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R2-X2 last won the day on November 21 2018

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26 Jedi Padawan

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About R2-X2

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  1. Hi, R2-X2 here, I will get to this soon hopefully. Was pretty busy the last years and had the mind elsewhere (though it was always in the back of my head). But I think it can be fixed by coding it more crudely, merely using the OnHeartbeat and probably less than half the code, which would have the negative effect of allowing for weapon switches to malfunction for a few seconds (granting an extra attack still or not granting one for a moment), but I guess unless you actively try to game the system, that shouldn't be an issue.
  2. I can't seem to find a way to reliably have the script run the way I intended it. Will probably make it a 6-second buff triggered by the OnHeartbeat function, which runs every 6 seconds, as far as I am aware. This would cause more latency when it comes to changing weapons, but that's probably something that can be endured. How often do people switch their weapons anyway... As for not working together with force speed buffs, I have no idea what could cause this. I'm creating an entirely different effect that has one effect of the same type. Maybe there's something hardcoded in the game that prevents two sources to this effect from being active at the same time.
  3. Ah damn it. Neros had sent me his save files, but I hadn't gotten to checking the issue. Sounds like I screwed up something - will need to rethink the logic. It's probably something really basic... Weird how it's not bugged for the PC, that's probably how I didn't notice it in testing. Edit: It makes total sense. The attacks script calls itself with a 1s delay, so saving and loading during that time will not have the script call persist to after the loading. I wonder where else this might break things... perhaps that's why speedruns use save-load spams to bypass scripted conversations and cutscenes. It should be a relatively easy fix - putting in a "fail-safe" function to check if the boolean persists over more than one second and switch around the order of conditions and results a bit. If someone can remind me to look at it on Friday, that would be great, I am really forgetful at the moment...
  4. Hey there, the extra attacks don't really persist at all, and instead get re-applied every second or less as a temporary 1 second buff (that won't stack, if applied faster), to make sure the attacks count reacts quickly to weapon changes without being too computing-intensive. It's possible to break when starting to attack with a repeater and switching it to a different weapon and immediately attacking afterwards, that the next attack round can still receive the additional attack (or vice versa, missing the additional attack if attacking instantly after a switch, before the buff can be applied), but at the next time you attack, it should always be fine. What are the exact circumstances you had with Mission? You can PM me a save where it doesn't work, maybe I'll find time to take a look. Can you tell me more about these issues? I quickly wrote the blaster rifle including file as per a user's request, but wouldn't have thought there to be any differences to the repeater handling. I'll send you a PM.
  5. Playing Divinity Original Sin 2 right now, and it is an amazing game. And who do I see among the writers when checking the credits? Chris Avellone :D

    1. DarthTyren


      That's MASTER Chris Avellone to you, sir!

    2. jc2


      Take a seat Chris Avellone!

  6. Late to the party, but I also think that the first load screen looks more fitting for an otherwise vanilla game.
  7. The screenshots are absolutely beautiful already. 😍 Might not use it anytime soon since I probably won't play KotOR in a while, but I'm downloading this just to save it.
  8. I don't really feel comfortable with it at this point. Quite some thought went into this (nobody else bothered to fix it in more than a decade) and I don't really want it to be reduced to a random entry on some list. 😕
  9. I don't care if it takes you one week or three years, because I'll still be coming back to KotOR by that time anyway. Take all the time you need!
  10. This particular version, no. But I could make one for TSL if you want. (Even though I think that that game is balanced around the idea of repeaters only having 1 attack per round when you look at their damage values.)
  11. I'd actually argue that KotOR 1's gameplay is better than TSL's. The combat is far more interesting and balanced, the items are more individually interesting, the levelling between non-Jedi and Jedi is more interesting, the level cap adds its own effect to it (an effect I personally approve, because it raises replayability for me and allows for more easy balance than "player could be anywhere between level 25 and 35 in the end game"). For example, in TSL you fight no more than a dozen force users, so many force powers are nearly useless. In K1, you fight quite a large amount, each of them using force powers liberally.
  12. Basically, what the title says. Apparently I can write replies to posts in pretty much any other sub-forum, except in that one. Is this intended..?
  13. Finally I can use my favourite head from K1 in TSL! Will definitely use it the next time I play it.
  14. That's a very nice change with the Rodians! I seem to remember a mod that made Jagi appear like a mandalorian, except in black armour. Don't remember which one it was, but it was pretty cool.