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 JC's Call of Aid Mod, including a tutorial
JCarter426
Posted: Jan 24 2009, 05:36 AM


Jedi Padawan


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It doesn't.


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HK-47
Posted: Jan 24 2009, 12:18 PM


Jedi Youngling


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Well that sucks. Why not?


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Revan 411
Posted: Jan 24 2009, 05:22 PM


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This mod works for me...

But, why doesn't it work for the Spanish version?


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Marcus22Khaar
Posted: Jan 25 2009, 02:37 PM


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QUOTE (Revan 411 @ Jan 24 2009, 06:22 PM)
This mod works for me...

But, why doesn't it work for the Spanish version?

Some files are not at all compatible, the most important is the .tlk file and I read that some .ncs files are different, so many mods are not compatible with Spanish versions like M4-78.


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HK-47
Posted: Feb 5 2009, 09:32 PM


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The Spanish, and other languages too, all are slightly diferent than just the spoken language and text. I believe the German version has slightly better grahpics for instance, although it's a really tiny diference.


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JCarter426
Posted: Mar 17 2009, 12:57 AM


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Rag pointed out a mistake to me... a slight typo. In step 4, it should be ctrl+e, not ctrl+3.


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JCarter426
Posted: Jul 4 2009, 01:33 AM


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UPDATE

http://www.filesavr.com/spawner

Well it's been a few months. As I said, this is a work in progress - I only add stuff to it when I need it for my film, or if I get requests, usually from Rag or Tippy. So here's an updated version. It's less of a mess than previous versions, and there are a lot of new functions.

One more interesting function is something Tpiom suggested; the most recent version of Call of Aid for K1 lets you turn anyone it spawns into enemies. So I wrote a script that lets you turn anyone into an enemy; you just have to create a new dialogue entry and enter "hostile_any" as the script to fire, and the tag of the NPC as the string parameter, just as you would do to add a new NPC to spawn.

Also - though this really isn't new as I've had this in my spawner for months - you can have NPCs play animations. For the script, enter a_play_anim, and in the string parameter, OBJECT_SELF for your player, or the tag of the NPC you want to play the animation. Then there are a few boxes that determine which animation, how long if it's a looping animation, and how long to delay before playing. I included an image explaining those.

That's all for now. If I come up with any more functions I think you'd be interested in, I'll post another update.

Oh, and ignore the scripts section. It doesn't actually do anything since I didn't include the scripts.


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Marcus22Khaar
Posted: Jul 4 2009, 07:44 AM


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Downloading. It looks a way better. Hmm... I'm watching lots of people to spawn... Soon I'll try it. Thanks for sharing JC! wink.gif


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JCarter426
Posted: Jul 5 2009, 02:27 PM


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Actually I made some slight scripting errors; the hostile function was only turning *one* of them hostile for some reason. Anyway, this should fix that:

http://www.filesavr.com/hostileany

Just download and put it in your Override folder, replacing the one that's already in there. Now the script will turn any NPC with that tag into an enemy.


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JCarter426
Posted: Nov 7 2009, 11:45 PM


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UPDATE

http://www.filesavr.com/spawner

Wow, has it really been three months? I swear, some of these new features... I thought I'd released them already. And not just here, I mean... to people personally, via Skype. Nope.

Anyway, this is a MASSIVE update. I've added a whole bunch of features, which I'll go over.

1. [Default Call of Aid] - lets you spawn everything included in the default Call of Aid (Republic, Sith, Mandalorians), but it's not restricted by alignment.

2. [Party members] - spawn NPC copies of party members

3. [Allies] - spawn NPCs that are friendly to you (some are enemy copies but are listed as such). Some will follow you... some won't... depends on whatever I needed it for. A few bounty hunters from my film have cameos here.

4. [Enemies] - spawn NPCs that are hostile to you and will attack you on sight.

5. [Animations] - Various animations using the a_play_anim script... I've included a picture explaining it. You need some basic modding knowledge to add your own, though.

6. [Scripts] - doesn't do anything, but this is the node I use to fire scripts for my film. I left it here in case anyone else wants to do so, and so the numbers here will match up with those in my own file. Selecting this will just end the dialogue.

7. [Make hostile] - this was a request by Tpiom: the hostile_any script, which you can add to your own node (I've explained how to do it before), makes all NPCs of a certain tag hostile towards you. The hostile_one script works similarly, but only turns the nearest NPC of that tag hostile, while the others remain whatever they were. For example, I used it to record two handmaiden sisters to fight each other. I haven't used these much; the point is you set it up to make whatever you need go hostile, including any NPCs you add to the spawner. I'm working on a better version that utilizes the Predator and Prey factions, but until then, this is what you get.

8. [Set lightsaber type and color] - this is a bit more useful that it sounds, for you film editors. It lets you set the global numerics for your Exile's old lightsaber - the hilt type (single or double) and blade color (9 colors total). Ideally you should set it before you actually see your Exile's old saber (i.e. before you get to Atris' place). I have a saved file from the start of the game, with all the proper party members, that way I can just warp to 950. I added this function because Tpiom kept setting his Exile's old saber to the wrong thing (and then forgetting what it was set to)... but I guess he never got this... tongue.gif

9. [Change the Ebon Hawk skybox] - another useful feature for film editors. This lets you change the current skybox (what you see through the cockpit windows) to anything available in the game. SPACE (as seen in the prologue) and HYPERSPACE (animation played during the trip to Telos) are included, so it's pretty nifty. Also included is a node that will delete the planet hologram in the main hold, if you're filming a scene there and want to get rid of that annoying blue thing.

10. [Let me change party members] - a personal favorite of mine. No matter where you are, no matter the pre-existing conditions, click this button and you will be able to go to the party member menu and change party members. Of course, you can't change party members during combat no matter what, but the next and final function could help with that, too...

11. [Destroy nearest creature] - a request by Ragnarok: this destroys the creature nearest to your player. Makes them go bye-bye. They fade away, never to be seen again. Meaning if you spawn in someone accidentally, or decide you need them removed later, you just walk up to them and hit this button. Poof! Also works on any enemies you're currently fighting, like annoying Sith assassins that spawn out of the air. Make them gone and be home in time for tea. And if there are annoying extras trying to get some screentime, making obscene gestures at the camera, etc, you can make them vanish as well. Just be careful with it; it works on absolutely anyone, except your party members (if they're currently in your party), and it could potentially destroy NPCs crucial to the game.

And that's it for now. I'll be back next time I get a chance to add some new features, but until then, enjoy these new ones!

http://www.filesavr.com/spawner
http://www.filesavr.com/spawner
http://www.filesavr.com/spawner

Just in case you missed it. tongue.gif

This post has been edited by JCarter426 on Nov 8 2009, 12:00 PM


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