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Old 09-04-2014, 02:38 AM   #1
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Emergency Supplies/Ebon Hawk

First and foremost, to be clear, I'm not asking for a mod to be done that has already been done (which this has been so; though I don't know if it has been done the way I am trying to do it). What I am asking for is assistance in helping me do a mod that has already been done; and with a specific piece of the puzzle in the mod I'm having trouble with.

I'm trying to convert the Ebon Hawk "Emergency Supplies" into an interactive "store" that sells and buys at 0% markup/markdown (in other words, everything costs and buys at 0). To do this, I need to "prime" a merchant, and here is where I run into a problem:

I am unable to change any number in my KOTOR Tool "merchants" section. Any number I try to enter is rejected; and the number that was there pops back up. This goes for item counts and the markup/markdown value.

For the item counts, I've been able to work around it by putting codes for items I don't want (or don't want that many of) onto some very minor item; such as quarterstaff or clothing. But the Markup/Markdown values bug is really in my way on this one.

So, I'd like some help:

1. Can someone make me a merchant file (favorably a Pazaak merchant; there's less junk in those stores to deal with) with 0% mark up/mark down to email to me; or,
2. Can someone tell me how to fix this bug; or,
3. Is there a way to script and force the 0% Markup/Markdown when the store opens (eliminating all this hassle altogether?)

Thanks.
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Old 09-04-2014, 09:41 PM   #2
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Well, the Mark up and Mark down are controlled in the call to OpenStore, which should be in the script attached to the OnClicked event of the placeable.

Code:
void main()
{
    OpenStore("<tag of store>", GetFirstPC(), 0, 100);
}


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Old 09-05-2014, 05:47 AM   #3
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OpenStore("EmergencySupplies", GetFirstPC(), 0, 0); So this would mean open "EmergencySupplies" for the first PC (the player) at 0% markup/markdown?
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Old 09-05-2014, 07:44 AM   #4
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Quote:
Originally Posted by CaptainPike View Post
OpenStore("EmergencySupplies", GetFirstPC(), 0, 0); So this would mean open "EmergencySupplies" for the first PC (the player) at 0% markup/markdown?
Yes, but if you want free items, you should probably use 100% markdown.


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Old 09-05-2014, 08:24 AM   #5
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Ah!

So, based on the percentage of the "base value" of the item:

OpenStore("<tag of store>", GetFirstPC(), Markup%, Markdown%)
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Old 09-05-2014, 06:36 PM   #6
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Query #1:

Quote:
Originally Posted by CaptainPike View Post
Ah!

So, based on the percentage of the "base value" of the item:

OpenStore("<tag of store>", GetFirstPC(), Markup%, Markdown%)
Query #2:

I don't want the "emergency supplies" to much up the Sasha quest, so I went digging into the scripting.

Been researching some stuff; looked for the script for the "Emergency Supplies" object; found its script file; and found this:

Quote:
void main()
{
ActionStartConversation(GetLastUsedBy(), "", 0, 0, 0, "", "", "", "", "", "", 0);
}
Understanding that was a subroutine or function, I researched ActionStartConversation and found this:

Quote:
When an object executes ActionStartConversation, it attempts to use the dialogue file specified as sDialogResRef to start conversing with the target, oObjectToConverseWith. If the target is not a PC, the target's OnConversation event fires.
So, which is correct:

1. Find the variable/journal entry that indicates Sasha is on board the ship and not found; and if that is not true, then open the "emergency supplies"; or,
2. Simply put the Emergency Supplies command to open after the ActionStartConversation?
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Old 09-05-2014, 11:21 PM   #7
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Quote:
Originally Posted by CaptainPike View Post
So, which is correct:

1. Find the variable/journal entry that indicates Sasha is on board the ship and not found; and if that is not true, then open the "emergency supplies"; or,
2. Simply put the Emergency Supplies command to open after the ActionStartConversation?
Finding the variable is easier:
Show spoiler


That should check if the Quest is active, but will not open the store if you initiated it with the Twi'lek on Dantooine.

Also, note the in option 2, you would always open the store after the dialogue started, which would be havoc with the quest.


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Old 09-06-2014, 03:40 PM   #8
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OK, I looked at your script, I believe I understand the syntax, and compared it to the quest log via "Game Editor".

I understand iQuest is a variable that holds the value associated with the state of the "Strange Stowaway" quest; If the value is >= 10, then the quest is active but not completed; so we check again, and if the value is 40, then we've only talked to the Twilek; so if the quest is active or completed (except on the condition that we have simply talked to the Twilek) then the store opens.

