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View Full Version : [WIP] Starport Visa Expansion


Robespierre
07-02-2008, 09:56 PM
There was a thread a few weeks ago asking for a mod which would add more starport visas to Onderon. I agreed with the poster, as I thought the whole set up of the quest was a bit basic, and having two visas to give to five possible recipients was a bit...unfair. So I decided to try my first real modding attempt to rectify this situation

What's in the mod:

This mod adds two two characters to the Onderon area (well, three if you include the little addition). One is a Rodian trader called Ba'al, and another is an officer called Corporal Talin, under the charge of General Vaklu. I won't spoil the quest for you (but in reality, there's very little to spoil). Its a nice way to earn a few more credits (well, a lot more credits at the moment, I'm work on tuning it down a little), and it adds a little bit of closure to Onderon.

Progress?

Without giving a blow by blow account of the progress, I'd say that its about 80% done. Its certainly playable as is, it just needs voices, a few extra little cosmetic things, and perhaps another script or two to make it work properly.

What needs to be done?

I need two voice actors. They need to be older (by that I mean mature sounding, these are Republic officers), and male. I also need a little help with some scripts, but I've made a separate thread about that. I'll also need three beta testers to test that absolutely everything works properly. If you PM me, I'll PM you back with the mod in a day or two, once a few minor issues are sorted out.

Some sentiments

It's been fun making this mod. It took me about two weeks (well, its not finished yet), and I learned more about modding than I ever wanted to before :P. I could have probably done it in half the time, since half the time I spent modding basically constituted me undoing what I'd done the day before. I spent many hours beating my head against the wall before realising that I hadn't put the most updated version of the script in the override, or something like that. But seeing the finished product made me feel that it was all worth it...almost.

I always wanted this mod to be as intrusive as possible, so it just seamlessly blended in with the rest of Onderon. And I think it has, but hopefully my beta testers will be able to give me more feedback on that.

None of this mod would have been possible without the help of others on the Holowan forums. So thank you all, and I hope that at some point in the next few days you'll be able to play my finished mod.

Thankteamgizka
07-03-2008, 03:07 AM
thank you for making this mod

Robespierre
07-06-2008, 10:34 PM
It's my pleasure.

A small update: I've decided not to go with a voiced version, since it would require a massive amount of extra work, and I don't have a working microphone.

So the only thing stopping me from releasing the mod to my beta tester (singular, I still need more) is a few fairly simple things.

1)

void main() {
object oPC = GetFirstPC();

if (!GetLocalBoolean(OBJECT_SELF, 40) && GetLastPerceptionSeen() && (GetLastPerceived() == oPC)) {
location lMe = GetLocation(oPC);

SetCommandable(TRUE);
ClearAllActions();
ActionForceMoveToLocation(lMe, FALSE);
ActionStartConversation(oPC);

SetLocalBoolean(OBJECT_SELF, 40, TRUE);
}
else {
ExecuteScript("k_ai_master", OBJECT_SELF, 1002);
}
}

For some reason, this code that Stoffe gave me doesn't work properly. The NPC talks to me as soon as he sees me, but he doesn't move up to me.

2) Once my NPC has finished walking to a waypoint, I want him to turn around. Is there a script that allows me to do that?

3) I want to spawn a datapad on the ground. Can you just spawn a datapad? Or is there an easy way to make a disposable placeable that I could put the datapad in, like those bags that appear after a person dies?

4) I have a journal entry system set up. However, it involves the journal entries switching back to previous node entries (ie, those with a lower node number than the one it is currently at). For some reason, the game doesn’t seem to me attempting to switch back to a previous dialog entry, and refuses to swap. Is there a way around this?

Anyway, for those that are interested, it should be released within the next few days, pending beta testing.

HdVaderII
07-07-2008, 11:56 AM
3) I want to spawn a datapad on the ground. Can you just spawn a datapad? Or is there an easy way to make a disposable placeable that I could put the datapad in, like those bags that appear after a person dies?
I'm fairly sure that you can spawn things like bags, by spawning a placeable with the appearance GroundBag_Pouch.

Robespierre
07-16-2008, 05:46 AM
Just as a note, I've finished everything, including the TSL Patcher configuration. I'm uploading it to KotOR Files, and once its up there, I'll put up the link in the correct section.

Thanks for the help everyone!

DarthStoney
07-16-2008, 07:48 AM
For some reason, this code that Stoffe gave me doesn't work properly. The NPC talks to me as soon as he sees me, but he doesn't move up to me.

2) Once my NPC has finished walking to a waypoint, I want him to turn around. Is there a script that allows me to do that?



One of the things you need to do ,I learned this the hard way, is have a series of blank entries in your .dlg file before the actual conv starts or add a number to the delay field in dlg editer.It gives the NPC time to get there before conv starts.

Gargoyle King
07-18-2008, 07:33 AM
Ze Link Is Up! (http://knightsoftheoldrepublic.filefront.com/file/Onderon_Visa_Expansion;92123) ;)

Nice mod BTW. :)

Robespierre
07-18-2008, 08:34 PM
Its also in the Taris Upper City Emporium. A mod should probably lock this now...

EnderWiggin
07-18-2008, 11:40 PM
Its also in the Taris Upper City Emporium. A mod should probably lock this now...

Very nice. I'm glad to see you got around the script problems :)

_EW_