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Ӄhrizby
06-26-2009, 11:26 PM
Hello, everyone. I made an HK-47 Melee Mod (See this thread (http://www.lucasforums.com/showthread.php?p=2640332)), and was wondering if there's anybody who's skilled in modeling, bones, weighting, etc. with gmax who could help work out the bugs.

Mostly the problem is clipping, elbows floating in space, shoulders going through body, etc. If it can't be fixed, I guess I'll just have to release it as-is.
Thanks!

Trench
06-27-2009, 12:35 AM
This mod is one of the best I've seen, and if someone were to fix the animation issues it just might take first place. I took a look at the model, but due to my lack of experience with bone structures and whatnot I was unable to do anything.

Darth Cryptic
06-28-2009, 12:32 AM
I have one question, ran the saved game, and despite taking a lot of hits from all three sith HK suffered no damage. There any lingering Zalbar in him besides the moves?Si

Ӄhrizby
06-28-2009, 02:09 AM
Oh, forgot, I probably have the invulnerability cheat on in that save, because I didn't buff up HK's stats, and he was pretty weak.

Darth Cryptic
06-28-2009, 09:27 AM
lol, ok. I'll do a cheat free run then.

Ӄhrizby
07-01-2009, 02:47 PM
There any lingering Zalbar in him besides the moves?

Alright, I found one other thing left over from him; His shadow :).

Not sure I can fix that, though, without messing up the bones and stuff.

Ӄhrizby
07-04-2009, 03:08 PM
Okay, this WIP is no longer IP. It's finished, and a majority of the problems have been resolved. It's submitted to KotORFiles, and should show up sometime soon. Thanks, everyone!

Edit: Wow, that was fast. Thanks Marius Fett!

Marius Fett
07-04-2009, 03:19 PM
KotORFiles link: http://knightsoftheoldrepublic.filefront.com/file/HK47_MeleeSaber_Mod;100713

;)

TbirdMan
08-29-2009, 02:06 AM
Any chance this could be converted to Kotor II?

Godric Volturi
08-29-2009, 11:59 AM
Well, I suppose in theory it could be, if the original modder were to do everything he did with Zaalbar's animations and stuff with the other wookie (forgot his name. -.-) in the game... I'm not sure however, as I have no clue how to do all this stuff.

Darth Cryptic
08-29-2009, 04:31 PM
He was thinking about doing it himself, but RL was slowing him down. He did however tell me how he made it work. I think it will be ok if i post his directions here so someone could do it.


I used gmax. I imported both Zaalbar's and HK-47's Models in. Then I started with one place, like the wookiee torso, and under editable mesh, selected all, and used hide mesh. Then I attached to it the equivalent on the HK-model, so the bones on the wookiee model are still there. Then I selected all the remaining mesh (newly attached) and moved it down, or left, or whatever, it doesn't matter, enough to get it away from all the other mesh. Use the type in at the bottom to get it exact, like about 30. Then apply the skin. On some models, like wookiee and PC models, weighting can be a real pain, but on HK-47 it's mostly in 1.0 weights. Select the appropriate bone, and under abs. effect, change it to 1.0. Most of these are pretty obvious where they apply, but if you need a reference, open up another gmax screen, import HK-47, and select skins, and check it out.

I think that's mostly it:D! Guess it turned into a tutorial . . . sorry if it's hard to understand, I whipped it up in a hurry, and from memory; I don't have access to gmax, or anything else, for that matter (I'm out of the country for a couple of weeks). Also, this is assuming you know how to model/weight in gmax, and I'm not sure how much you know. If you don't know something, or need clarification, let me know and I can go into more detail.

D4R7H 5K3L370R
09-01-2009, 04:07 PM
this is rad!

thanx for all the work and effort you put into this, i've wanted the option to use lightsabers available to hk for a long time now. ;D
it only makes sense seeing as he's a sith lords' assassin droid.

Ӄhrizby
09-17-2009, 11:26 PM
If anyone's still reading this thread . . .

Thanks D4R7H 5K3L370R!


Anyone who wants it in KotOR II:

Yes, I haven't had time lately, but I may get around to it eventually . . .
If anyone does want to try, the instructions I sent Darth Cryptic are outdated now, and probably sketchy in the first place, I've found better ways to do it, so PM me if you want them.

Thanks everyone!

Edit: I finally got the k2 version done.

Ӄhrizby
11-27-2009, 03:45 PM
Alright, sorry for the double-post, but I'm going to announce that this thread will now be for my projects/WIPs, not just the HK mods. Here I'll announce stuff and ask questions/get feedback for all my projects, rather than making more threads.
Thanks!
Khrizby

Quanon
11-27-2009, 04:21 PM
Hell, it's about time!
*fat sigar smoke - helm closes*

Ӄhrizby
11-27-2009, 05:10 PM
Okay, I thought (and people requested ;)) that I'd share how I changed animations between models. I went through a lot of trial and error to get to this procedure, as there aren't many tutorials at all on this topic, but I'm sure some easier shortcuts and ways to refine it may be found; however, this is how I've managed to get it to work so far. Let me know if you find a better way. This works for both the original KotOR and TSL. Note that this is not creating animations, or replacing/adding some animations, but replacing all of the animations on a model. Now that I've had my little monologue, let's get to work.

What you'll need:
gmax (http://www.turbosquid.com/gmax) or 3dsmax (http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13571450) (Modeling program of your choice. I use gmax because it's free, but it should be basically the same in 3dsmax.)
And the NWMax plugin (http://nwvault.ign.com/View.php?view=Other.Detail&id=626)
KotOR Tool (http://kotortool.starwarsknights.com/)
MDLOps (http://www.starwarsknights.com/mtools/mdlops06a1.zip)
Recommended: KotOR Save Game Editor (http://knightsoftheoldrepublic.filefront.com/file/;68852)
Patience and some spare time :)

Recommendations:
Save your models often, and with different names. If you mess up, or gmax messes up your files (I've had it happen), it's nice not to have to start over.

Here's an overview of what I believe we're doing. There are six 'super models' in the game for humanoid models, but in the end they all connect to one, 's_male01'. The super models contain all the animations you can use, or at least that the PC uses. Most of the other models use these models' animations. Actually, their bones do. Their skin is weighted to follow the bones. However, some models have their own animations stored in their own model instead, such as HK-47 and Nihilus, as well as all creatures. For example, HK-47 was made to move robotically, so the programmers gave him his own set of animations, and deemed it unnecessary to give him melee animations. My mod put his skin over a Wookiee's bones and gave him melee animations, but you may notice that he moves more like a Wookiee than a droid as a consequence.

SMAT: Part 1: Prep

Alright, let's get started. First you need to find your models. You need the model you want to put animations on, and one model with all the animations already on it. If the model you want animations on is an only body model (no head on it), you should extract a player body, like clothing or an armor. This ensures that you can change clothing/heads on the model. To make it easy, let's use PMBAM, the basic male 'underwear' model. If your unanimated (or underanimated) model is female, you can use PFBAM if it makes you feel good, but I don't think it'll make any difference. However, if your unanimated model includes a head, you need a model with animations and a head. For KotOR, I've used the Wookiee model, and for TSL I've used the Wookiee model and the Weequay model. I find the Weequay model superior because it doesn't have a hunched posture like the Wookiee, which you can see I used in my HK-47 Melee/Saber Mods. If the model you want to give animations has a cape, I'd use the Jedi robe model, which also has a robe/cape. You can use any model if you check them by this method first: import them into gmax/3dsmax. Choose the 'modify' tab and select the Aurorabase (named after the model). Look for 'super' (Screenie 1) (http://www.lucasforums.com/picture.php?albumid=517&pictureid=5099). If it says 'NULL', this model has it's own animations and can't be used for animating another model. Also, I'd recommend extracting the textures of your models into the same folder as them. It just helps to see what's what.

