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Showing content with the highest reputation on 03/03/2020 in all areas

  1. 1 point
    bead-v, thanks for the suggestion but I took another route. I used SetPlayerRestrictMode() which suits me even better in this particular case. DP, I followed your advice and now there is a choke effect for every HP loss. Of course if the player enter the conversation already with very low HPs there won't be additional damage thus no extra chocking animation other than the initial and final ones.
  2. 1 point
    Hey @Salk, thanks for the report! Unfortunately, I no longer have the proper set up to make/test a mod. If you have KOTORTool + the base game, and are interested in fixing the issue, feel free to do so. If one wants, I can make an update and be sure to credit. Looking at the source code fp_saberthrow.nss, Selkath race is most likely a missed condition check, here: if (GetRacialType(oTarget) == RACIAL_TYPE_DROID) { effect droid_stun = EffectDroidStun(); droid_stun = SetEffectIcon(droid_stun, 30); DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, droid_stun, oTarget, 0.5)); } else if (GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) { effect sub_stun = EffectStunned(); sub_stun = SetEffectIcon(sub_stun, 11); DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, sub_stun, oTarget, 0.5)); } I am unsure what RacialType/SubRace the problematic Selkath has, it's most likely an edge case. To fix this issue, one needs to: Install this mod (prerequisite) Tweak the second condition check (or insert an additional condition check + stun effect) to catch this special case you mentioned. Compile the fp_saberthrow.nss with KOTORTool Drag the compiled fp_saberthrow.ncs to override. Test in manm28ac module Sanity test to make sure it doesn't break anything else (e.g. test on other basic RacialType/Subrace enemies too to make sure it doesn't break anything)
  3. 1 point
    Some more robe progress: There are ten texture variants for the K2 version. Half are done, and the other half is on the way. I've finished the basic recreation of them all, but that was only the first step. A lot of them need additional fine-tuning. For example, the Dark Jedi Knight robe was misaligned; part of the robe was shifted up a few pixels, compared to the other variants. I also thought the cloaks on a few textures looked washed out, so I fiddled with the levels to give them better contrast. But the biggest changes I've had to make were for Jolee's robe because the original just did not look like Jolee at all. Fortunately, the rest don't have to be replaced almost from scratch like that one. Jolee's robe is the only unique robe that uses that model rather than the master robe model. Just little changes - the fine tuning - are needed for the final five textures. The only thing slowing me down is my motivation. That's the sort of thing I can spend forever fussing over, and in fact I'm still not totally happy with the Jolee texture and might go back to it later. Anyway, the K2 version is coming... eventually.