LiliArch

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Posts posted by LiliArch


  1. On 8/12/2018 at 9:14 PM, Kexikus said:

    So unless we get the sourcecode for the game, there's no chance of us ever adding columns to 2da files.

    Some 2das can be added columns to and game recognizes them no problem. It’s just that not all (or even most) of them can be treated that way.


  2. On 8/11/2018 at 5:13 AM, Talyn82 said:

    The Steam version works best with Steam Workshop mods, and has trouble with mods from other sites.  Again this is what I've read on various sites.  Don't know if it is true or not.

    They’re just a bit harder to install. Perhaps those people from other sites have had problems with not realizing that. It’s a bit different than installing on a wholly non-workshopped build, and the older installation instructions don’t take that into account (naturally, since it wasn’t an issue back when they were written).

    • Like 1

  3. Tython - Jedi Temple

    The call had been vague, but that was not surprising. Vagueness was something Janek was dealing with on almost daily basis. What was curious though, was the location: Jedi usually cleaned up their own messes, so why would the presence of a spy be needed? The thought was not only confusing, but also unsettling - the Jedi breaking out of their habits could only mean something bad, right? Deep in this line of thought, Janek entered the Temple and stopped for a moment to take in the scenery (exits: check, ambush locations: check).

    Tython. Why it had to be Tython of all places?

    To say that the sheer amount of Force-users lurking around the halls was making Janek nervous would be an understatement; for someone with a lot to hide, the fact that anyone could dig into his innermost secrets without him even realizing was a living nightmare. And on top of that, the architecture itself was making him dizzy. That was not good. Focus, Janek told himself. Putting his hands into his pockets, he half-consciously started to calculate totals to twenty, and moved forward, trying to find the meeting location.

    Easier said than done. He was told to get to a meeting in Jedi Council chambers... but not how to get there. Perhaps nobody realized he wasn’t familiar with the location? As this was his first time visiting the Temple, he had no idea where he should be going. After taking a wrong turn for the twentieth time, Janek finally gave up and asked for directions, which did give him some sense of where he was going, at last. Afraid of being late of the meeting, he rushed forward, almost colliding with a group of Jedi walking on opposite direction, but finally found the correct door. Hopefully.

    • Like 3

  4. Yeah, I’m not saying that adjusting would get rid of the issue completely (Revelation cutscene with ponytailed Revan, anyone?) - just that it might make things a bit more easy. I’m probably going to do it at some point anyway, since it annoys me so much if nothing else. MDLEdit makes it a bit easier than it was before, although it still gets old pretty quickly. But enough about that, I guess. I’ve off-topiced long enough.

    ...now that I look at it...

    On 8/9/2018 at 3:57 PM, DarthParametric said:

    There's also this one:

    TSL_TOR_Ported_Mask_Breath_Mask_B_01_TH.

    If you don’t have any kind of tank, what’s the point of the tube (or whatever is the correct word for the piece that goes behind the neck)? It can’t be required for circulating the air through the mask, can it?


  5. Oh, sorry. I’ve been struggling with it so long that I don’t remember everyone hasn’t. The thing is, at least on K1 (I haven’t looked into it in TSL) the placement of headgear hooks is incorrect (it is even inconsistent) causing major clipping (including Vanilla headgear sinking into character’s forehead). Fine-tuning the locations improves that greatly.


  6. ...I bet that fixing that dumb mask/gogglehook displacement issue would go a long way helping clipping issues. If there's new mask models coming out, I probably should get to it (unless someone else beats me to it).

    Also, that officer uniform looks awesome.


  7. Okay, so let's see. Hopefully that works. I tried to match these to Imperial Agent specs, but they've never made too much sense to me, so I gave up and built something that does. (Also, it appears that my vocabulary is failing me. Bear with me.) I may draw a profile pic later if that's okay.

     

    Name: Janek "Sandsnake" Steele
    Class: SIS agent
    Occupation: sniper/field agent
    Equipment: sniper rifle (usually stashed somewhere out of the way unless needed), blaster pistol and concealed cortosis knife, black flight jacket, targeting/datalink headgear, and slicing equipment
    Age: 35
    Force abilities: (not applicable)
    Biography: Target-oriented but untamed and easily bored, Janek has a reputation of resorting to reckless solutions... and being a general nuisance. Whether that's justified or not has never been solved: as a professional liar, he bears many faces, but does not talk about himself much - and even when he does, there's no guarantee he's telling the truth. He has a tendency to do things just to mess with people, but how much that is caused by a skewed mind and how much by a mere paranoia bred from profession is not known. He's deniably good at his job though, which is probably the only reason he still does have it.

    Although Janek has echani training and is capable of defending himself, he does prefer to avoid fighting unless he is at advantage, whether that's by sniping afar, back-stabbing an unaware opponent, or most preferably, turning a security system against its masters. Fluent in deception, infiltration and assassination, he is an experienced undercover agent, spending a lot of his time on the field, working in the shadows for the Republic... when he's not suspended for taking some rogue action or an unsanctioned mission, or simply irritating important people too much.

    • Like 1

  8. On 8/1/2018 at 7:15 PM, ebmar said:

    It seems [I'm not 100% sure too, I'm quite new with this model fix to tell the truth] the difference between the model tag's with the model name inside the .mdl/.mdx file should be one of the main cause of this matter.

    Actually, I believe you are only partially correct, although I have not tested this particular issue (but I am 99% sure that what I’ve met is connected). I would assume that the issue is not the mismatch between the filename and the internal name itself, but that there is more than one model with the same internal name in the same level at the same time, and engine gets confused. (My guess is that the game loads models by filename, but then the engine uses their internal names. I could be wrong about that, though, it’s simply how it looks to me. I don’t claim to have any secret knowledge about the engine.)


  9. 4 hours ago, CarthOnasty said:

    The instruments were indeed blasters. Seems there's a trombone, clarinet, guitar, and accordion. It'd be pretty funny actually to make these usable blasters that shoot musical notes at people. Or maybe even cuts "swords".

    I believe someone has done that in the past; if the target was stunned, they did a ”dance” animation instead of the ”stunned” one. I think. I never tried the mod.


  10. It just occurred to me - have you fixed Canderous’ quest, where the quest doesn’t update if you don’t deal with Jagi a certain way? I think K1R didn’t, although I may be wrong there (I haven’t played it for a while, and not reached that part in my playthrough with the newest one in any case).


  11. I seem to be unable to access my older PMs from my Inbox. No matter what I do, I seem to be able to have the list show only 5. What’s the deal with that?

    Nevermind, my browser was playing tricks on me. The list scrolls after all.


  12. I have a couple of unreleased small fixes - one for a couple of Malachor V surface textures missing/wrongly assigned (more apparent on Intel cards) and one that changes a couple of weird-looking plot item icons to (hopefully?) more reasonable ones. Are you interested?

    • Like 1