SMAT: Part 2: Setting the Bones

Now that you have chosen your models, extract them with KotOR Tool and compile them with MDLOps. Once you have your -ascii models, open two windows of NWMax. Yes, two (2). In one, import your unanimated model, the one you want to put animations on. In the other, import the ones with the animations you want. Just the geo only. Be sure to click 'set environ' in both windows (Also screenie 1) (http://www.lucasforums.com/picture.php?albumid=517&pictureid=5099). For now, select the skin (all textured parts, be sure to include the eyes, teeth, and tongue). In the already animated model, delete it. You won't need it, and it's easy to forget to delete it, which makes a mess. In the unanimated model, make a group out of it. Type an easy-to-remember name (how many of you will choose 'skin'? :)) in the box in the upper toolbar and hit enter (See Screenie 2) (http://www.lucasforums.com/picture.php?albumid=517&pictureid=5117). Now you can select it all at once by clicking that name. Do that now, and hide it. You'll be left with just the bones and helpers. Now you need to get the bones of the animated model into the same position as that of the unanimated model. This prevents warping and stretching in the skin, as well as oddly placed and randomly floating parts. Usually this happens around the fingers. Anyway, I like to start with the torso, and work my way down the arms and legs. In the window containing the animated model, choose the move tool and select your first bone. Click the 'unlink' function (Screenie 3) (http://www.lucasforums.com/picture.php?albumid=517&pictureid=5118). Along the bottom, you can see the location of the object. Copy all three numbers from the unanimated model and paste them into that spot on the same bone on the animated model. The object should move to the same location as it is in the unanimated model. You'll notice that some other bones move with it. That's okay, as long as you remember to unlink the one you're moving. Otherwise it'll try to move and stay linked at the same time, and just rotate randomly. After you move a bone, you can hide it, just to get them out of the way. Do this until you've moved every single bone into place. Also remember to do this with the weapon placement helpers, the blue boxes usually named 'rhand' and 'lhand', or you'll have floating weapons. Usually I don't worry about rotation, but in the case of the weapon placement helpers I rotate them the same way they are in the original model, so the weapons point in the correct direction. Now you're set for the fun part, weighting the skin! (Don't get too excited, there)

SMAT: Part 3: Skinning

Remember the skin that we hid in the unanimated model at the beginning? Time to bring it back. Flip to the unanimated model, right click and hit 'unhide all'. If you haven't done it yet, save this. Now go to your animated model window. Select everything, and group it under a good name. Hide it all. Click file > merge. Select the other model you saved, and select all the skin geometry; head, torso, etc. Be sure to include the eyes, teeth, and tongue. When you open it, click 'yes to all' if a dialogue box pops up. This keeps everything pretty much where it should be. You'll notice that gmax didn't obey you; there's a lot of bones it imported too! Not to worry, that's supposed to happen. Those are the bones that the skin is currently attached to. Don't delete them! Normally weighting is a tedious, time consuming task, but I've found fairly simple way to shortcut this, so hold onto those bones. Select the skin again, and group it in this window the same way it was in your other one. Now hide it. Group the remaining bones that were imported to something that'll make you remember which ones they are, so you can get rid of them later. Something like 'trash bones' or so. Now unhide everything. Hide just these new bones, so you're left with the new skin and the original bones. Often times the eyes/teeth/tongue (what a troublesome lot!) are out of place, so you'll need to take a look at your unanimated model to get them in the correct place. Move these the same way you did the bones. Now we can start actually taking the skin off it's old bones and putting it on it's new body. Ugh, that sounds gruesome, doesn't it? Anyway, select a piece of skin, any piece; it may be distorted and mangled looking, but double-click on the 'editable mesh' modifier and it should snap into shape. No, we're not actually going to edit it, but we need it selected, with the blue vertices showing, or else what we're going to do won't work. Now, with the vertices still showing, select the 'skin' modifier. Now click 'edit envelopes'. It should overlay the model in blue, with different shades of red and yellow where the skin is attached to a certain bone. In the list on the right, select the top bone. Delete it. Only delete that bone. Now click 'add bone', and select the exact same one as you just deleted. Actually, if you remember, the one it was originally weighted to is hidden, so the one you selected is the same one of the original bones from the animated model. When you add the bone, you should see that the same colors as were there before you deleted the old ones reappeared. If you have the vertices showing, when you delete a bone then add a new one, the new one takes on all the weighting left in the area around it . . . which are the places now vacant from the deleted bone. So you saved all the time of weighting the skin one vertex at a time, or the randomness painting the weights, which usually turn out horribly inaccurate, and got the weighting from one set of bones to another. Do this to every bone on the list, then move on to each other piece of skin. Well, that doesn't include the eyes or teeth (But does include the tongue this time). They're rather special, so we'll get to them later. Just hide them if you want and get back to skinning. I'd recommend saving a lot, 'cause at least for me, gmax tends to crash sometimes when doing skins. Once you do all the bones in all the skins, unhide everything. Now select the new 'trash' bones and delete them. If you see sudden distortion among the skin, you missed some bones. Go back and try it again. You did save, right? ;) If nothing changed (except for the bones disappearing of course), then you did good. At least, as far as we know; often things happen differently in-game.

SMAT: Part 4: Re-Linking

Now we get to re-link everything. All the pieces in a model are linked to each other so they move together; for example, when an arm moves up, the hand follows it. When we rearranged the bones, you should've unlinked mostly everything so they can move without changing alignment. Now we need to fix that. Refer to you unanimated model window for what's linked to what (look to the right panel when an object is selected), and link the one in the animated model that way. Do this by selecting your bone, clicking 'link' (next to 'unlink', big surprise) and selecting the parent by name (hotkey 'h'). It'll be fairly easy to know if you missed a piece in-game, because that part will stand static in one place while the rest of the model twists and turns past it. When you've linked every bone the way they should be, select all of the skin except for the eyes and teeth. Now link the selected parts to your aurorabase (The blue box on the bottom named after you model). Otherwise, the skin will be invisible. Next, select all pieces of your eyes and your upper teeth and link them to the 'head_g', and link your lower teeth to 'f_jaw_g'. That's all for linking!

SMAT: Part 5: Finishing Up

Next is exporting and preparing our finished model. Select your aurorabase. It's currently named after the model you used to steal animations from, the pre-animated model. Rename it to be the model whose skin is on it, the previously unanimated model. Now click 'export geom only', to a different location than your original files. The exported file will be a .mdl. But it isn't really. Gmax deals in -ascii.mdl files. So rename this file to filename-ascii.mdl. That's just adding "-ascii" before the extension. Now put it in the same location as your original .mdl and .mdx files of the originally animated model, not the model you used the skin of. If there's already any -ascii models from when you compiled models at the beginning, delete them. Rename the original .mdl and .mdx to that of the originally unanimated model. Now open MDLOps. Select your new -ascii file and click 'read and write'. You should have 2 new files in the same directory labeled filename-ascii-k2-bin.mdl and an .mdx of the same name. This example is for TSL, but if this is a model for the original KotOR, it'll have 'k1' in it's name instead of 'k2'. Move these two files to your override folder. Remove the 'ascii-k2-bin'. It should now be named the same thing as the original files you extracted. Congrats! Now you have your model, complete with animations! Drop it in the override, change your appearance with KSE if necessary, and fire it up! We'll soon know how closely you paid attention...
:p

SMAT: That's All!

Here's some common problems and possible solutions that I encountered:

Nothing at all shows up in-game -- You probably forgot to link the skin to the aurorabase.

There are no animations on just the arm/leg/upper torso etc. -- If you didn't link one piece, it affects the whole section. For example, if you didn't link the bicep to the collar, the whole arm won't work.

Thanks for taking the time to read all this. I hope it helps out some people, though I know that there's only so many models that fit the criteria for this. If you have any questions or comments, ask in my thread. Thanks everyone for your support, and to the whole community for making modding such a great thing!

Ӄhrizby

Marius Fett
11-27-2009, 07:21 PM
Great tutorial, Ӄhrizby. :)

I posted it in the tutorial forum, for easy access and use:

http://www.lucasforums.com/showthread.php?p=2690495#post2690495

Ӄhrizby
11-28-2009, 12:15 AM
Thanks, Marius! :)

Ӄhrizby
11-29-2009, 11:07 PM
Alright, here's a question for anyone who might know:

How do you apply animated textures to a model? For example, if I tried to apply the stun baton animated texture to anything else it simply shows up in-game as the grid of pictures shown in the .tga, but it isn't animated. I can't find anything already here for this, so any help is appreciated.
Khrizby

Quanon
11-30-2009, 06:08 AM
Ooh, the animation is done via the .TXI file.
Let me go and grab one from my own.

