-
Content Count
1,288 -
Joined
-
Last visited
-
Days Won
36
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Salk
-
Hello! Thanks. I have locally done that and made a few other changes, like removing the available force powers that are restricted by armor. The change in appearance implies in fact, unless I am mistaken, that the NPC is wearing one.
- 7 replies
-
- restored content
- restored
-
(and 8 more)
Tagged with:
-
Hello again! One more question: what head texture would the Sith Governor in Taris use in the original game? And do you know what other NPCs use that same texture? Thanks! (e) A detail about changing the appearance of the Dark Jedi in the Manaan Hangar. Shouldn't you also change the soundset value from 41 to 61 and perhaps other values in the .utc file?
- 7 replies
-
- restored content
- restored
-
(and 8 more)
Tagged with:
-
Hello! Thanks for your reply. Got it. Thanks. Yes, I did. I thought it does not really matter where it comes from in its original form. I just thought that in its current form the texture is not something I would ever wish to use. The face in there reminds me of the make-up used by Pris in Blade Runner and it doesn't match with the rest of the skin at all. As a player head or no, I find it unusable. I will take a look at the original Nintendo texture later. I will try this later too. What I was trying to say was that in my game I already had an upscaled N_SithAppren01_H texture and from what I understand, you were telling us that it is never used in the game and that your modification restores it for a few NPCs. Correct? Yes, I have now recolored a little the texture to make the problem I reported a little less prominent but I am not 100% sure I would want to use this texture anyway because, as you said, it looks pretty much unfinished. I would really like to use it for variation, but, as I said, it seems it would need some work done. It's not as bad as the female dirty commoner head though... Cheers!
- 7 replies
-
- restored content
- restored
-
(and 8 more)
Tagged with:
-
Hello, N-DReW-25! Thanks for this new release of yours. I have a couple of questions/remarks: 1) Dirty Commoner Head Variant Male. From the screenshot it looks good, but I wonder what kind of texture file it uses because your modification doesn't seem to include one for it. Is it an original game's texture? 2) Dirty Commoner Head Variant Female. This one instead has its own texture in your modification, it seems (N_Comm_f_m2), but when I opened it, it confirmed the weirdness I think I noticed looking at the screenshot. The face is way too pale and clean compared to the rest of the texture. 3) Sith Apprentice 1 Head. I would like to ask more about this one. The game has two head textures for sith apprentices, N_SithAppren01_H and N_SithAppren02_H. You are replacing the first with your own version. From what I understand, you are telling us that the original game doesn't make any use of N_SithAppren01_H and that you wanted to use that one (modifying the texture to remove the scar that is present in the other Sith Apprentice texture) for a few NPCs? Thanks! PS - I just checked the restored female Asian head and I noticed some color weirdness/mismatch, as the screenshot here shows. Not something as egregious as in the Dirty Commoner Female case, but something that perhaps could also be addressed?
- 7 replies
-
- restored content
- restored
-
(and 8 more)
Tagged with:
-
KOTOR 2 TSL Widescreen mod (with bigger fonts0
Salk replied to DarthSynsyl's topic in Work In Progress
I'd be interested in the bigger fonts, mostly. -
Hello, Blue! I have used 1.4.0 version of your Scripting Tool for some years and recently I updated it to the newest version but I quickly uninstalled in favor of the older one because I find it changed a few things I didn't like in the least and I didn't seem to find any settings to change back to the former behavior. The new version seems to need the include sources in the folder where you save the .nss file rather than just go look for it in the game's override like it used to be and, if none is there, take it straight from the game's source scripts. This is terribly inconvenient and once I even got a dozens compiling error messages about a boolean being used multiple times (sorry, I don't remember the exact message). When I reverted to the older version and compiled the very same script, it all went smoothly. This latest part is likely related to a mistake I made so please disregard it. Also, it would be good to be able to select a path for Tool to save the compiled file to. By default, the program installs in Program Files(x86) and in Windows 10 that spells disaster because the Tool attempts to save the compiled file in the same folder it installed to but I guess Windows 10 castrates the attempt and the Tool has no warning whatsoever about it. The result is that the compiled script is never created.
