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04-24-2005, 08:55 PM
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#1
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,257
Current Game: Skyrim
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[TSL] Additional Dark Jedi script released
From the readme:
This mod converts some of the Sith Assassins in various areas into Dark Jedi as seen in KOTOR. More specifically, it changes the appearance of the assassins, along with providing them with some force powers and lightsabers. The Dark Jedi are given one of the saber types, either a single, double blade, or dual lightsabers based on certain probabilities. In one area on Telos some of the Sith Assassins are changed to Sith Troopers.
Like my other mods, you can get them at Warped Productions and pcgamemods.com.
This script is configurable so that the user can alter one of the many NPCs that appear in the game. This includes changing the appearance, weapons, and giving force powers for an NPC. All the various options are explained and set in the conversion_config.nss source file.
To make changes, simply alter the conversion_config.nss file as desired and recompile the script using the nwnnsscomp tool. Compile the OnEnter or spawn script where the changes are to be applied. If you want to make drastic changes, you can alter the conversion functions in conversion_lib.nss. Note that the .are files alter specify the new OnEnter scripts.
For those interested in reconfiguring the script, feel free to post questions or comments and I will do what I can to help. 
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04-24-2005, 09:03 PM
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#2
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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This is awesome Prime! I'm downloading it now! Good job and keep up the good work! 
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04-24-2005, 09:08 PM
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#3
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8-Bit Code Monkey
Join Date: May 2004
Location: A House
Posts: 4,034
Current Game: SWTOR
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Very nice execution on a very good idea for a mod, great job Prime
"Women are like sunsets… they’re beautiful, but there will be a different one tomorrow." - Gilder
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04-25-2005, 04:25 PM
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#4
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Rookie
Join Date: Apr 2005
Posts: 24
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This kind of mod makes TSL a fundamentally better game.
Can't wait to try it!
Like game balance mods, this goes toward filling in some of the holes and unpolished aspects of the game.
No offense to all the skilled graphic artists out there, but IMHO this kind of mod is worth 100 custom lightsabers or robes.
Except, perhaps, the really revealing female reskins.
Great job and thank you for putting forth the extra effort to make it easily configurable.
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04-25-2005, 04:40 PM
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#5
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Computer Crazy
Join Date: May 2004
Location: Brazil
Posts: 1,474
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Thank's a lot Prime!
Downloading this as I type this message and I can't wait to try it! 
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04-25-2005, 10:07 PM
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#6
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Guardian of The Force
Join Date: Feb 2005
Location: In Exile Waiting For Luke
Posts: 1,318
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Re: Additional Dark Jedi script released
Quote:
Originally posted by Prime
From the readme:
This mod converts some of the Sith Assassins in various areas into Dark Jedi as seen in KOTOR. More specifically, it changes the appearance of the assassins, along with providing them with some force powers and lightsabers. The Dark Jedi are given one of the saber types, either a single, double blade, or dual lightsabers based on certain probabilities. In one area on Telos some of the Sith Assassins are changed to Sith Troopers.
Like my other mods, you can get them at Warped Productions and pcgamemods.com.
This script is configurable so that the user can alter one of the many NPCs that appear in the game. This includes changing the appearance, weapons, and giving force powers for an NPC. All the various options are explained and set in the conversion_config.nss source file.
To make changes, simply alter the conversion_config.nss file as desired and recompile the script using the nwnnsscomp tool. Compile the OnEnter or spawn script where the changes are to be applied. If you want to make drastic changes, you can alter the conversion functions in conversion_lib.nss. Note that the .are files alter specify the new OnEnter scripts.
For those interested in reconfiguring the script, feel free to post questions or comments and I will do what I can to help.
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Prime
This MOD is flawless  I downloaded the posted version and ran thru the levels and it's awesome. I recommend to all "take meds  )
You did a gread job on this and it was a challenge fighting thru them. I love how you made them drop what they were fighting with in most all cases  Made it much more realistic than the stock game
These are the good mods the ones you can't even tell are in game cause they just feel like it should be that way
Again great job and def. a challenge

MY SITE: Okinawa Outpost
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Ikanaru hito demo sonke suru koto
Yakusoku o yaburanai koto
Hito o on****su shinai koto
Hito ni tai****e omoiyari o motsu koto
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04-25-2005, 10:51 PM
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#7
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Pimpin' ain't easy
Join Date: Nov 2002
Posts: 1,931
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Agreed. Another very cool mod, Prime.
