thumbs1:

The Source
10-06-2005, 04:10 PM
I don't know if someone has mentioned this, but when I use the "Where Am I Band', my character records the orientation or bearing from the oposite direction. I was wondering if this was fixed, or if this is something new?

Either way! I still think this is one of the coolest utilities made!

Darth333
10-06-2005, 04:29 PM
Are you using the last version? (v. 2.0.5) It should give you the direction in which your pc is facing. Otherwise, I'll double check it but it works fine for me.

The Source
12-28-2005, 12:09 PM
I checked your first post of this thread, and I didn't see any indication. Is there a 'Whereami' band for KotOR I?

Darth333
12-28-2005, 12:58 PM
No but I can make one :D Check back tomorrow!

The Source
01-05-2006, 05:20 PM
Hello! I was wondering if you released a KotOR I version yet? :) hehehe...

Darth333
01-05-2006, 05:47 PM
I made it but didn't tested it yet. I am using the TSL patcher this time :) It should be up in a few days.

The Source
01-05-2006, 05:50 PM
I made it but didn't tested it yet. I am using the TSL patcher this time :) It should be up in a few days.
:thumbsup: Cool! :)

Doc Valentine
03-05-2006, 03:17 PM
I have a problem with the armband. I have the latest version and all of that but the bearing is off. When I set the bearing of a placeable like a computer according to the armband, when in game the placeable is always 90 degrees to the right of where my character was facing.

Any idea on what i might be doing wrong?

-Gsccc

stoffe
03-05-2006, 04:53 PM
I have a problem with the armband. I have the latest version and all of that but the bearing is off. When I set the bearing of a placeable like a computer according to the armband, when in game the placeable is always 90 degrees to the right of where my character was facing.

Any idea on what i might be doing wrong?


It seems like the output from the whereami armband doesn't match up for all areas/modules for some reason. I had the same problem when I converted the Nar Shaddaa vents into an arena module.

In that particular case at least, this formula seemed to produce the desired Bearing results:

Bearing = (Angle - 90.0) * (PI / 180.0)

...where Bearing is the value put in the placeable entry in the GIT file, and Angle is the corresponding 0-360 degree value (as used by the NWScript GetFacing/SetFacing functions).

I won't guarantee it works in your case, but it might be worth a try. :)

Doc Valentine
03-05-2006, 09:53 PM
Well its not that much of a problem, all i really have to do is pick the spot I want, and then face my character 90 degrees to the left of where i want the object facing.

-Gsccc

tk102
03-05-2006, 10:01 PM
It seems like the output from the whereami armband doesn't match up for all areas/modules for some reason. I had the same problem when I converted the Nar Shaddaa vents into an arena module.

In that particular case at least, this formula seemed to produce the desired Bearing results:
Bearing = (Angle - 90.0) * (PI / 180.0)
Well its not that much of a problem, all i really have to do is pick the spot I want, and then face my character 90 degrees to the left of where i want the object facing.

Does the armband give the correct bearing for some areas/modules? If not, the script could easily be fixed as stoffe -mkb- suggested.

Darth333
03-06-2006, 02:45 PM
It doesn't seem to occur in every module...

I used the armband without any problems for the Trayus core and in the Dxun jungle module but I remember having a similar issue with the area editor included in Kotor tool in the Telos academy module.

I'll try to look into this.


Edit: what module are you working on Gsccc?

The Source
03-06-2006, 07:05 PM
Hey Darth333,

I was wondering if you had success in creating the "Whereami' Band for KotOR I?

Doc Valentine
03-06-2006, 08:49 PM
Darth333, I was in the ebon hawk. It could also be that the placeables were just made in different directions, did you use the same placeable for each instance?

-Gsccc

Burned out
07-26-2006, 10:04 AM
Sorry for bumping this, but I'm having a problem. I installed the whereami-armband as you once told me, by editing the spells.2da file with KotOR tool. Well, i have TSL Hak Pad mod installed, and now when I try to launch the Hak Pad, it uses Whereami armband instead. So I want to uninstall the whereami armband. How do I do this, because i have edited the spells.2da (Added the armbands row to it, as you told me to do here (http://lucasforums.com/showthread.php?t=157201).)