Here it is:

proceduretype cycle
defaultwidth 256
defaultheight 256
numx 4
numy 4
fps 15
blending additive
decal 1


Okay; you mentioned it yourself, the texture is like in a grid, that is what the Numx and NumY are for.
Colums and rows, stuff like that :p
Then there is the speed => fps.

I forgot to mention the Width and Height, this is of the full texture, not just one frame of it.
In my example given, I got 16 frames for my animation ( 4 x 4 =16)

When you UVWmap a texture like this to a 3D object do it to its full size, not 1 frame.
Else you'll get funky stuff, know this from own experience ;)

The last two bits, blending additive and Decal 1 are optionale.
This is for the see-through effect, well to get a nicer effect.

IIRC, this was for a force field I made. And you needed to see the player behind it.
IF you let Kotor use its standard transparent shader, you don't see the player and its party behind it.

I hope this made some sense. :lol:

Ӄhrizby
12-01-2009, 12:57 AM
Quanon you are AWESOME!!! Thank you!!!

I could never figure out what to do with the code stuff and .txi's. I put the code in a .txt then renamed it to .txi and it worked fine.

Thanks a lot!

P.S. Yes that did make a lot of sense :lol: You explained it very well!

Quanon
12-01-2009, 08:41 AM
Glad to be off help!

I found the texture animation thing in an old thread here on Holowan.
Search function can be off great help; to narrow done the massive amount of threads on this part of the forum :)

Another method used by the game is by animated UVWmaps, but saddly we don't have the tools, who can handle that info.

Ӄhrizby
12-01-2009, 10:20 PM
Yeah I tried searching, that's where I found out about codes and .txi's and stuff first, but I found it confusing. I guess I wasn't sure what to do with the code, or how to use a .txi.

Thanks again!

Quanon
12-02-2009, 09:09 AM
Héhéhé, I didn't get it right from the first go though :p

But its more fun when somebody can tell you what to do and get it right from the start.
Instead of researching a whole night on how it works :p

Ӄhrizby
12-20-2009, 05:15 PM
Alright, some of you may have seen this (http://www.lucasforums.com/showthread.php?t=201457) thread, which is about fixing Nihilus' animations. I know that's a while ago, and the mod's finished but as of yet unreleased. Unfortunately, I don't know if it works the way it should because I don't have a suitable saved game, and it doesn't work right when I use cheats because of the way my party is. So what I need is a person willing to test this mod with the following saved game:

Before you kill Nihilus', on Ravager.
Include Visas in your party (this is where I had trouble with cheats/KSE).

I have the model working, I just need to figure out some of the other stuff.
If you're interested, contact me and I'll fill you in on exactly what you need to do.

Edit: Never mind, I don't need testers anymore.

Thanks!
Khrizby

Quanon
12-20-2009, 05:18 PM
Nice update, good to hear you're making good progress on this whole, switch skeletons business. Though I won't volunteer, got enough to do modding wise, I'm sure you know why ;)

Anyway, be prepared, your PM box might get swamped, putting out such a request. :lol:

Ӄhrizby
12-20-2009, 05:43 PM
Yeah, I understand.

Normally I probably wouldn't make a request like this, but with the unique circumstances this testing requires, that the usual people can't meet right now, I figured somebody out there ought to be able to do it.

Alright I figured since I was finishing up the Nihilus' mod I'd feature another mod I'm working on. Alright, actually I'm working on a lot, many of which I've started and will probably not finish. But anyway, this is the one I chose, it's a model rather than the animation ones I've been doing lately;
http://www.lucasforums.com/picture.php?albumid=517&pictureid=5453
Alright, you'll probably recognize the Bryar pistol from the Jedi Knight games. And yes, I know that Inyri Forge made a model here (http://knightsoftheoldrepublic.filefront.com/file/Bryar_Pistol_and_Bryar_Rifle;84698). That's the original look and was used in the cinematics, and I suppose the "official" version, and it's a good mod by Inyri, but personally the one that always stuck in my mind is the Jedi Outcast version for some reason. The one on top is my model, the one on bottom is the original I'm aiming for. As you can see, it's still under construction (most notably on the front half) and untextured . . . Just thought I'd share, get some feedback :)

PS I still do need testers for the Nihilus mod, see a couple posts down :)

Marius Fett
12-21-2009, 05:38 AM
Nice job on that gun model. I personally like the Bryar pistol a lot. :D

jonathan7
12-21-2009, 07:38 PM
Alright, some of you may have seen this (http://www.lucasforums.com/showthread.php?t=201457) thread, which is about fixing Nihilus' animations. I know that's a while ago, and the mod's finished but as of yet unreleased. Unfortunately, I don't know if it works the way it should because I don't have a suitable saved game, and it doesn't work right when I use cheats because of the way my party is. So what I need is a person willing to test this mod with the following saved game:

Before you kill Nihilus', on Ravager.
Include Visas in your party (this is where I had trouble with cheats/KSE).

I have the model working, I just need to figure out some of the other stuff.
If you're interested, contact me and I'll fill you in on exactly what you need to do.

Thanks!
Khrizby

You may find this (http://www.lucasforums.com/showthread.php?t=157988) resource useful ;)

Ӄhrizby
12-22-2009, 10:25 PM
You may find this (http://www.lucasforums.com/showthread.php?t=157988) resource useful ;)
Many thanks jonathan7, that's exactly what I needed!

No need for the testers now.

Ӄhrizby
12-24-2009, 06:24 PM
Okay, update, now the Bryar is starting to look closer.

http://www.lucasforums.com/picture.php?albumid=517&pictureid=5510

I think the model's pretty much done, I'll redo the textures though, I just put those ones on to see how it'd look textured.

Sith Holocron
12-24-2009, 07:12 PM
The original seems have some reflections as part of the model's skin. Will a - forgive if I'm getting this wrong - a baremetal shader be added to your model?

Trench
12-24-2009, 08:34 PM
Nice work Ӄhrizby. Glad to hear you've finished up the Nihilus mod. And nice work on that Bryar Pistol ner'vod. I have to agree with Sith Holocron on adding the baremetal shader to the blaster.

Ӄhrizby
12-26-2009, 01:41 PM
Alright, sorry it's taking so long to respond, I haven't been able to work on anything lately because I'm moving everything to a new laptop :)

I hadn't thought about the shader, but that is an excellent idea, I'll definitely do that. Thanks guys, I'm still new at this, so suggestions are great!

Ghost
01-03-2010, 06:03 PM
wow, nice Bryar model. Keep up the good work Khrizby

Sith Holocron
01-28-2010, 12:57 AM
Hey Ӄhrizby, congrats on having your Darth Nihilus Animation Fix being posted up on FileFront!

Link: Darth Nihilus Animation Fix (http://knightsoftheoldrepublic.filefront.com/file/Darth_Nihilus_Animation_FIx;109555)

Any chance of posting a movie of this in action over at YouTube?

Ӄhrizby
01-28-2010, 01:30 AM
Thank you Sith Holocron, I just found out myself :lol:

And I'll see what I can do about the video too :)

Quanon
01-28-2010, 07:29 PM
Congrats on a mod well done :)
I really hope to see more of this awesome modding!

I wonder what you have in store, besides that good looking gun.
Really luuve these kind of threads, you just know you're in for something fantastic.

Ӄhrizby
01-29-2010, 01:39 AM
Thanks a lot Quanon, that means a lot coming from a veteran such as yourself :)

Hmm as to what's in store . . . modding's kind of slowed down right now, but come summer I'm looking forward to getting started again. I've got a pretty huge list of just ideas I've thought up, at least 70 written out :lol: so who knows?

Ӄhrizby
01-29-2010, 11:23 PM
Hey peoples! Okay, I just found a solution to a problem I had, I don't know if this is already out there, but just thought I'd post it in case anybody else has this problem too...

