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Showing content with the highest reputation on 07/02/2019 in all areas

  1. 1 point
    I've been working on getting lots of things back in-game that I haven't touched in a while due to a new PC that I purchased back in April. I'm currently away from home with my new PC, and some things slipped through the cracks and I don't have access to them. However, I am using this as an opportunity to try and improve a few things. The first big thing is that I re-did the lightmaps on the landing bay. Since the advent of KotORMax and MDLEdit, my workflow has changed a lot and it's taken me a while to get adjusted to the new tools, as welcome as they are. The landing bay was completed during this transition, and since then I've learned a lot about my render settings and lighting, which has turned out very nicely in the arenas. The landing bay was a bit of a contrast to the newer lighting when I went back and looked at it again. I decided to use the new techniques for the landing bay and see how it turned out. I think it's turned out very nice and looks a lot more naturally lit than it did before. Another thing I did is revisit the doors. I was actually very happy with the doors before but apparently I didn't transfer the files over to my new PC. So I made a few adjustments and added a little extra animation flair, and now they're back in the game. Enough of the improvements for now, I'm going to try to focus on more stuff that I haven't gotten into the game yet.
  2. 1 point
    Steam copy, legacypc beta, Windows 10 OS. TSLRCM and a handful of other mods, none of which should impact the situation given that JC also experienced it.
  3. 1 point
    Oh my goodness! I had never even heard of Sleheyron being cut until recently from a friend, so I started looking up mods and WHAT YOU HAVE SO FAR IS AWESOME!!!! Are you planning on working in a Star Map for the planet also? Sorry if that's been asked already. I mostly skimmed and only read bits and pieces. I look forward to seeing when it will be available for Alpha Testing. I'd like to try to incorporate writing the planet into my fanfic since it would be far enough away I think (currently only at the battle of Duro, Mandalorian Wars). I'll be watching this thread very closely Currently playing through the general restoration mod for the cut DS female ending and planning on starting my "Let's Play" for some friends who know of KotOR but have never had the time to experience it themselves. Unrelated Statement: I love your gizka gifs XD
  4. 1 point
    I didn't say that. No one is currently actively working on an Android port. But I have that on my radar and I do have ideas and plans. So I'm afraid I can't give you an estimate. Heck, I can't even give you an estimate on when KotOR is playable in xoreos, or when xoreos is "user-ready", or anything, really. I can only say that more contributors = faster work, and we really need more contributors. I know, I probably sound like a broken records, but it is what it is.
  5. 1 point
    Getting ready to move out for next month. While packing some books and magazines in a box today, I found a copy of Star Wars Insider #79 with these advertisements. Man, so many memories from this magazine.
  6. 1 point
    During the lesson of sight, T3-M4 speaks one of Kreia's lines: In addition to the erroneous message log, if T3 isn't present on the Ebon Hawk, the scene will break. This can happen with modded versions of visasmarr.dlg that fail to respawn T3 immediately after the encounter. I suspect it would also happen with TSLRCM alone if one sold T3 to Kodin before initiating this conversation, but I have not tested that. This happens after the player speaks to Kreia about the duel with Visas. ("When Visas attacked, she did something to my eyesight.") This issue was reported to me by @Snigaroo and I'm not sure of his specifications, but I confirmed it on my system with Windows 7, the original 4 CD version, updated with the 1.0b patch. This issue is present in the current version of TSLRCM, v1.8.5. I tested from a clean installation with no other relevant mods. The issue happens with different saves and installations. The problem is that the speaker for this line in kreia.dlg is set as T3M4: However, if my suspicions about selling T3 are correct, then a proper fix would require something more extensive.
  7. 1 point
    This is a repost of an old tutorial I did on LucasForums. Original posts can be found HERE. The combat animations are in fact in the regular old animations.2da; combatanimations.2da is more like a seating arrangement. It lists all the attacks and then states which animation goes with it - hit, parry, dodge, and so on. It's entirely numbers so it can be a mess. animations.2da gives you more of a clue, but the naming scheme can seem a bit weird at first glance. The animation name is an alphanumeric code with four parts, alternating letters and numbers. The first part corresponds to the attack type - a generic attack, a feat, or a monster attack. There also seems to be some attempt to divide it into ranged and melee, but I can't discern it entirely. b - ranged c- melee f - feat g - generic m - monsterNext, it's divided into weapon type as well as whether the character wielding one or two. These are given abbreviations for K2 only. 0 - N/A - droid 1 - SB - stun baton 2 - SS - single saber 3 - 2HS - two-handed saber (double-bladed) 4 - DS - dual sabers 5 - SB - single blaster 6 - DB - dual blasters 7 - RF - rifle 8 - NT - natural attack (unarmed, I believe) 9 - HC - heavy carbine 10 - UC - unarmed, complex (K2 only) 11 - N/A - wrist launcher (K2 only)Next, what the character is doing. a - attack d - damage f - appears unused g - dodge n - deflection p - parry r - ready w - wieldAnd finally, another number. In most cases this is simply a variation number; some in K2 have an additional letter, for even more variation. So, for example, if you want a character wielding a blaster rifle to dodge, the animation would be g7g1. g: generic 7: rifle g: dodge 1: variation (in this case there's only one) In the original thread, Fallen Guardian asked about power blast. This is where it gets complicated. Some of these variables are limited by other variables. Parry, for instance, is only a melee occurrence. I believe this is the reason for the distinction between ranged and melee that I mentioned above. Let's look at the first part again. 1:b - ranged 1:c - melee, complex 1:f - melee, feats 1:m - melee, monster 1:g - both, genericAnd now let's look at the third part. 3:a - both, attack 3:d - both, damage 3:g - ranged, dodge 3:n - melee, deflection 3:p - melee, parry(Putting this in code because of the emoticon.) 1:b is used for [i]all[/i] blaster attack animations. 1:c covers complex melee animations such as parries and clashes. 1:f is reserved for melee feats - critical strike, flurry, and power attack, as well as Force Jump. 1:m is for engaging a monster in melee. 1:g is anything else. 3:a is used for any attack. 3:d is used for any damage. 3:g is used for dodging ranged attacks. 3:n is used for deflecting ranged attacks with a lightsaber. 3:p is used for parrying melee attacks.Because of these specifications, certain ones do not belong with certain other ones. If that's not confusing enough, the final number is not always a simple variation; what it is depends on both of the above letter slots. I'll go over the feats for you. MELEE (f***) 1 - critical strike 2 - flurry 3 - power 4 - jump RANGED (b***) 1 - attack 2 - attack 2 3 - sniper shot 4 - power blast So, finally, a power blast animation is b*a4. The asterisk is either 5, 6, 7, or 9, depending on whether you are dealing with a single blaster, dual blasters, a rifle, or a heavy carbine. To make things even more confusing, there are a couple other animations that use the same scheme, in a way. The knocked down animations, for instance, are g1x1, g1y1, and g1z1. And in K2, there are multiple ready animations for lightsabers, the final number corresponding to the saber form, but I don't know if they ever finished the animations for them. If you're still confused, the 2DA for K2 has a description column that might help. The format is virtually the same as K1's, but of course K2 has more animations so you shouldn't go by it entirely.