So, how do I uninstall it? Please, someone help. :)

ChAiNz.2da
07-26-2006, 10:11 AM
Did you install the Hak Pad after the Wherami Armband? Or did you overwrite your existing spells.2da with the Wherami Armband's?

The Hak Pad should've just appended the spells.2da so that this kind of problem didn't happen..

However, rather than uninstall, it might be easier for you to go into the Hak Pad .uti file and change the "activate spell" to the proper line listed in the spells.2da.. (this option won't be available however if you overwrote the spells.2da)

Burned out
07-26-2006, 10:21 AM
Umm.. It's like three months when i installed the Whereami band, and i can use the hak pad from the Defender's wrist consoles "Integrated MODs" option. (God bless you, Defender :))

Anyways, I think i installed the Whereami band later. Not sure, but that's what I think. And yes, i did NOT overwrite the spells.2da. I edited it with KotOR tool as Darth333 told me. Well, I try what you told. (And I downloaded the fix from Hak Pad topic, but it didn't fix it.)

And Chainz, what actually IS the proper line? :O

And how do I edit the .uti file :o. Yeah, I'm starter..

ChAiNz.2da
07-26-2006, 10:29 AM
(And I downloaded the fix from Hak Pad topic, but it didn't fix it.)

And Chainz, what actually IS the proper line? :O
yah, the fix for the Hak Pad will only work if both the mods are working. It's not an "install" type of fix..

The Hak Pad doesn't have a proper line.. that's the point of the Patcher. The line is dynamic (changing) depending at what point it was installed and whatever mods were installed prior to the Hak Pad install.

But from the sounds of your problem.. the Wherami Armband edit was using the same line value as the Hak Pad was. Since your edit "may" have overwrote the Hak Pad's line (or replaced it rather).. you'll need to check your spells.2da.

If there is no listing for Hak Pad.. then re-install my mod (delete the hak_pad.uti before re-install)...

If there is an entry for Hak Pad.. make sure it's not using the same line number value of the Wherami Armband.. if it is.. change the Hak Pad to a higher number, then re-edit the hak_pad.uti's properties to "activate" the new line number you gave Hak Pad :)

Burned out
07-26-2006, 10:34 AM
Thanks, ChAiNz, there really wasn't line of Hak Pad. But I have the Booster pack 2 installed too, so what do I do then? Just as you told but install the booster pack too? (Of course normal hak pad first..)

EDIT: Oh, I think I got it. I try now :).

RE-EDIT:
Thank you EVER so much ChAiNz! It works fine now :). I did what you said. (Deleted the hak_pad.uti and then re-installed the mod, and the booster pack, just in case, and after that deleted my old Hak Pad with Tk's KSE and then cheated a new one.)

Thank you ever so much for help.

ChAiNz.2da
07-26-2006, 12:20 PM
Thank you EVER so much ChAiNz! It works fine now :). I did what you said. (Deleted the hak_pad.uti and then re-installed the mod, and the booster pack, just in case, and after that deleted my old Hak Pad with Tk's KSE and then cheated a new one.)

Thank you ever so much for help.
My pleasure :D

Glad you got it to work.. and just so that you know, the Hak Pad should be able to activate the Wherami Armband (if the band is in your inventory).. and will also activate Defender's Wrist Console (also, as long as the band is in your inventory)..

Should make it easier to use them since you won't have to equip the items on your character in order to access the functions :D

evad04
07-26-2006, 04:25 PM
Is this PC only? Is there anyway to get the 'whereami' mod to work on XBOX? I am on Nar Shaddaa and stuck in the room Zez Kai Ell was in. I have wasted 5 hours of my life trying to get this work.

Darth333
07-26-2006, 04:31 PM
It seems that it works for the xbox as well but you need a modded xbox.

evad04
07-26-2006, 04:38 PM
In order to use this with XBOX... I would need to know first off

1.) will this be potentially injurious to my XBOX
2.) Will this take forever to do/learn to do?