So, the emergency supplies become available to the player only after Sasha's presence has been discovered; the rest of the time, clicking on the store will simply present the message about it being an "emergency supplies", LoL ....

I am 80% clear.
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Old 09-06-2014, 04:31 PM   #9
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Originally Posted by CaptainPike View Post
OK, I looked at your script, I believe I understand the syntax, and compared it to the quest log via "Game Editor".

I understand iQuest is a variable that holds the value associated with the state of the "Strange Stowaway" quest; If the value is >= 10, then the quest is active but not completed; so we check again, and if the value is 40, then we've only talked to the Twilek; so if the quest is active or completed (except on the condition that we have simply talked to the Twilek) then the store opens.

So, the emergency supplies become available to the player only after Sasha's presence has been discovered; the rest of the time, clicking on the store will simply present the message about it being an "emergency supplies", LoL ....

I am 80% clear.

Yes, you've read it all right. I did forget about the quest not being active, so I'm re-writing the script like so:
Show spoiler


Now the only thing to experiment and check with would be whether the dialogue plays the first time it needs to, or whether the store just opens...


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Old 09-06-2014, 05:48 PM   #10
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Got it!

I haven't been able to compile; "partial" error; so I guess I don't have all the right files in the right place.

But, I don't want to depend completely on you; so let me do some research and see if I can't figure out what I'm doing wrong and what I need to do different first; and if I run into roadblocks, I'll scream @ ya!

Thanks for all your help ... It's going to be cool to implement this feature into my games!
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Old 09-06-2014, 06:07 PM   #11
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Okay, and don't forget that I gave you my skype, if you have to get a hold of me.


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Old 09-07-2014, 02:49 PM   #12
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Okay. I'm stuck, LoL.

I have googled "DeNCS Partial Error" and came up with nothing. I have googled "How To compile KOTOR scripts" but nothing I've found addresses partial error or what needs to be present for a successful compile; it only addresses the commands necessary to initiate a compile.

It is my intent to not be so dependent on others to accomplish my mod .....

What I was doing when the error was caused is this:

I placed in a folder (3) files:

k_pebn_kiosk-Script.txt (* saved script to insert *)
kiosk004.utp (* the "emergency supplies" object *); and
supplies.utm (* the "store").

My script looks like this:

Quote:
void main()
{
int iQuest = GetJournalEntry("k_pebo_stowaway");
if(iQuest == 0) // Quest not started at all...
{
OpenStore("supplies", GetFirstPC(), 0, 100);
}
if(iQuest >= 10) // She was found
{
if(iQuest != 40) // Not by Dantooine Twilek
{
OpenStore("supplies", GetFirstPC(), 0, 100);
}
}
else
{
ActionStartConversation(GetLastUsedBy(), "", 0, 0, 0, "", "", "", "", "", "", 0);
}
}
I then opened DeNCS, loaded kiosk004.utp, copied and pasted the text above from my text file, then clicked File/Save then received the error.

What am I doing wrong and what do I need to do different?
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Old 09-07-2014, 03:18 PM   #13
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Quote:
Originally Posted by CaptainPike View Post
Okay. I'm stuck, LoL.

I have googled "DeNCS Partial Error" and came up with nothing. I have googled "How To compile KOTOR scripts" but nothing I've found addresses partial error or what needs to be present for a successful compile; it only addresses the commands necessary to initiate a compile.

It is my intent to not be so dependent on others to accomplish my mod .....

What I was doing when the error was caused is this:

I placed in a folder (3) files:

k_pebn_kiosk-Script.txt (* saved script to insert *)
kiosk004.utp (* the "emergency supplies" object *); and
supplies.utm (* the "store").

My script looks like this:



I then opened DeNCS, loaded kiosk004.utp, copied and pasted the text above from my text file, then clicked File/Save then received the error.

What am I doing wrong and what do I need to do different?
Well, DeNCS should only be used for .ncs files. Also, what is the exact error message you are getting?

I recommend just compiling the script with KotOR Tool instead of DeNCS.


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Old 09-07-2014, 05:09 PM   #14
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Oops, I told you wrong, LoL.

I was attempting to edit k_pebn_kiosk.ncs;

Here are the error messages:


Decompiling...k_pebn_kiosk.ncs: partial-could not recompile
Recompiling...k_pebn_kiosk.ncs: partial-could not recompile


But if we can do all of this through KOTOR, that'd be great; I don't like Java on my computer anyway.