I just got a new laptop with Windows 7 (no more Vista :D), and put on the works for modding. To my dismay, when I tried to import any models, I got the following message:
CoCreateInstance() failed
Please check your registry entries
CLSID {F088EA74-2E87-11D3-B1F3-00C0F03C37D3}
This kind of put a stop to a lot of things. I couldn't find anything relating to this for a while, but I remembered vaguely reading something somewhere . . . I finally figured out that I need to run 'nwmax' as an administrator, not just run it. Problem fixed. Yay! I'm back in business.

Edit: hmm, then it wouldn't let me export, till I restarted nwmax without the administrator stuff... it's picky, isn't it

Ӄhrizby
02-13-2010, 03:16 PM
Alright, a bit ago I fixed a droid model for Sith Holocron and DarthStoney, and the youtube video they requested is now up publicly here (http://www.youtube.com/watch?v=ZoRvw46Qkfo).

Also, recently I've been working on helping ZimmMaster complete Avol's Darth Vader mod . . . I'd like to announce that it's pretty much done and fully animated! I'll try to post screenies soon...

Quanon
02-13-2010, 04:04 PM
Amazing stuff, wow, nice job! ^_^

Ӄhrizby
02-13-2010, 09:40 PM
Thank you :)

Now, on working on the Vader mod I discovered a way to fix the cardboard/clipping cape issue! Without all the new animating! This means that not only will Vader have a fixed cape, now I can get an update to the Nihilus mod going.

Also, I was gonna keep this a surprise, but I'm kind of excited about it; I'm making a quick mod in celebration of Easter coming up :). I can't keep a secret :lol:

Ghost
02-13-2010, 09:50 PM
Yay! It's good to see new projects coming out so quickly! :D Good Luck Khrizby! ;)

Sith Holocron
02-14-2010, 01:57 AM
This means that not only will Vader have a fixed cape, now I can get an update to the Nihilus mod going.

Congratulations! I'm looking forward to seeing both of these fixes in a video.

Ӄhrizby
03-16-2010, 11:22 PM
Alright, hey everyone, I know it's been awhile, here's some updating..

First off, thanks Sith Holocron, and yes I have a video for the Vader mod:
http://www.youtube.com/watch?v=7dkV2w-S9eI

Lately what I've been working on is animating the drexl model, in this thread. (http://www.lucasforums.com/showthread.php?t=198894)

If I had a project I was working on for anyone that hasn't heard from me in awhile, PM me, my computers been a bit messy since i had to transfer everything to my laptop, and i may have misplaced some stuff..

Darth InSidious
03-17-2010, 01:21 AM
Also, recently I've been working on helping ZimmMaster complete Avol's Darth Vader mod . . . I'd like to announce that it's pretty much done and fully animated! I'll try to post screenies soon...

Erm, do you have AVol's permission for this?

Sith Holocron
03-17-2010, 02:06 AM
I certainly hope that they have permission. It would a shame to waste the effort. (I'm looking forward to seeing your video on a computer that doesn't block streaming video.)

Ӄhrizby
03-17-2010, 09:27 PM
Um, well when ZimmMaster asked me to help finish it, I assumed he had permission, I asked and apparently he wasn't aware that it was needed..

Oh and the video was set to private on accident, I fixed that

HdVaderII
03-17-2010, 10:55 PM
Does one need permission to ask if they're editing a mod for private use? As long as you haven't released it to the general populace, I believe it's kosher to edit another's mods.

Ӄhrizby
03-17-2010, 11:11 PM
Well yeah, I suppose I could just keep it to myself, but I'd like to let others use it too.. so does anybody know how to get ahold of Avol anymore?

Darth InSidious
03-17-2010, 11:24 PM
apparently he wasn't aware that it was needed..

I'm afraid that simply isn't true. ZimmMaster knows full well what the rules on permissions are - particularly after the last time he was caught out by them. I'm sorry you've been caught in the middle like this.


Does one need permission to ask if they're editing a mod for private use? As long as you haven't released it to the general populace, I believe it's kosher to edit another's mods.
For private use, no. But then again, you don't generally announce a private edit, either.

Well yeah, I suppose I could just keep it to myself, but I'd like to let others use it too.. so does anybody know how to get ahold of Avol anymore?
Unfortunately, no, hence why his mod isn't uploaded to anywhere like KotORFiles.

Ӄhrizby
03-22-2010, 05:05 PM
Thanks Darth InSidious, well I guess that settles it, sorry this mod is staying put. I'll try to be more careful next time too.

On a happier note, the drexl animations are coming along nicely, I've gotten flying and hovering fixed up and a video too:
http://www.youtube.com/watch?v=kE-UjRWy9hQ
Note: The very excellent skins I use for this model were made by RedRob :)

Quanon
03-22-2010, 08:57 PM
Great stuff Khrizby! DI was right to point out that you can't release this mod, though it ain't bad to show what you can do ;)

You've done some amazing things with this, plus I might need your help soon on a bug friend wiht a long head. :p

Though it need some serious modelling work and UVW mapping o_O
Not looking forward to that...

Ӄhrizby
03-22-2010, 11:11 PM
Thank you Quanon :). I'll be of assistance however I can. A bug friend with a long head?? Well I guess I'll find out soon enough :p

haha I know what you mean..

greggomonkey
03-24-2010, 10:59 PM
Nice Drexl skin! can't wait to see what you come up with next.

VarsityPuppet
03-24-2010, 11:11 PM
Nice Drexl skin! can't wait to see what you come up with next.

Note: The very excellent skins I use for this model were made by RedRob

RedRob made the skins, Khrizby is doing the animations, and I'm trying to find some use for the model in-game once this is all finished. It's kind of a weird collaboration mod between multiple people.

Darth Payne
03-24-2010, 11:16 PM
Would the Drexl work on Dxun?

Btw, i found it quite amusing to see a Drexl on Nar Shaddaa.

Phildevil
03-25-2010, 02:52 AM
Yeah, it's kind of like Coruscant's hawk bats :D

Ӄhrizby
04-06-2010, 12:46 AM
Alright, I'm still working on the drexyl model, I've got an attack animation and death animation I'm working on but neither are done yet.

On another topic, I've nearly completed the Bryar pistol. Unfortunately I can't seem to get the baremetal shader working... it just shows up as transparent...

http://www.lucasforums.com/picture.php?albumid=517&pictureid=6251
http://www.lucasforums.com/picture.php?albumid=517&pictureid=6250

Not looking much different but they're in-game now, and I'm working on making the lasers yellowish true to the Jedi Outcast games but having some trouble.

redrob41
04-06-2010, 02:31 AM
On a happier note, the drexl animations are coming along nicely, I've gotten flying and hovering fixed up and a video too:
http://www.youtube.com/watch?v=kE-UjRWy9hQ
Note: The very excellent skins I use for this model were made by RedRob :)
ooo, I'm glad to see that you're tackling the animations Khrizby. The wings look great so far.
Alright, I'm still working on the drexyl model, I've got an attack animation and death animation I'm working on but neither are done yet.
That'll be awesome. Once it has attacks and death animations, it could be used just about anywhere we want a flying enemy. So, will you do claw attacks as standard, quick claws as flurry, tail attacks for power attack, and mouth/face attacks for critical strike?
RedRob made the skins, Khrizby is doing the animations, and I'm trying to find some use for the model in-game once this is all finished. It's kind of a weird collaboration mod between multiple people.
I'm just glad that all the hard work I did will have a chance at being used in a releasable mod :)

Ӄhrizby
04-06-2010, 10:47 PM
Thank you Redrob :), I'm excited to see what we can make of this
So, will you do claw attacks as standard, quick claws as flurry, tail attacks for power attack, and mouth/face attacks for critical strike?
I was thinking of doing something like that, so most likely yes

logan23
04-06-2010, 10:55 PM
The Drexl animations and skin look amazing!!!!