ChAiNz.2da
07-26-2006, 04:44 PM
In order to use this with XBOX... I would need to know first off

1.) will this be potentially injurious to my XBOX
2.) Will this take forever to do/learn to do?

3.) Go here (http://www.lucasforums.com/showthread.php?t=166492) and read up on X-Box Modding. It should answer both of those :)

evad04
07-26-2006, 05:06 PM
Thank you for the link. I think I may have played my last time through KOTOR II. I can't mod my box because I play Madden online A LOT. That's right... I'm a Star Wars/Madden geek. Not enough of us if you ask me.

Meh. I LOVED KOTOR 1... I just wish they would have taken more time with KOTOR II. Sadness...

Darth InSidious
09-30-2006, 06:57 PM
Apologies for the bump, but I just wanted to ask about the possibility of including a feature.

I just wanted to know whether it would be possible to add to the whereami script a part so that the feedback in Messages Log>Feedback also gives you which room you are in?

Just a suggestion to enhance the best armband in TSL :)

stoffe
09-30-2006, 08:22 PM
Apologies for the bump, but I just wanted to ask about the possibility of including a feature.

I just wanted to know whether it would be possible to add to the whereami script a part so that the feedback in Messages Log>Feedback also gives you which room you are in?


I don't think that's possible to handle entirely in-game since the scripting language contains no functions for retrieving the room tag, or has any awareness at all of which room the player is in.

(It could probably be handled via an external application though, where the armband prints out the coordinates of the player along with the name of the area and module. The external app would then extract that information from the Feedback log, look up the .lyt file for the area and try to match the player coordinates against the room coordinates.)

Darth InSidious
10-02-2006, 04:48 PM
Oh well. It was just a suggestion :)

Thanks for the response, though :)

Miltiades
11-04-2006, 02:02 PM
Sorry for bumping this, but could it be that 6 is the limit of the amount of outputs you can have in a save? Because I recorded 8 times, and there were only 6 in the .txt.

tk102
11-05-2006, 05:49 PM
Hi Miltiades,
It's been long time since I looked at the fb.exe code but I'm sure there aren't any limits built in to the code behind the armband. Were your outputs all in the same area or did you change areas?

And hey, it's fine to bump threads in this forum. :thumbsup: Glad to know the tools are still coming in handy.

Miltiades
11-05-2006, 05:58 PM
All outputs were in the same area, yes. Apparently, it deletes the output of the first record I made when I recorded more than six. So when recording eight, the first two are deleted, and so on...

Darth333
11-06-2006, 11:28 AM
If I remember well there was indeed a limit but as tk mentioned it is not in fb.exe. I'd have to verify.

tk102
11-06-2006, 11:49 AM
If I remember well there was indeed a limit but as tk mentioned it is not in fb.exe. I'd have to verify.
Really? If there's a limit, you didn't code it -- the armband simply invokes the SendMessageToPC function -- there's no way for the armband to deliberately overwrite previous outputs. The fb.exe reads from the partytable.res file's "PT_FB_MSG_LIST" list field, writing out the text of every field in the list it finds between the 'whereami output' demarcations.

:giveup: There must be some feature in the game that prevents partytable.res from bloating up with messages from the entire game.

If you're just looking to get the PC's location and you don't care about the nearest door, placeable, etc -- you could comment out some lines in d3_location.nss main function (the ones that begin with GetTagAndDistance) and recompile it. This would save space in your partytable.res file for more PC location entries.

If you're getting 6 whereami outputs now, and each time you invoke the band it generates 9 calls to SendMessageToPC -- that's 54 text fields written to partytable.res. If you comment out the 5 GetTagAndDistance lines, that would mean the band would only generate 4 calls to SendMessageToPC, so you should be able to get about 13 whereami outputs into the same space that way (13 outputs*4 fields per output). If you decide to also comment out the module name, you could get up to 18 whereami outputs (18*3=54).

In theory, the demarcations could be made more effeciently and fb.pl could be rewritten to use only a single field to record the player's position.