How do I access and compile .ncs files through KOTOR? I've tried just about every menu option and googled it ...
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Old 09-07-2014, 05:20 PM   #15
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This, perchance?

http://deadlystream.com/forum/files/...cripting-tool/
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Old 09-07-2014, 05:28 PM   #16
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Now WAIT a minute!

I used that tool above and brought up the k_pebn_kiosk.nss file, and the revised script is in there! But, DeNCS didn't show the revised script; it showed the old script.

OK, I'm ditching DeNCS.

So, if KOTOR Scripting Tool is showing the revised script in the .nss file when I open it, then I guess the revised script IS in there, and HAS been in there, LoL!

So, now what? Just put that .nss file in 'Override' folder; or do I need to compile it into the module file?
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Old 09-07-2014, 06:00 PM   #17
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Quote:
Originally Posted by CaptainPike View Post
Oops, I told you wrong, LoL.

I was attempting to edit k_pebn_kiosk.ncs;

Here are the error messages:


Decompiling...k_pebn_kiosk.ncs: partial-could not recompile
Recompiling...k_pebn_kiosk.ncs: partial-could not recompile


But if we can do all of this through KOTOR, that'd be great; I don't like Java on my computer anyway.

How do I access and compile .ncs files through KOTOR? I've tried just about every menu option and googled it ...
Okay, I see.

What you want to do is use DeNCS to decompile the script, then right click on the left column of random numbers and select "Show Decompiled Code".

Then select all of it, copy it, and then open KotOR Tool.

Now, open the text editor and paste it. Make your edits, select which game version it is, and then double-check that all of the #include files are in the override folder for that game. Now, compile and it should work if there are no syntax errors.

If there are syntax errors, post your code, but enclose the code with this(in addition to the [ CODE][/CODE ] part):

[HIDDEN ][/HIDDEN ] but make sure to take out the spaces.


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Old 09-07-2014, 06:28 PM   #18
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.... nevermind this post, getting somewhere ... I think ....

Last edited by CaptainPike; 09-07-2014 at 08:13 PM.
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Old 09-07-2014, 08:20 PM   #19
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Type mismatch in parameter 1 of "openStore" function .... That makes no sense at all ...

Code:
 
Show spoiler

Last edited by CaptainPike; 09-07-2014 at 08:28 PM.
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Old 09-07-2014, 09:06 PM   #20
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Originally Posted by CaptainPike View Post
Type mismatch in parameter 1 of "openStore" function .... That makes no sense at all ...
Try to change it to:

Code:
OpenStore(GetObjectByTag("supplies"), GetFirstPC(), 0, 100);


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Old 09-07-2014, 10:34 PM   #21
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You're revision, along with double-checking my LocRef in my .utm file (putting the word "supplies" there instead of what I had: "Ebon Hawk") resulted in an evidently successful compile.

Quote:
Lookup path root set to C:\SWKOTOR\
Loaded nwscript.nss from C:\SWKOTOR\override/
Compiling: k_pebn_kiosk.nss
Total Execution time = 31 ms
So now, I take it that I drop the script k_pebn_kiosk.nss and supplies.utm into the override folder, and it should work?
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Old 09-07-2014, 10:48 PM   #22
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Quote:
Originally Posted by CaptainPike View Post
You're revision, along with double-checking my LocRef in my .utm file (putting the word "supplies" there instead of what I had: "Ebon Hawk") resulted in an evidently successful compile.

So now, I take it that I drop the script k_pebn_kiosk.nss and supplies.utm into the override folder, and it should work?
Yes, and then it should be ready for testing. If you need a save nearby, then get the download from this link:

http://deadlystream.com/forum/topic/...llection-2of2/

And use the last save, which will be placed right before your third Jedi Trial.


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Old 09-13-2014, 12:09 PM   #23
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Still not working.

I've looked over the script and noticed that all, except one line has two symbols (==, !=, etc) except this one:

int iQuest = GetJournalEntry("k_pebo_stowaway");

I'm assuming that line is correct b/c this is assigning a value to a variable rather than checking values against each other; Am I correct in assuming this line is correct?
-----------------------------------------------------------------

I have the following files in my "override" folder:

k_pebn_kiosk.nss; and
supplies.utm;

That's all that's needed there; Correct?
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Old 09-13-2014, 02:17 PM   #24
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I determined through testing that what actually seems to trigger the script to "investigate the supplies more closely" is a quest called "Dwindling Supplies" with 10 being the value held when Zaalbar tells us that supplies are dwindling. I then decided that the entire script could be condensed to something like:

Show spoiler


(and yes, my brackets are probably completely off ... )


Thing is, I noticed your statements were looking for k_pebn_stowaway; so I went searchng for the correct value etc. for <variable>.