Great job Ӄhrizby and Redrob41

Looking forward to its release =)

Ӄhrizby
04-22-2010, 11:18 PM
Yay, I finally finished the Bryar Blaster Pistol :D, now that's out of the way. I got the yellow blaster bolts to work good but I still had trouble with the baremetal shader, it just turned out transparent :mad: and i'm not sure why. If anybody knows how to fix it I'll release an update, but the un-shiny version should be on KotorFiles whenever they put it up.
http://www.lucasforums.com/picture.php?albumid=517&pictureid=6343
http://www.lucasforums.com/picture.php?albumid=517&pictureid=6342

Quanon
04-23-2010, 05:18 AM
I'm certain you have a TXI file, with the same name as the texture file :p
Check that spelling, I've had it happen a zillion times it was just a small typo in one of my files to make thing "broken".

Else I'dd say to have a peek in the 2DA, though I might be mixing up stuff about skinning player bodies, who sometimes do the same thing. There's often a column who also says what sort of effect shader gets applied and it might overrule your TXI or something along those lines :lol:

Not really helpfull my jibberish :lol:

Ӄhrizby
04-23-2010, 10:36 PM
It's alright, your jibberish made sense to me :lol:

Yeah I checked the .txi and it's all good :p, I looked in the baseitems.2da and didn't find any column that seemed relevant..

Quanon
04-24-2010, 01:10 PM
Have you tried using another type of shader effect: like CM_Spec or CM_Bright.
You could see what if that has effect. Or you could wild and do a animation TXI. :lol:

Should be the only line in the TXI file:
envmaptexture CM_Baremetal


Example Anim code thing.

proceduretype cycle
defaultwidth 256
defaultheight 256
numx 8
numy 1
fps 15
decal 1

Ӄhrizby
04-24-2010, 08:21 PM
Yeah, that's the only thing in it.. haha I could but somehow i don't think an animated texture would quite fit :lol:

But I also noticed when I cheated and got some other regular game guns that i presume were supposed to be shiny they were also transparent... but others were shiny like they should be.. :confused:

Edit: alright, nevermind, *all* the 'shiny' guns are transparent.. hmm i musta messed with something i wasn't supposed to..

Edit yet again: They're that way even if i remove my mod... hmm i even reinstalled and they're still clear something must be weird.. If I were to send the textures to you would you be willing to try them, see if it works in your game?

Phildevil
04-25-2010, 04:53 AM
Just a tought: would it be possible that this may be related with your game graphical settings?

Quanon
04-25-2010, 08:03 AM
Edit yet again: They're that way even if i remove my mod... hmm i even reinstalled and they're still clear something must be weird.. If I were to send the textures to you would you be willing to try them, see if it works in your game?

What's your video-card/ 3Dfx effect mathingzzzz: cause my ATI-card did some funky stuff just like that on my Kotor games. Untill the drivers had about 3 updates and suddenly all my Shader Effects in the Kotor games worked again.

Its even so that the shiney effect looks very differant depending if you got an ATI card or a Nvidia one. Newer cards and there drivers seem to cause littel faults in older games often.

redrob41
04-25-2010, 03:53 PM
Edit yet again: They're that way even if i remove my mod... hmm i even reinstalled and they're still clear something must be weird.. If I were to send the textures to you would you be willing to try them, see if it works in your game?

It wouldn't be because of the textures themselves. All the textures should have an alpha 1 channel with some areas in black. The txi just states which shader to apply to the black areas of the alpha channel. For some reason, the default shader (transparent) is being used instead of a specified one (like CM_Baremetal). You might want to try removing ALL txi files from the override directory first, just to see if it is one of them. If you still have the transparent problem, it might be a 2da issue.

Ӄhrizby
04-26-2010, 01:04 AM
What's your video-card/ 3Dfx effect mathingzzzz: cause my ATI-card did some funky stuff just like that on my Kotor games. Untill the drivers had about 3 updates and suddenly all my Shader Effects in the Kotor games worked again.

Its even so that the shiney effect looks very differant depending if you got an ATI card or a Nvidia one. Newer cards and there drivers seem to cause littel faults in older games often.
My video card is Mobile Intel(R) 4 Series Express Chipset Family, updated it too but i don't think it's recommended i'm thinking it's the problem..
It wouldn't be because of the textures themselves. All the textures should have an alpha 1 channel with some areas in black. The txi just states which shader to apply to the black areas of the alpha channel. For some reason, the default shader (transparent) is being used instead of a specified one (like CM_Baremetal). You might want to try removing ALL txi files from the override directory first, just to see if it is one of them. If you still have the transparent problem, it might be a 2da issue.

It happens even when I have a clean override, and when i had a new install..

Ӄhrizby
05-10-2010, 08:08 PM
Hey my Bryar Blaster Pistol is up on KotORFiles here, (http://knightsoftheoldrepublic.filefront.com/file/Bryar_Blaster_Pistol;113637) thanks jonathan7 for the positive review!

Ӄhrizby
10-04-2010, 12:37 AM
Alright, I know it's been waaaay too long since I've given you guys a visit here, but I am alive and I have been working when I can on the drexl mostly.. Just to let you know, I've almost gotten it ready, it can do most of the basic things like attack, fly, die and such so I'll try to get a video up within a couple weeks.

redrob41
10-07-2010, 02:56 PM
Alright, I know it's been waaaay too long since I've given you guys a visit here, but I am alive and I have been working when I can on the drexl mostly.. Just to let you know, I've almost gotten it ready, it can do most of the basic things like attack, fly, die and such so I'll try to get a video up within a couple weeks.

that will be good to see. So, what kind of attacks did you give it?

VarsityPuppet
10-07-2010, 07:12 PM
Alright, I know it's been waaaay too long since I've given you guys a visit here, but I am alive and I have been working when I can on the drexl mostly.. Just to let you know, I've almost gotten it ready, it can do most of the basic things like attack, fly, die and such so I'll try to get a video up within a couple weeks.

COOOLNESS! Let me know how that turns out!

Man, talk about modder's collaboration :thmbup1:


Except for I haven't really contributed much to this project, this is a little above me.

Ӄhrizby
10-20-2010, 12:01 AM
that will be good to see. So, what kind of attacks did you give it?

Right now only two, it has a clawing attack and a tail whip.
COOOLNESS! Let me know how that turns out!

Man, talk about modder's collaboration :thmbup1:


Except for I haven't really contributed much to this project, this is a little above me.
I sure will! And even so, you're the one who started us on this whole project, right?

Viado Onasi
10-20-2010, 01:18 AM
Great work on your modding, Ӄhrizby!!!!

Ӄhrizby
11-14-2010, 02:03 AM
Hey thanks, Viado!

I had a little trouble before, aka I accidentally messed up and forgot to save first :: So it took a little while to catch back up, but here's a video that shows at least the first attack, the claw attack. In between when the drexl is attacking doesn't have animations yet, such as dodge, but don't worry, that will be fixed eventually.

http://www.youtube.com/watch?v=jzahPAGaYPo&feature=player_profilepage

Qui-Gon Glenn
11-14-2010, 01:46 PM
One of the coolest feats in modding I have seen!

The Drexl was actually the PC?!?!?!?!?1111elevenone1!?

Dak Drexl
11-14-2010, 05:43 PM
^^Agreed! I have to say I'm so impressed by how natural it looks -- that's some professional quality animation Ӄhrizby.

logan23
11-14-2010, 05:50 PM
Amazing Job!!!

Rinku
11-14-2010, 06:19 PM
Woah!!! That was really nice, it looked very professional :).

redrob41
11-15-2010, 08:18 PM
I had a little trouble before, aka I accidentally messed up and forgot to save first :: So it took a little while to catch back up, but here's a video that shows at least the first attack, the claw attack.

That's too bad that you lost some work :( Was it the tail whip that you lost? Oh well, at least that single claw swipe looks good for the basic attack :).

Ӄhrizby
11-15-2010, 09:06 PM
That's too bad that you lost some work :( Was it the tail whip that you lost? Oh well, at least that single claw swipe looks good for the basic attack :).

Yeah, I still have an earlier version of the tail whip but I'll need to fix it. So far, I only see a way to put two attacks, two dodges, and two hits on, so I'll have to figure how to add power/critical/flurry etc. in if I can.