- 1 reply
-
- nwnnsscomp.exe
- nwscript
-
(and 2 more)
Tagged with:
-
Another gem by JCarter426, one of the most influential K1 modders still in activity. I read about a possible remake of KotOR game and while I would be very interested in it, I doubt it could ever amount to what KotOR is today thanks to the quality contributions made to it by the community, whose best representatives turned an originally excellent game into a true masterpiece.
-
MOD:JC's Romance Enhancement: Dark Sacrifice for K1
Salk replied to JCarter426's topic in Mod Releases
Thanks for this pretty Xmas gift, JC!- 1 reply
-
- 1
-
KOTOR 2 TSL Widescreen mod (with bigger fonts0
Salk replied to DarthSynsyl's topic in Work In Progress
I think it is a very interesting mod! I always refused to play with Widescreen and higher resolution just because of the fonts being too small. Not much of a TSL player though. If you ever release a version for KotOR I will surely want to give it a try. -
-
-
I commend this initiative! Personally, I love the Sith's Energy Shield and I like the standard Energy Shield, the Echani's and Yusani's.
-
-
Oh yes, of course.
-
[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
The final revision of this restoration is done. Huge thanks to @PapaZinosfor help with room modelling. SithSoldiersBoarding.mp4 -
Hello, InSidious. Thank you for a commendable effort. But from what I understand dumping .are files in the override seems really a bad choice. I am no TSL Patcher expert but couldn't you just ship the modification with .mod files for each module whose .are you are changing and let the TSL Patcher patch the .are files inside them? Cheers!
-
JC, I was wondering if you could possibly further improve the K1R compatible option of your modification by spawning Carth in the apartment (since you have already made the area substitution) and have the camera on him so that the two voiced lines he speaks would not just be on a completely black screen and then run a pretty long (4-5 secs) fadeout by the end.
-
What's preferred and what's different???
Salk replied to SetJudgment's topic in KotOR1 Restoration (K1R)
Well, personally I find K1 CP to be the one and only true mandatory modification for KotOR (possibly together with a good dialog.tlk replacement - there are several available). Because it is actually a patch and the number of bugs it fixes is astounding. DarthParametric is the current maintainer and he's done and is still doing as today an excellent job at making the game run as good as it can be. K1R is a much older project which is unfortunately no longer updated and it does include its own share of bugs so choosing K1 CP over K1R is a no brainer. But there is lots of good restorations in K1R as well and the good news is that N-DreW25 is working on a "lite" version which is compatible with K1 CP. -
Hello! Does anyone know (DP, JC?) if GetIsInConversation() works properly and if it returns true for both the object starting the conversation and the target of the conversation? Thanks!
-
[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks to precious input and help from @brents742I have come to a possible final version of this. There is space for further improvement (better camera placements, additional props / creatures roaming the hangar) but I think this is already a big improvement over the original restoration. Here's a video of it I uploaded on my YouTube channel. -
[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
The Ebon Hawk doesn't need to show up there. It's been boarded so it's off camera. I just need to have a proper hangar rather than a bare, empty floor and a missing wall at the horizon. -
Hello! I was wondering if someone could help me improve the looks of what supposedly should be a hangar room by adding appropriate items (including a wall, I guess) to it. The room was created by the K1R team for the Sith's boarding of the Ebon Hawk on the Leviathan. While it serves its purpose it is extremely bare and is in need of some renovation. I post a couple of images here and then the .mdl/.mdx file of the room in case someone might want to lend a hand with this (working with models is not my thing). I have already made some quality-of-life improvements to the K1R scene which I am showing in the video so I just need a visual upgrade for the room in order to call this restoration complete. Star Wars_ Knights of the Old Republic 2022-09-20 07-35-02.mp4 New room for ebo_m40aa module.7z
-
The best thing to do is report the issue to the author of Holocron toolset in the proper thread. This is a very promising and very actively maintained tool we're talking about, with an author that's been very present and receptive to feedback since start.
-
Hello, N-DReW25! I was checking this interesting modification of yours and I wanted to ask you a question. What needed fixing in the Sith Apprentice Soundset?