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 .
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.
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.
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
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!
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Originally Posted by Drewton
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.
Quote:
Originally Posted by Sith Holocron
I'd love to see a video of the flaming sword in action!
Sure, I just uploaded a video, take a look,
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YouTube Video
but sorry for the horrendous quality, if there's anyone out there who can and wants to make a better video PM me.
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...
Quote:
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.
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. There doesn't seem to be any pictures though, so I'll just have to go on the basic description.
Quote:
Originally Posted by Dak Drexl
Also I was just old thread lurking because I was bored and stumbled across something that may be of some help to you...
Quote:
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!
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.
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!
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, the kloo horn, the slitherhorn, and the bandfill, respectively. I know the last one's a stretch, but no more than 'accordian' They have various music related ammo, and play music clips when fired.
Some visuals:
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Chidinkalu (Bith Sax/Guitar)
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Kloo Horn (Bith Clarinet)
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Slitherhorn (Bith Trombone)
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Bandfill (Bith Accordian)
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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....
That is unbelievably cool! How did you make the custom effect? Because it looks excellent!
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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!
Quote:
Originally Posted by MrObiWan
Wow, that is cool. When its released, going to download ASAP.
Glad you like it!
Quote:
Originally Posted by Fallen Guardian
That's awesome! Great job, now all evil doers shall face the power of music and dance.
Okay, so it's hard to see in screenshots, but here's some pics of the dance effect:
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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.
They say "Music calms the savage beast". Very cool!
Very true, thanks!
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.
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In this one Trask has the melee version, and the PC has the ranged. Just to show the dual-weilding.
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?
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?
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.
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).
Code:
ActionPauseConversation();
And then resume it when that's done.
Code:
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:
Code:
// 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:
Code:
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.
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).
Code:
ActionPauseConversation();
And then resume it when that's done.
Code:
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:
Code:
// 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:
Code:
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.
Quote:
Originally Posted by Dark_Ansem
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
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
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
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?).
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
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
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 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.
Quote:
Originally Posted by redrob41
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
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!
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:
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I just kept going with this part, it's probably a bit overkill for just a mainly item mod
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Quote:
Originally Posted by Slstoev
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:
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Also, a few custom items I made just for fun and laughs
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