Ӄhrizby
02-18-2011, 02:42 AM
Hey everyone, as far as the drexl goes I've gotten it working fairly well, but that's actually not what I'm here to post about. I've had an idea for a while, and I'm sure it's been thought of before but I hadn't seen it actually done and I decided to take a bit of time and do it. This idea is a flaming sword, and I'm pretty happy with how it turned out, let me know what you all think.

http://i999.photobucket.com/albums/af117/Khrizby/swkotor22011-02-1721-53-12-16.jpg
http://i999.photobucket.com/albums/af117/Khrizby/swkotor22011-02-1721-54-34-91.jpg
http://i999.photobucket.com/albums/af117/Khrizby/swkotor22011-02-1721-54-07-82.jpg

Viado Onasi
02-18-2011, 02:44 AM
Nice flame sword! looks cool.

Ӄhrizby
02-18-2011, 02:51 AM
Nice flame sword! looks cool.

Thanks! :D

The sword itself probably isn't a final version, I just whipped it up to go with the blade. The flame turns off when it's not in use and it just looks like a sword, and when you enter combat flares up again like a lightsaber. The problem is, it still sounds like a lightsaber too.. lol :p

LDR
02-18-2011, 06:35 PM
The blade of the sword looks rather thin. Maybe you could thicken it a little? Other than that, I LOVE the flame sword.

Drewton
02-18-2011, 08:19 PM
Dude, that's awesome. Do you mind saying how you did it?

Sith Holocron
02-18-2011, 09:10 PM
I'd love to see a video of the flaming sword in action!

Ӄhrizby
02-18-2011, 11:41 PM
The blade of the sword looks rather thin. Maybe you could thicken it a little? Other than that, I LOVE the flame sword.
You're right, but the blade is actually the same as the regular blade in the game, I think it shows up that way because the flame isn't transparent at all, I should fix that, thanks!

Dude, that's awesome. Do you mind saying how you did it?
Thanks. I pretty much relied on the mdlops replacer feature, and made new blades and a hilt, and replaced everything.

I'd love to see a video of the flaming sword in action!

Sure, I just uploaded a video, take a look,
http://www.youtube.com/watch?v=C6pS6pwHR7s
but sorry for the horrendous quality, if there's anyone out there who can and wants to make a better video PM me.

Dak Drexl
02-21-2011, 05:30 PM
The sword looks really cool! The only way you could make that cooler would be to use a custom model ::

Also I was just old thread lurking because I was bored and stumbled across something that may be of some help to you...

in baseitems.2da, the weaponmattype defines the weapon's sounds to use. By changing it '2', I was able to make the saber sound like a sword

So you could just change it to a sword sound or maybe even the flamethrower sound? I don't know, I just remembered your sword after I read that. Anyway I'm excited to see how it ends up.

Ӄhrizby
02-21-2011, 07:54 PM
The sword looks really cool! The only way you could make that cooler would be to use a custom model ::

I just used the modified sword to see if it would work, I was planning on making a better model ;) Actually, I was thinking of making it into a Velmorian Flamesword, like the one used by Jax Pavan (http://starwars.wikia.com/wiki/Energy_sword). There doesn't seem to be any pictures though, so I'll just have to go on the basic description.
Also I was just old thread lurking because I was bored and stumbled across something that may be of some help to you...

in baseitems.2da, the weaponmattype defines the weapon's sounds to use. By changing it '2', I was able to make the saber sound like a sword

So you could just change it to a sword sound or maybe even the flamethrower sound? I don't know, I just remembered your sword after I read that. Anyway I'm excited to see how it ends up.

Oh, I wondered if there was some way to do that, that's very helpful, thanks a lot! :D

bendarby24
02-23-2011, 06:45 AM
the problem is is that it reflects blaster fire :/

Ӄhrizby
02-25-2011, 10:44 PM
the problem is is that it reflects blaster fire :/

Yeah, I know :: I'll have to work on that.. I wonder if it'd work to just have the weapon restrict your blaster deflection skills?

Sithspecter
02-26-2011, 03:31 PM
the problem is is that it reflects blaster fire :/

I think that you can do this possibly through Baseitems.2da. I would make a new baseitem if you haven't already, then use the lightsaber one for your template, but try seeing what replacing some of the fields with the sword field numbers does. I've messed a lot with this in the past, mainly with blaster models, but you can usually get it to do what you want it to do.

Ӄhrizby
12-24-2011, 01:59 PM
So, long time no post again. College has kept me busy, but I'm back for break at least!

I know this is completely unrelated to anything I've been doing, but I was working on a fun little mod for k1 today. You know the instruments the bith play in cantinas and stuff? I know you can use them as blaster pistols and all, but that just doesn't fit to me, so I made them new items as a sonic weapon, that plays music and shoots music notes along with the sonic 'rings'. I'll try to get some screenshots up soon.

And also, Merry Christmas, everyone! :D

EDIT: Alright, got most of it finished up I think and some screenies. But first, some info. I have all four instruments the Bith had; The sax/guitar (depending on what file you look at), the clarinet, the trombone, and the accordian. However, I didn't think that was very Star Wars-like, so I looked up some star wars music instruments and matched them as closely as I could. They're not perfect, but the best I could do. If anyone knows any more accurate instruments for them please do let me know. Anyways, they are now the chidinkalu (http://starwars.wikia.com/wiki/Chidinkalu), the kloo horn (http://starwars.wikia.com/wiki/Kloo_horn), the slitherhorn (http://starwars.wikia.com/wiki/Slitherhorn), and the bandfill (http://starwars.wikia.com/wiki/Bandfill), respectively. I know the last one's a stretch, but no more than 'accordian' :p They have various music related ammo, and play music clips when fired.

Some visuals:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Music_Equip.png
Chidinkalu (Bith Sax/Guitar)
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Chidinkalu01.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Chidinkalu02.png
Kloo Horn (Bith Clarinet)
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Kloo_Horn02.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Kloo_Horn01.png
Slitherhorn (Bith Trombone)
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Slitherhorn01.png
Bandfill (Bith Accordian)
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Bandfill01.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Bandfill02.png
All I can think of that needs done is adding attributes, and it'd be nice if I could make my own on-hit properties, then I could make the enemies break out in dance or something! Anybody know if new on-hit's are possible?? Edit: I figured this out! Now they have an attribute just like stun, but dancing! Through a very roundabout way of scripting.... :lol:

Darth InSidious
12-24-2011, 02:04 PM
That is unbelievably cool! How did you make the custom effect? Because it looks excellent!

Fallen Guardian
12-24-2011, 02:07 PM
That's awesome! Great job, now all evil doers shall face the power of music and dance.

Scorge
12-24-2011, 02:10 PM
Wow, that is cool. When its released, going to download ASAP.

Ӄhrizby
12-24-2011, 02:14 PM
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

JCarter426
12-24-2011, 02:49 PM
That's crazy. I love it.

Ӄhrizby
12-24-2011, 02:59 PM
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:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/SithHit.pnghttp://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/SithDance1.pnghttp://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/SithDance2.png
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.
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Bith.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/BithTalk.png

Warrior Master
12-24-2011, 03:02 PM
They say "Music calms the savage beast". Very cool! :lol:

Ӄhrizby
12-24-2011, 03:10 PM
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.
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/EquipBroken.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Melee01Broken.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Melee02Broken.png
In this one Trask has the melee version, and the PC has the ranged. Just to show the dual-weilding.
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/BandfillDub.png

Slstoev
12-24-2011, 03:15 PM
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?

Ӄhrizby
12-24-2011, 04:49 PM
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 hadn't thought of that, good idea!

LDR
12-24-2011, 05:17 PM
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).

Warrior Master
12-24-2011, 05:17 PM
What a crazy but likable! :lol:

Ӄhrizby
12-24-2011, 05:25 PM
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 (http://starwars.wikia.com/wiki/Jizz) people! :p

Ӄhrizby
12-28-2011, 12:54 AM
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.

Dark_Ansem
12-28-2011, 04:58 AM
you mean, like Vaklu and the Queen fighting each other?

JCarter426
12-28-2011, 10:09 AM
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.

