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Salk

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Salk last won the day on March 8

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About Salk

  • Birthday 12/30/1973

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  1. Yes, I have remedied this locally as part of my ongoing solo project, but at the moment I can't remember exactly what I did. But it was mainly some dialogue tweaks. Edit: Actually what I did was exactly what I wrote I intended to do in my post above. It turned out fine (tested, too).
  2. Okay, DP has no bedside manners, but he was helping out concretely and not trying to kick a fellow modder out of here or suggest they should stop with their work. Personally I wish I had the modeling skill of @Kaidon Jorn, but that doesn't say much. I hope you will reconsider or that your message was just ironic the way I originally interpreted it. I was in fact about to react with the laughing emoji before reading other people's comments and your second message.
  3. Is there something weird in the texture of the skin? Or is it supposed to be like that? EDIT: Oh I guess, it should be burn marks? The skin texture is different than in your earlier screenshots, isn't it Dark Hope?
  4. Well, the original games were developed with 4:3 resolution in mind. KotOR more than TSL, I think... So no, the camera shots should not be framed for 16:9. Another matter is what modders do. The K1 CP does frame shots for assuming 16:9 resolution. Probably TSLRCM, too. But I played the sequel (with TSLRCM) only once several years ago, so I could not really say.
  5. There are a few mods that probably assume that everyone is playing on a 16:9 widescreen nowadays. I, like you, play at a 4:3. The possible issues are mainly aesthetics with cameras shot being framed for a 16:9 picture, from what I understand. I don't have any info instead about playing the game at 4:3 custom resolutions.
  6. Dear Dark Hope, I am sure I share everyone's sentiment here saying that we wish for all russians to have one day the freedom they deserve. Unfortunately, it seems to me that the world has been going too often in the opposite directon the latest years. Especially some countries. May your child be born to see a better future. All the best!
  7. Well, considering my comment at the link I can't say I'm surprised.
  8. I'd be interested to know the answer to Sith Holocron's question as well.
  9. As always, you are full of good ideas, N-DReW-25. May I ask if you imported the model and texture from the sequel or if it is a custom made work? I read better the info and Quanon is reported as the author. It would be nice to remedy the bug with the Force Power effect originating from the feet rather than the hand and I am sure an experienced modeller could help you out with that. And perhaps with the clipping of the hand and lightsabe I noticed in the picture. Cheers! PS: Too bad also about the bug with the AI voice over. That would have been my choice...
  10. Salk

    [KotOR] Dialogue Fixes

    You have installed the PC Response Moderation version of my modification. The problem lies with the string used there (which was not my own doing). I will upload a new version that takes care of that. The "Corrections Only" version does not have the problem. The line that you select should read: "Everyone be careful... there's no telling what this means!" while you have "What does that mean, exactly?" Cheers!
  11. Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
  12. I'm answering this late only because I'm at the present unable to properly answer all questions, but I can answer some. I'm playing the GOG version of the game which comes fully updated. My graphic card is an Nvidia 4070. I'm playing with the .TGA version but I encountered the same issue when I checked the .TPC file of the reported texture. I have plenty of other modifications (my own and third party's) installed. But, again, I reported this after testing in a mod-free environment. I'd be interested to know if any other user could NOT reproduce the issue in a way different than mine (removing the alpha channel) rather than troubleshooting the problem because I find unlikely that it's a local issue of mine. But I'll check later about possibly other textures giving the same problem. I'm hoping to see a Xmas update of this wonderful upscale. Cheers! 🙂
  13. I would like to mention my favorite project in this regard. It's unfortunately still far from being complete, but it has much going for itself already. I'm talking of redrob41's upscale. He's released a K2 version, too.
  14. Oh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
  15. Hi again, @Lane! Yes, I strongly suspect that anything messing with timers is going to cause problems for the two different kinds of game loading processes that I was talking about. I'm not sure I would say I noticed anything particularly different between loading from autosave and loading from a quick save or from the main menu. Perhaps I was not very clear with what I was trying to say but where I did notice a difference is between loading a saved game (of any kind) the first time after running the game (running the game's exe) and loading the same saved game again. As DP suggested, I think the OnHeartbeat and possibly the OnSpawn functions are affected, meaning that they don't really happen in the same sequence in the two different scenarios. I also give you a very interesting (and possible to reproduce) situation that I investigated recently: for some reason, the game makes the headgear worn by some NPCs invisible in certain specific conditions. The outcome is somehow linked to loading the area. To reproduce this, you can take a look at the Sith Governor on Taris at the Sith Base (tar09_darkjedi001) that should be waring a neurasl amplifier mask (g_i_mask10). The area module is tar_m09ab. What makes it invisible is if you are controlling the Player PC character when you enter the module for the first time. If you are controlling the Player PC character (which is the normal thing to do) when you take the elevator to reach the second floor of the Sith Base where the Governor is or if you are using the console to warp there then the mask will be invisible UNLESS there are no other party members with you. In that case, it will show. It will also show if there are other party members and you warp there or access the area via elevator controlling one of the party members (it does not matter if it is one or ther other or if there are two party members or only one with you). Cheers!
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