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File Comments posted by CapitaineSpoque
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It looks great!
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1 minute ago, Alvar007 said:Hmm, would probably need a custom animation on the waiter for it to look good. I will think about it.
Did I read custom waiter animation? 👀 Would be great!
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Fantastic job thank you! Some day i'm gonna ask you how you performed all of this. I'd like to add sitting jedi, i also replaced the unused sitting female twilek by the sullustan from K2.
Anyway, thank you for this again!
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Another thing i wanted to do and you managed to do way better than what i envisaged, great job!
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Great stuff! Little feedback: The red and black is actually Blue and white in your file.
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Fun idea
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I guess I could. I released it kinda fast as a modder's ressource. Gonna make something in the following days
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Hi there! Super cool idea to add the triggers, i'll do something similar for the security pannel i've implemented in the Hawk.
Just a small feedback: I think you used male local strings for doors name, if i remember correctly using male strings will end up with the name not being shown with a female character, while using female strings will show the name whatever the gender.
Im 99% sure this is the case for items, Not sure tho for anything else like placeables or doors but it'd be worth it to check this out i think?
Gj for the mod!
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Thank you !
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43 minutes ago, The_Chaser_One said:So with K1CP, nothing is needed to move these models into new high poly ones? Installing K1CP then Alvar's mod will give us fixed high poly drinkers and pazaak players ?
Installing alvar mod should override the high poly human models from K1CP back to the lower poly models
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I said it on Discord but this is great thank you for this. I'll try to revise myself some new sitters i added into my own mod. I wanted to point out that K1CP changes the low poly human models with better ones but it has been said already.
Thanks again for adressing this issue!
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Very interesting idea and provides way more cohesion to the game. The mod, as is, is pretty interesting if you're looking for a harder and more restricted walkthrough.
I think it'd be interesting to have a lighter version with a bit less penalty (maybe from -50 to -25% efficiency?) and remove entirely the additional force point cost. I feel it might be "too" punitive/restrictive as is (at least for my taste) and prevent most of the build variety with a very linear progression (as i don't see why you would invest any point into an opposite side force power).
But that's only my personal take on it, it makes much more sense regarding the lore
Once again, very interesting idea!
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Gonk? Gonk.
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Ho j'ai juste mis directement les textures de kotor 2, j'ai pas pensé à convertir les fichiers. Si jamais tu peux utiliser TPCView, tu prends le fichier et tu le déposes dans TPCView en maintenant alt et ça les convertira en TGA
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I don't have the time to playtest it atm but i'll do it and tell you if it works. I'm pretty sure the IncreaseDamage function does not work in K1 but i'll double check this
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11 minutes ago, The_Chaser_One said:Mec, si ce truc fonctionne, merci du fond du coeur, j'avais besoin d'une amélioration de textures pour le swoop racing. Je vais le tester dès que possible !
Je t'en prie! Ca fonctionne niquel de mon côté, si ça déconne ce serait une erreur de ma part dans les fichiers que j'ai envoyé. A priori c'est tout bon, redis moi si tout va bien
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Hello there! This mod looks promising, i was wondering if the IncreaseDamage function that you used was actually working, as it is broken in other instances of the game like the combat adrenal?
Cheers,
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Hi there ! Surely gonna use this to change Carth class to Pilot, with the scout skill restriction and 2 skill points/lvl instead of 1. Maybe tie a hide item to him which gives him +1 atk vs dark side.
Anyway, ty for the mod its great !EDIT : So it is done now with proper credit, many thanks !
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On 9/19/2024 at 3:18 AM, WildKarrde said:I.e. the sequence you see is:
- Fighter minigame
- Bastila’s dialog in the cockpit about how they should be safe for now on Dantooine
- Jump to the dialog outside on the Dantooine landing pad
…just without the cutscene of the Ebon Hawk landing?
Indeed.
On 9/19/2024 at 3:18 AM, WildKarrde said:Are you also using the KOTOR 1 Community Patch by any chance? I think K1CP edits a few scripts, including the k_pebo_sthdeathXX scripts, to move the landing cutscene from between 2 and 3 to between 1 and 2. If Starship Combat Pay overwrites K1CP’s changes, then perhaps using both together results in that cutscene being skipped altogether.
Good news : Your hotfix works on a fresh vanilla install of the game, everything works fine. I only installed the starship combat pay + your mod/the hotfix.
Did not work on k1cp, i guess you're right.
EDIT = We were both right in the end. I located the bastila dialog file, and the last script fired was indeed edited by K1CP. I changed it back to the vanilla script, and now everything works ! 🥳
I added the hyperspace movie to the vanilla script before landing, so it transitions better.
SpoilerHere is the final result (it reminds me of adding a fade in to my cinematography mod update!) :
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On 9/17/2024 at 3:50 AM, WildKarrde said:For some reason I can't reproduce the issue on my end, but attached is an edited version of the Ebon Hawk entry script from my mod with a few added checks to more rigorously prevent the banter dialog from running right before landing on Dantooine for the first time. @CapitaineSpoque, would you mind please testing it when you have a chance and reporting back if it works?
Ebon Hawk Party Conversation Hotfix (Beta).zip 337.23 kB · 1 download
I tried it and it kinda works. Now the conversation with bastila works just as in vanilla, and you get out of the ship into the jedi temple module after the conversation, however the dantooine arrival cutscene does not occur still.
EDIT = Btw, it might be possible to edit Bastila's dialogue script to fire the cutscene tho I'll check this out.
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I tried to install your files into the Turret module but it didnt fix anything.
So the 2 mods seem incompatible, maybe there is something here :
- Your mod works just as Vanilla, there is the Bastila dialogue before landing to Dantooine.
- With the banter mod, the cutscene displays first, and then the dialog occurs.
I don't really know if it's fixable ^^
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Well thank you for your insights. Im gonna experiment myself and tell you about the results.
I think this is the mod im talking about.
EDIT = I tried your mod on a fresh install of the game, it worked perfectly. So i tried with both Banter mod and your mod, and the bug occured. This is due to the fact that the banter dialog occurs instead of the dialog that plays before arriving to Dantooine.
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A lot of mods actually. I have the mod that makes party banters inside the Ebon Hawk, the only one i could think could interact.
If i delete the stuntdth3,4,6 and 7 scripts, the cutscene display normally. With any of them i encounter the problem.
I could try to install them directly to the ebon hawk module, maybe dropping them to override causes interactions ?
Otherwise, after the Dantooine landing and all, everything works fine. Even if i have a dogfight traveling to Dantooine, the cutscene displays fine and i still get the money for everything + i get the item related to this fact.
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Heyorange's Sith Uniform Reformation [Revised]
in Skins
Posted
This is amazing! I love Heyorange's mod, but the textures quality was off-putting.
Fantastic job ty!