Darth333
11-06-2006, 11:59 AM
I never said that I coded the limit :xp: But yes, only a certain number of outputs get recorded in the partytable.res if I remember well. However, I don't remember if it's based on the number of chars, lines or total outputs (hope this makes sense).

Miltiades
11-06-2006, 12:50 PM
Okay, I'm kind of busy right now, but I'll try it out as soon as possible.

kavar000
11-25-2006, 12:23 PM
When you get the were am i coordinates how do u know which one is x,y, and z ??????
it givies you
?.???
?.???
?.???? which is which

Darth333
11-25-2006, 12:29 PM
When you get the were am i coordinates how do u know which one is x,y, and z ??????
it givies you
?.???
?.???
?.???? which is which
The first line is x, the second one y and the third one is z :)

kavar000
11-25-2006, 08:19 PM
In your other thread recruet a npc in 10 steps or less at the spawn script what do u need to put in the script

darthriddick
03-29-2007, 02:35 AM
sorry for bumping this, but i've run into a problem...

i downloaded the armband, and i can get it ingame, but when i equip it, and go to feedback, i see a message saying the whereami arm band has been equipped but no coordenance...
could someone help me please?
i can't finish my mod without this!

~DR

tk102
03-29-2007, 10:41 AM
sorry for bumping this, but i've run into a problem...

i downloaded the armband, and i can get it ingame, but when i equip it, and go to feedback, i see a message saying the whereami arm band has been equipped but no coordenance...
could someone help me please?
i can't finish my mod without this!

~DR
Hello DarthRiddick... first, you are certainly welcome to bump any thread in this forum or in the Taris Upper City Emporium. In fact, it's necessary to do to get questions about specific tools or mods answered.

Now, pardon me while I ask a stupid question. Did you 'activate' the armband after you equipped it? :)

Also, is the spells.2da file in your override?

darthriddick
03-29-2007, 01:04 PM
... ... ... ... ... ... ... ... ... ... ... Oh god. i am such an idiot... ... ... ... ...
i never thought about activating it ingame...
seriously, i can't believe i didn't think about that before.
thanks tk102, if you hadn't asked that "stupid" question, i might Never have gotten it working. >_< ^_^

thanks again!

~DR

tk102
03-29-2007, 01:32 PM
No problem dr... I am very happy that it was a simple fix. :)

tk102
07-24-2007, 02:48 PM
v2.0.6 released
- Now displays XOrientation and YOrientation in the output instead of Orientation. These values are useful for .git file editing (modules).

Thanks to glovemaster for this update!
http://www.lucasforums.com/showthread.php?t=180701

Omega_Novae
10-14-2007, 03:35 PM
I'm activating the armband through the Hak Pad. The dialog appears and all, but the coordinates don't show up in the feedback menu.

tk102
10-14-2007, 03:49 PM
The Hak Pad uses its own scripts/dialogs which are based on a previous release of this mod. If you have questions about the Hak Pad usage you can ask them here (http://www.lucasforums.com/showthread.php?t=149446). I see there is a Hak Pad fix for the whereami armband available in the first post of that thread, so that might be a good starting point to investigate. Otherwise, you can download this mod and use it directly.

gob.demo.master
11-04-2008, 09:02 AM
I get how to use the tool but how do you use it to spawn things into the game?

tk102
11-04-2008, 11:16 AM
It doesn't spawn anything. It gives you the coordinates so that you can write a script that does.

See this thread (http://www.lucasforums.com/showthread.php?t=143536) for info on spawning via scripting.

Darth Milenko
07-04-2009, 06:54 PM
only 2 questions. can i download this for an XBox version? and can it take you into an area not in the game say Ajunta Pauls tomb?

TriggerGod
07-04-2009, 07:16 PM
only 2 questions. can i download this for an XBox version?
If you mod your box, and if it works, then sure.

and can it take you into an area not in the game say Ajunta Pauls tomb?
You can't warp into an area that doesn't even exist in the game files. It only exists in K1, not TSL.