Ӄhrizby
12-29-2011, 04:13 PM
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

redrob41
01-02-2012, 12:17 PM
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:

Ӄhrizby
01-02-2012, 02:06 PM
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

Ӄhrizby
01-09-2012, 12:03 AM
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:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Cantina1.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Cantina2.png
I just kept going with this part, it's probably a bit overkill for just a mainly item mod :lol:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/HoloHutt.png
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:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Taris.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/QuestItems.png
Also, a few custom items I made just for fun and laughs :D
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Earplugs.png

Zhaboka
01-09-2012, 12:38 AM
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.

Marius Fett
01-09-2012, 03:49 AM
Aerobith. :lol:

Sith Holocron
01-09-2012, 08:16 AM
[QUOTE=Ӄhrizby;2800960]I took this idea and made an extended story for the band, thanks again for the idea! Taris:
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/Taris.png
http://i999.photobucket.com/albums/af117/Khrizby/KotOR%20Screenies/QuestItems.png

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?

Ӄhrizby
01-10-2012, 03:31 AM
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.

Marius Fett
01-10-2012, 04:18 AM
I thought of that all by myself, I was rather proud :D Lol

Well naturally. Tis a piece of creative genius, dear sir! o_Q

Looking forward to seeing more. :)

Qui-Gon Glenn
01-13-2012, 06:04 PM
All I can hear, over and over, ringing in my head.... is Dr. Dre, telling us:

No, this ain't Aerobith!

Nice work, the musical bolts are really something else :D

Ӄhrizby
01-29-2012, 06:13 PM
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..

Qui-Gon Glenn
01-29-2012, 06:45 PM
Tis the first thought off the top of my head....

You may be unintentionally overriding an actual game script named "k_ptat18aa_enter02.ncs".

Perhaps rename it "kr_tat_18aa_enter.ncs" and of course change the ExecuteScript reference to this. Notice I ditched two chars to match the original filename length. "kr" reminds us who wrote the script, and it doesn't hurt us losing a "p" from "ptat". With the added "02" is too long for the game to read, so it may be ignoring the script altogether.

Ӄhrizby
01-29-2012, 08:54 PM
Thanks for the reply, I tried but no results, but I was thinking and checked the Gate Guard Billan's dialogue to make sure those are the scripts. The script that's fired is actually "k_ptat_dunesea", and I believe that fires "k_ptat18aa" cause I did something and got an endless loop of loading two areas one after another. Oh well, now that I know what the problem is I'll work on it, thanks!

Edit: Okay nevermind, that did nothing! Lol I still do need to modify "k_ptat18aa" I think, the dunesea one only launches the new module so I can't do much to it, but could it be part of the problem? Idk much about this subject..

More Edit: Ah it's not even my scripting at all! I deleted the script to see what happened and the problem still persisted, so I deleted my "m18aa.git" and it fixed it! But that should only add a new door..

Qui-Gon Glenn
01-30-2012, 11:50 AM
I am going to look at the m18aa.are after typing this.... That will tell you what the correct OnEnter script is for said module.

Expect an edit shortly :)

EDIT1: "k_ptat18aa_enter" - that is the script. Very curious, indeed.

I will see what DeNCS can do with the script.... look for edit #2

EDIT2: DeNCS blinked, choked, and ran away. I didn't even get a partial. Looking at the hex on it, it seems to be a fairly good-sized OnEnter spawning all the wraids, as well as having conditionals for speeder bikes and Genoharadan... It is the script that should be fired via "script injection" and I do not know why it is failing... Gate Guard Billan's .dlg should only really be setting a global.

Do you mind a whole bunch posting your code? Or a portion? I wonder if your script is so big and busy that it is interfering somehow... I have had this issue modifying the Endar Spire.
My guess is, somehow, the ExecuteScript is getting ignored and this results in the "reset" of the module.

Ӄhrizby
02-01-2012, 02:13 PM
I am going to look at the m18aa.are after typing this.... That will tell you what the correct OnEnter script is for said module.

Expect an edit shortly :)
Thanks :)
EDIT1: "k_ptat18aa_enter" - that is the script. Very curious, indeed.

I will see what DeNCS can do with the script.... look for edit #2

EDIT2: DeNCS blinked, choked, and ran away. I didn't even get a partial. Looking at the hex on it, it seems to be a fairly good-sized OnEnter spawning all the wraids, as well as having conditionals for speeder bikes and Genoharadan... It is the script that should be fired via "script injection" and I do not know why it is failing... Gate Guard Billan's .dlg should only really be setting a global.

Do you mind a whole bunch posting your code? Or a portion? I wonder if your script is so big and busy that it is interfering somehow... I have had this issue modifying the Endar Spire.
My guess is, somehow, the ExecuteScript is getting ignored and this results in the "reset" of the module.
Yes, that is curious. I, having never used DeNCS, got it and tried also, but same result. I'd imagine it would be big, but something's happening for it to still run in 'first time' state, idk how that works.. I wonder what the dunesea.ncs does?

Alright, here it is. It is a decent size but not huge, and probably not well written lol.

void main()
{
ExecuteScript("kr_tat18aa_enter", OBJECT_SELF);
object oEnter = GetEnteringObject();
object oPC=GetFirstPC();
if (GetIsPC(oEnter))
{
if (!GetIsObjectValid(GetObjectByTag("plc_shack")))
{
object oHuttsHut = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_shack", Location(Vector(85.79, 392.30, 37.07), -135.0));
object oHoloTerm = CreateObject(OBJECT_TYPE_PLACEABLE, "holoterm", Location(Vector(82.51, 389.03, 37.25), -135.0));
object oLocker = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_musiclocker", Location(Vector(85.35, 394.12, 37.12), -70.0));
{
if (GetJournalEntry("jawahutt") == 1)
{
SetGlobalBoolean("Music", FALSE);
SetGlobalBoolean("Dance", TRUE);
SetGlobalNumber("Holo", 1);
object oHoloHutt = CreateObject(OBJECT_TYPE_CREATURE, "HoloHutt", Location(Vector(80.80, 384.12, 37.26), 180.0));
object oJawaHutt = CreateObject(OBJECT_TYPE_CREATURE, "JawaHutt", Location(Vector(83.90, 390.48, 37.17), -135.0));
if (!GetIsObjectValid(GetItemPossessedBy(GetFirstPC() ,"holokey")))
object oGuard = CreateObject(OBJECT_TYPE_CREATURE, "jawaguard2", Location(Vector(88.81, 395.15, 36.98), 0.0));
}}}
}
}
I don't think it's too big actually cause I tried it with only the executescript command, nothing else, and it still did the same thing. Maybe it's delaying something that should happen instantly? Do you think there's a better way to initiate the script? I was thinking the trigger that sets off Marlena's conversation could be used to fire the script, as it's just through the gates, and avoid the onenter altogether..

Qui-Gon Glenn
02-01-2012, 06:13 PM
I think that, on first reflection, it is that your ExecuteScript will fire every time because it is not the result of your conditional. It should be a consequence of GetIsPC(oEnter).

This does not explain everything, but I would start there.

EDIT: Try this... it compiles, although I am not sure if it will do as you intend, but it is worth a shot :)

void main() {

object oEnter = GetEnteringObject();
object oPC = GetFirstPC();

if (GetIsPC(oEnter)) {
if (!GetIsObjectValid(GetObjectByTag("plc_shack"))) {
object oHuttsHut = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_shack", Location(Vector(85.79, 392.30, 37.07), -135.0));
object oHoloTerm = CreateObject(OBJECT_TYPE_PLACEABLE, "holoterm", Location(Vector(82.51, 389.03, 37.25), -135.0));
object oLocker = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_musiclocker", Location(Vector(85.35, 394.12, 37.12), -70.0));
// ExecuteScript("kr_tat18aa_enter", OBJECT_SELF); <-- Let's try option 2 first, actually :)
}
if (GetJournalEntry("jawahutt") == 1) {
SetGlobalBoolean("Music", FALSE);
SetGlobalBoolean("Dance", TRUE);
SetGlobalNumber("Holo", 1);
object oHoloHutt = CreateObject(OBJECT_TYPE_CREATURE, "HoloHutt", Location(Vector(80.80, 384.12, 37.26), 180.0));
object oJawaHutt = CreateObject(OBJECT_TYPE_CREATURE, "JawaHutt", Location(Vector(83.90, 390.48, 37.17), -135.0));
if (!GetIsObjectValid(GetItemPossessedBy(GetFirstPC() ,"holokey"))) {
object oGuard = CreateObject(OBJECT_TYPE_CREATURE, "jawaguard2", Location(Vector(88.81, 395.15, 36.98), 0.0));
}
}
ExecuteScript("kr_tat18aa_enter", OBJECT_SELF); //ExecuteScript may need to be here instead, as it seems the script should fire every time
}
}

What this should do is make the original OnEnter fires only the first time you enter the module, which is as it should be, I think. If the container is not there, it will be spawned and the original OnEnter will fire. The next time you enter the module, the container is there, so the original OnEnter should no longer fire.