I can't fiind k_pebn_stowaway in the list of variables? I did, however, find a variable called Ebo_Sasha_State.

Where did k_pebn_stowaway come from?

(... but none of this seems to explain why the modifications aren't working ... )
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Old 09-13-2014, 02:37 PM   #25
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Quote:
Originally Posted by CaptainPike View Post
I determined through testing that what actually seems to trigger the script to "investigate the supplies more closely" is a quest called "Dwindling Supplies" with 10 being the value held when Zaalbar tells us that supplies are dwindling. I then decided that the entire script could be condensed to something like:

Show spoiler


(and yes, my brackets are probably completely off ... )


Thing is, I noticed your statements were looking for k_pebn_stowaway; so I went searchng for the correct value etc. for <variable>.

I can't fiind k_pebn_stowaway in the list of variables? I did, however, find a variable called Ebo_Sasha_State.

Where did k_pebn_stowaway come from?

(... but none of this seems to explain why the modifications aren't working ... )
Well, "k_pebn_stowaway" is the tag of the Sasha quest, hence the variable is the current index of that quest.

Also, you need the .ncs file in the override folder, as the .nss does nothing for the game.

Also, a helpful bit of formatting for your coding:

If you have a void main(), then indent everything after the { by four spaces.

For each conditional statement(if, else, while, for, switch/case), it is best to keep the original indent, but then do four more spaces inside the {}:

Show spoiler


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Old 09-13-2014, 03:11 PM   #26
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Okay, From the top:

The object in question is:
- kiosk004.utp

In kiosk.utp, script
- Calls k_pebn_kiosk for OnOpen
- Calls k_pebn_kiosk for OnUsed

k_pebn_kiosk script contents:

Show spoiler


Mercant File:
- File name: supplies.utm
- Tag: supplies


The following files are in my Override folder:
kiosk004.utp
supplies.utm
k_pebn_kiosk.ncs

Sasha quest is not active.

Annnnd .... it's not working, LoL ...

Clarification:
Show spoiler
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Old 09-13-2014, 04:50 PM   #27
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Correct, but the .nss files aren't used by the game at all; it only uses the .ncs files and the .nss files are just used by the programmers.

As to your script, try just using the OnUsed slot. Also, just before the first OpenStore, add this line:

Code:
SendMessageToPC(GetFirstPC(), "I fired: 1st one");
And just before the second OpenStore:

Code:
SendMessageToPC(GetFirstPC(), "I fired: 2nd one");
The messages will appear in your feedback screen if the scripts are working. Also worth noting, the .utp edits will only take effect if you've never entered the area before(ie, you'll need a save from before the Ebon Hawk, say just after Davik's dead).


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Old 09-13-2014, 04:56 PM   #28
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OK.

I have been working at it. I see your troubleshooting attempt and will follow through.

I have tried several methods at opening the store, but nothing is opening the store, even when I remove all conditional statements.
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Old 09-13-2014, 06:32 PM   #29
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Quote:
Originally Posted by CaptainPike View Post
OK.

I have been working at it. I see your troubleshooting attempt and will follow through.

I have tried several methods at opening the store, but nothing is opening the store, even when I remove all conditional statements.
I feel so stupid! I was thinking you had the store spawned already...

Code:
void main()
{
    int iQuest = GetJournalEntry("k_pebo_stowaway");
    object oStore = GetObjectByTag("supplies");
    if(GetIsObjectValid(oStore) == 0)
    {
        oStore = CreateObject(OBJECT_TYPE_STORE, "<template>", GetLocation(GetFirstPC()));
    }

    if(iQuest == 0) // Quest not started at all...
    {
        OpenStore(oStore, GetFirstPC(), 0, 100);
    }
    if(iQuest >= 10) // She was found
    {
        if(iQuest != 40) // Not by Dantooine Twilek
        {
            OpenStore(GetObjectByTag("supplies"), GetFirstPC(), 0, 100);
        }
    }
    else
    {
        ActionStartConversation(GetLastUsedBy(), "", 0, 0, 0, "", "", "", "", "", "", 0);
    }
}
That should work, though you'll have to substitute "<template>" with the Template Resref(hence why I advised making the tag, template, and filename all the same) and keep the "".


