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Salk last won the day on February 22

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163 Jedi Grand Master


About Salk

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  • Birthday 12/30/1973

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  1. Hello! I just thought about informing the local denizens of Deadlystream about a great modification that has recently been released which upscales through ESRGAN a huge number of in-game textures. A new version, according to the author is in the works and will add 750 more, making the upscaling practically apply to each single texture used in the game. I have tested the results myself and it's impressive. Cheers!
  2. Excellent job, Dark Hope! Thanks for this new release.
  3. Hello Kexikus! I was wondering: have you planned to release the skyboxes for the original games before completing the skyboxes for third party modifications or will you rather have everything 100% ready before a new public release? And another question: you started work on V2 already four years ago. Has Terragen seen any notable improvement since then or is it basically still the same v4 you started with? Cheers!
  4. Does this mean it is just a duplication of the Reflex save then? I'd not be surprised.
  5. Hello! While fiddling with KOTOR Tool I noticed that there is an item property under Saving Throws vs Traps. I don't seem to recall having ever found any item that has this. Has anyone seen it used in the game? I was considering adding it as extra property to the derivative Bothan Perception Visor but I'd like confirmation that it does work. Cheers!
  6. Excellent job, DP! I assume there is very little left to call it final?
  7. Yes! I noticed soon after that the difference was the EH model. I personally find the simpler model makes more sense for the hologram. Good job on this, DP!
  8. I like the second the best. Third one second best... 😋
  9. Hello ebmar! Thanks for the nice effort. Unfortunately, as you said yourself, there are some lingering issues that would be nice to see gone. Again, I am not sure whether this is possible or not but surely you had the right idea from the start. Cheers!
  10. Hello! I was wondering if someone might be interested in whipping together a small but nice modification that would make the bashed containers and boxes stay permanently open, consistently with what happen to bashed doors. I am not sure that is possible at all but it would be nice. Cheers!
  11. Hello ebmar! While going through some files I noticed how Jon reports Sherruk to wield a lightsaber . I know you are planning to use customized Mandalorian blades which are great but I personally would rather stick to in-game consistency. J: One thing I do remember when those dogs killed my Ilsa, is that their leader was a giant of a man... who wielded a lightsaber. P: A lightsaber? J: Yes it was. Mandalorians have never been open to the ways of the Jedi. They are much too barbaric and violent. J: I rather think that it may have been from some poor Jedi he had slain before. You can see now that he is as much of a threat to you as to me! You must kill them! It may be a good idea to equip him with one or even two. Cheers! PS: I noticed that the original .utc file has "Lightsaber" as enabled weapon proficiency. Another hint to what the original intention was.
  12. Hello! There is a problem with this mod and the AI. The knocked down opponent doesn't resume its attack. I am showing this in a video here: The vanilla behavior is such that the enemy would just attack again instead of waiting for a party member to get closer.
  13. Hello! I was wondering if there was a way to "disable" the transition triggers from an area and then re-enable them. DestroyObject() works but then it seems I cannot use CreateObject() to restore them. I thought of creating a script to use OnEnter to call for the TransAbort but it doesn't seem to work either. void main() { object oJuhani = GetObjectByTag("dan14_juhani"); object oEntering = GetEnteringObject(); if ((GetStandardFaction(oJuhani) == 1) && GetIsPC(oEntering)) { AssignCommand(GetNearestObjectByTag("k_trans_abort"), ActionStartConversation(GetPartyMemberByIndex(0), "", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE, "", "", "", "", "", "", TRUE)); } } Any advice? Cheers!
  14. Yes, I do believe Option 1 for the loading screen should be used by default for the modification. And the color should match that of the original loading screens as well, just like N-DReW25 pointed out. Option 2 can be colored and made part of the Loadscreens in Color mod just like SH suggested.
  15. An interesting mod! From what I understand the primary target is knocked down if it fails a saving throw while additional targets won't be affected? Have you considered extending the effect to the additional targets too if they'd fail an easier to resist saving throw (ex. DC 0 + character level + WIS/CHA modifier against reflex save)? Cheers!