Hopefully though, this will not have undesired consequences? I may be moving the execute script to the wrong portion of the code...

Ӄhrizby
02-01-2012, 06:52 PM
You know I never even though about that, in retrospect if everything else has to be after the conditional it makes sense.

Oh okay, so is the OnEnter only actually meant to fire once, then if you reenter it does something else? That would probably explain the problem, I'll try it out later tonight (I'm at school right now), but thanks for the code! :)

Qui-Gon Glenn
02-01-2012, 07:04 PM
Oh okay, so is the OnEnter only actually meant to fire once, then if you reenter it does something else? That would probably explain the problem, I'll try it out later tonight (I'm at school right now), but thanks for the code! :)No, it should fire every time, I would think... so I think ultimately the placement in orange is the one that should work best. I will see if VP can come over here and take a look-see :)
EDIT: I edited the code, try compiling the current structure.
EDIT2: Actually, just throw this into override if you like... of course, you will have to rename it!
EDIT3: Well, of course, VP added a lil knowledge to the party! I did not add that line, you may (actually probably do) want to!

VarsityPuppet
02-01-2012, 07:49 PM
OnEnter fires every time the module is loaded for every character that enters the module. Characters 'enter' the module when you, the player, load it for the first time. I think... I'm pretty sure anyways... That being the case, this is why you're using that GetEnteringObject() statement.

I think that'd be the correct placement for ExecuteScript() though..

The only thing I would recommend at the moment is adding the code I highlighted in green. This is to stop the onEnter from firing when reloading from a saved game.

void main() {

object oEnter = GetEnteringObject();
object oPC = GetFirstPC();

if (GetIsPC(oEnter)) {
if (GetLoadFromSaveGame()) {
return;
}
if (!GetIsObjectValid(GetObjectByTag("plc_shack"))) {
object oHuttsHut = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_shack", Location(Vector(85.79, 392.30, 37.07), -135.0));
object oHoloTerm = CreateObject(OBJECT_TYPE_PLACEABLE, "holoterm", Location(Vector(82.51, 389.03, 37.25), -135.0));
object oLocker = CreateObject(OBJECT_TYPE_PLACEABLE, "plc_musiclocker", Location(Vector(85.35, 394.12, 37.12), -70.0));
// ExecuteScript("kr_tat18aa_enter", OBJECT_SELF); <-- Let's try option 2 first, actually :)
}
if (GetJournalEntry("jawahutt") == 1) {
SetGlobalBoolean("Music", FALSE);
SetGlobalBoolean("Dance", TRUE);
SetGlobalNumber("Holo", 1);
object oHoloHutt = CreateObject(OBJECT_TYPE_CREATURE, "HoloHutt", Location(Vector(80.80, 384.12, 37.26), 180.0));
object oJawaHutt = CreateObject(OBJECT_TYPE_CREATURE, "JawaHutt", Location(Vector(83.90, 390.48, 37.17), -135.0));
if (!GetIsObjectValid(GetItemPossessedBy(GetFirstPC() ,"holokey"))) {
object oGuard = CreateObject(OBJECT_TYPE_CREATURE, "jawaguard2", Location(Vector(88.81, 395.15, 36.98), 0.0));
}
}
ExecuteScript("kr_tat18aa_enter", OBJECT_SELF); //ExecuteScript may need to be here instead, as it seems the script should fire every time
}
}

Ӄhrizby
02-03-2012, 03:45 PM
Alright, so with the new executescript placement it works great, thanks a ton! And thanks for the input VP, I would never have thought of that!

One question for my understanding though, if you want it to not fire when you're loading a savegame, wouldn't the current code check if it is, just like the GetIsPC? Or is that what the return is for? Just curious, it works fine in the game so I'm not complaining :p

EDIT: Okay, nevermind, looks like we're not done yet. I just remembered I'd taken my .git file out of the override, and so I put it back in. Now I get my doors but it resets the module again. All it was for was a couple doors, and it works without the git. I extracted a completely clean, untouched file with KT and put it in the override and it still didn't work, it seems whenever anything's overwriting the .git it resets, and I don't know how those two things could even be related. Any ideas?

EDIT 2: I realized that when I entered the module, exited, then reentered, there were two copies of all the people. Then next time three, etc. Looking at the script it's cause some brackets got moved, and not everything stayed under the !GetIsObjectValid. Not a problem, I slightly modified the code, I moved the executescript to the front, it's in the same placement but it just made it easier for my organization. I also slimmed up some unnecessary wording to make it less messy and easier to read. It still works the same for me so I don't think I did anything too destructively but here it is anyways: (EDIT 3: Apparently the brackets were moved for a good reason cause when they're all under that one !GetIsObjectValid if I entered anytime before my quest was active, when it was nobody would spawn cause the object was already there. I fixed the code below and didn't cut corners with individual !GetIsObjectValids this time.)
void main()
{
if (GetIsPC(GetEnteringObject()))
{
if (GetLoadFromSaveGame())
{
return;
}
ExecuteScript("kr_tat18aa_enter", OBJECT_SELF);
{
if (!GetIsObjectValid(GetObjectByTag("plc_shack")))
{
CreateObject(OBJECT_TYPE_PLACEABLE, "plc_shack", Location(Vector(85.79, 392.30, 37.07), -135.0));
CreateObject(OBJECT_TYPE_PLACEABLE, "holoterm", Location(Vector(82.51, 389.03, 37.25), -135.0));
CreateObject(OBJECT_TYPE_PLACEABLE, "plc_musiclocker", Location(Vector(85.35, 394.12, 37.12), -60.0));
}}
if (GetJournalEntry("jawahutt") == 1)
{
SetGlobalBoolean("Music", FALSE);
SetGlobalBoolean("Dance", TRUE);
SetGlobalNumber("Holo", 1);
if (!GetIsObjectValid(GetObjectByTag("HoloHutt")))
{
CreateObject(OBJECT_TYPE_CREATURE, "HoloHutt", Location(Vector(80.80, 384.12, 37.26), 180.0));
}
if (!GetIsObjectValid(GetObjectByTag("JawaHutt")))
{
CreateObject(OBJECT_TYPE_CREATURE, "JawaHutt", Location(Vector(83.90, 390.48, 37.17), -135.0));
}
if (!GetIsObjectValid(GetItemPossessedBy(GetFirstPC() ,"holokey")))
if (!GetIsObjectValid(GetObjectByTag("jawaguard2")))
{
CreateObject(OBJECT_TYPE_CREATURE, "jawaguard2", Location(Vector(88.81, 395.15, 36.98), 0.0));
}}}}

Qui-Gon Glenn
02-08-2012, 12:04 PM
Glad you have a working solution, although looking back, it is unnecessary to check validity against anything except for "plc_shack". If that is valid, then the other items MUST also be valid ( due to the logical construction of the script ).... However, if it ain't broke, don't fix it :D

Ӄhrizby
02-08-2012, 06:40 PM
Actually that's why I changed it, that is true for "holoterm" and "plc_musiclocker" but the three creatures were only to spawn if the quest was active. The "plc_shack" is there no matter what. So if I entered and spawned it before activating the quest, when I did activate it the creatures wouldn't show up. I suppose I coulda put those three under one, like "HoloHutt" or something though. But you're right, it works I'm not touching it! Lol :D

VarsityPuppet
02-08-2012, 11:10 PM
Glad you got it to work!