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Old 09-13-2014, 08:30 PM   #30
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I started over from the very beginning to make sure I didn't miss anything.

[B]Cleaned out override folder[B]
- From starting point, all that exists there is nwscript.nss

Created .utm file
- Name: Supplies.utm
- ResRef, LocName and Tag are all "supplies"
- Gave some low value, nonsensical items to the store to "prime" it.
- Placed that in "Override" folder

Extracted kiosk004.utm
- Made sure the only trigger active is OnUsed
- OnUsed calls script k_pebn_kiosk
- Placed that in "Override" folder


Extracted the script file, k_pebn_kiosk.ncs
- Viewed Decompiled code with DeNCS and copied
- Created file k_pebn_kiosk.ncs and pasted script
- Compiled
- From this point forward, for each compiling, I moved (rather than copied) k_pebn_kiosk.ncs to Override rather than copied to prevent any confusion; that the compiled code matched the source code.

Override contains from here throughout:
Show spoiler


- With KSE, created a lavishly equipped supercharacter and played through the game until landing on Dantooine.

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RESULT: Accomplished. As expected, clicking Kiosk results in "[This is a store of emergency food and supplies]".

ATTEMPT #1:

Trying again with our first attempt:

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RESULT: Type mismatch, as before.

ATTEMPT #2:
Using OpenStore(GetObjectByTag("supplies"), GetFirstPC(), 0, 100);

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[/i]Starting in the Jedi Enclave, going into the Ebon Hawk.

RESULT: "[This is a store of emergency food and supplies]".

ATTEMPT #3:
Adding the "fired" notification scripts.

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RESULT: No message. "[This is a store of emergency food and supplies]".

ATTEMPT #4:
Removing conditional statements; attempting to go straight to the store.

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RESULT: Literally nothing happens.

ATTEMPT#5:
This is a method I picked up from one of the "Tutorials" forums.

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RESULT: Nothing happens. Literally.

ATTEMPT #6:
Trying to simply send myself a message when the object is used.

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RESULT: Nothing happens.

Now that I see your post above, I will try that script ...
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Old 09-13-2014, 08:55 PM   #31
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Yech. No luck.

I tried this:

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Removing all conditionals, just trying to get it to open the darned store; then fill in the conditionals later!

What is supposed to go in "<template>"? I assume that is some kind of placeholder for something I'm supposed to fill in?

If that's not the case, then I don't know what is!
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Old 09-13-2014, 08:59 PM   #32
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... AND, you would think that THIS ...

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... would present something! There are no objects or conditionals to worry about; just a simple message ...
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Old 09-13-2014, 09:10 PM   #33
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Helpful! 
Quote:
Originally Posted by CaptainPike View Post
... AND, you would think that THIS ...

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... would present something! There are no objects or conditionals to worry about; just a simple message ...
In that case, please contact me on Skype. I sent you it in a PM; do you still have it?


All of my mods are available on Deadlystream.

Always remember modders: "Quality= Effort*Time"

KSE 3.3.4 is LIVE!!! Check it out here.

Check out WalkSwitch, the Walkmesh-changing tool!
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Old 09-13-2014, 09:50 PM   #34
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I don't even have skype installed. . .not sure where my microphone is ... standby ... I have you SkypeAddress ...
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Old 09-13-2014, 09:51 PM   #35
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Microphone located, LoL ... Looking to see how to hook it up ... haven't used it on this laptop ... Working ... LoL ...
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Old 09-13-2014, 09:52 PM   #36
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Downloading...
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Old 09-13-2014, 09:53 PM   #37
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Installing...
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Old 09-13-2014, 09:58 PM   #38
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Setting up an account ....
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Old 09-13-2014, 10:03 PM   #39
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OK, I think I have it working, except I can't seem to find the name you sent ...
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Old 09-14-2014, 12:02 AM   #40
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Well, whadyaknow ....

I used a tool called KOTOR Script Generator and it gave me a script that when I go to the supplies of the Ebon Hawk, it actually opens a store!

Show spoiler


Now, the conditionals aren't in there; AND, altering MarkUp/MarkDown aren't making any difference (and my KOTOR tool won't let me adjust either!)

Basically, that's what I want; the store to sell at 0 and buy at 0; this is the closest so far ...
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