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Old 04-03-2012, 04:54 AM   #8
Fallen Guardian
@Fallen Guardian
Wandering the Galaxy...
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Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,294
Current Game: XCOM 2
Veteran Modder  Helpful! 
Oh sweet, thanks HH. It appears as though that should work in KotOR 1, judging by nwscript. I'll try it and report back.

EDIT: Alright, it works. Though, I found that since the dialogue option that assigns the entry is still available after you recieve the entry, you can advance the plot to a different journal entry and then come back, talk to the person, and then have the old entry assigned again. Here's how I set up my scripts to stop this from happening:

void main(){

	object oPC=GetFirstPC();

        object oNPC = GetObjectByTag("50aa_comm");

  int iResult = GetLocalBoolean(oNPC, 40);

if ( iResult == FALSE) {

 int bAllowOverrideHigher=TRUE;

  		AddJournalQuestEntry("DT_MERC", 30, bAllowOverrideHigher);

 DelayCommand(0.1, ExecuteScript("dt_comm_flse", OBJECT_SELF));


void main()

object oNPC = GetObjectByTag("50aa_comm");

    SetLocalBoolean(oNPC, 40, TRUE);


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version

Last edited by Fallen Guardian; 04-03-2012 at 05:11 AM.
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