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04-26-2005, 12:22 AM
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#8
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Junior Member
Join Date: May 2004
Location: Korriban
Posts: 344
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Only the blind can see.
http://www.sunstarentertainmentinc.com
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04-26-2005, 10:08 AM
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#9
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Forumite
Join Date: Jan 2005
Location: USA
Posts: 591
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03-14-2006, 04:13 AM
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#10
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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Wow, I hate to resurrect this thread when it was so close to having a birthday, but I was wondering if there was a simple "fix" (subjective term) that would prevent all these Dark Jedi from dropping their lightsabers as loot.
Definitely love the mod!!! Sorry it took me so long to try it...I've been taking a TSL break
EDIT: I remembered that there had been another thread attached to this mod at one time. I was able to find it and was even able to locate a suggested fix. I followed Stoffe-mkb-'s advice and it seems to work. Not sure what else it's going to affect as I only tested it with the (newly converted) dark jedi on Korriban.
Here's the code for anyone else that would like to use it. I've modded my game (not just this mod) so that only single sabers are used. Therefore, if you would like to expand this to include other types of lightsabers, you're going to need to add the code. I hope this helps.
Code:
//:: k_def_death01
/*
Default On Death Script
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_switch"
#include "k_inc_debug"
void main()
{
//CH: Added this code to remove lightsabers from Sith corpses
//when using Prime's Dark Jedi Conversion Mod. Checks for a
//lightsaber in the right hand and then destroys it if it finds one.
object oLSabre = GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON);
if (GetIsObjectValid(oLSabre) && (GetBaseItemType(oLSabre) == 8)) {
DestroyObject(oLSabre);
}
ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_DEATH);
/*
if(!GN_GetSpawnInCondition(SW_FLAG_AI_OFF))
{
SpeakString("GEN_I_AM_DEAD", TALKVOLUME_SILENT_TALK);
//Shout Attack my target, only works with the On Spawn In setup
SpeakString("GEN_ATTACK_MY_TARGET", TALKVOLUME_SILENT_TALK);
}
if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_DEATH))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
}
*/
}
And speaking of stoffe-mkb-: I would not recommend using her AI tweaks with this. Unless, of course, you intend to take some of the force powers out of the lib.nss file included in this mod. Talk about getting owned!! 
Last edited by Achilles; 03-14-2006 at 05:12 AM.
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03-14-2006, 03:36 PM
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#11
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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Ok, separate issue:
In 710KOR, 2 sith assassins were spawned, dual wielding lightsabers. k_fab_sith_si.nss was compliled with dual wield set to FALSE in conversion_config.nss, so I'm not sure what might be causing this. FWIW, saberratio is set to 8, although it shouldn't matter (if I'm understanding this correctly), because dual wield is false. I tested it twice and it happened both times. I have a save just before entering the caves and can get screen shots if that will help.
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05-28-2006, 12:40 PM
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#12
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Obusha
Join Date: May 2006
Location: My own personal Hell
Posts: 6,536
Current Game: Batman: Arkham City
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Prime:
I've really enjoyed this mod. Combined with Beancounter's Hardcore and Achilles' Game Balance mods, it actually makes TSL quite a challenge-and a heck of a lot more fun! Thanx!
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05-28-2006, 02:54 PM
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#13
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Rest In Peace
Join Date: Nov 2004
Posts: 2,304
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The Genius of modding comes out with another one... Very nice job man!
I didn't see this one before. Sorry late to the party. 
R.I.P. to 'The Source' and 'MacCorp'
2004-2008
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06-13-2006, 03:20 AM
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#14
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Lurker
Join Date: Jun 2006
Posts: 1
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Wow my first message here!! Hi everyone! Anyway... I've a question for Achilles: why using Stoffe Improved AI may cause problems with this mod?
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06-15-2006, 12:07 PM
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#15
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
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Originally Posted by Arthas Torm
Wow my first message here!! Hi everyone! Anyway... I've a question for Achilles: why using Stoffe Improved AI may cause problems with this mod?
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This question should really be asked in the main Holowan Labs forum. But as a side note there could be any number of reasons for the conflict or problem. One of these reasons includes the mods using the same scripts.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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10-24-2009, 08:51 PM
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#16
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Rookie
Join Date: Mar 2005
Posts: 220
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I'm sorry for resurrecting this thread, however, I was hoping someone could help me out with a scripting question, in regards to this mod.
I'm looking to edit the source scripts to randomize the types of lightsabers given to the new dark jedi. In other words, I want the dark jedi to have access to blue, violet, yellow, green, and red lightsabers. I'm also using DarthInsidious's and Oldflash's Forked Lightsabers, and was hoping to add them to the list of usable sabers for the dark jedi in this mod.
However, I'm completely lost as to what and how to edit, out of the source files provided. :\
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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