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Salk last won the day on March 15
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402 Jedi Grand MasterAbout Salk
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Jedi Master
- Birthday 12/30/1973
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Oh okay! Sorry, I didn't realize it was a movie. In KOTOR, a cutscene is a dialogue file.
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I attempted to do something similar in the past but your result is vastly superior. Could l bother about providing a few more details about your solution? What is the name of the effect and how can it be used in the game?
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The awakening is very nice. How did you create the eye opening blurred effect?
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Congratulations! And a huge thanks for this!
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I'm afraid ebmar's not been actively nodding for a few years. But one can always hope...
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- playable head
- handmaiden
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Well, the number of doors in need of the autoclose is not tremendously high, really. Going the trigger way may be a better result in the end but that would have taken too much time, in my opinion. I have also tweaked the OnEnter for areas with autoclose doors to make sure that they get closed upon returning if they were open when leaving the area. There were also other things to consider to try to reduce the number of glitches (like trying to not make them close if there is a body lying at close distance from the door and also checking the distanace between the party member to make sure that the door wouldn't close when one party member is following the leader is at a certain distance from the door. In the end, the result is decent but far from stellar. I'll be certainly using this once you publish it. Best of luck!
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Yes, I'm using myself a version of the autoclose on heartbeat in my modification, inspired by SpaceAlex's. It needed some tweaking. I extended this to practically every door in the game that can be opened.
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Hello! Question: what kind of issues have you encountered with the autoclose via heartbeat?
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Thanks for sharing, CapitaineSpoque! What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there. I'll keep an eye on the development. Cheers!
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Hello, @redrob41! I'm back to give some feedback about the female fat model which seems to be equally broken both in its original version and in this modification. I recorded a short video where it shows that the model seems to be lacking some basic animation using some custom animation. I don't know if something can be done about it. EDIT: DarthParametric has fixed the problem and a new model will eventually be offered as part of his already published Modder Resource. The issue was that the Fat Female model had some custom animations. They were simply removed. Until the model is officially updated, I leave the relevant files as attachment here, in case anyone is interested. Star Wars_ Knights of the Old Republic 2025-05-22 16-30-27.mp4 n_fatcomf-UV_ADJUST_NO_ANIMS.7z
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- model fixes
- uvw fixes
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Hello! Thanks for the answer! I always used to ask my querstions clicking on the "Get Support" button that every released modification gets when they are published. It automatically takes me here. Perhaps it is not the right place, but in that case, which page is right? Cheers!
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Hello, @The_Chaser_One. Congratulations on this new release. I will be glad to check it out once I reach Manaan during my playtesting (it may be a while), but I have a question: what was the reason for using a different texture than the classic yellow taxi texture used in Capitaine Spoque’s Taris Rapid Transit System? I want to say that the new texture is quite pretty, too. It was just a curiosity. Is it perhaps because the service is free and the yellow taxi texture would sort of imply that the Player should pay for it? Cheers!
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Oh thanks for the clarification. So the huge upscaled texture is used for the very small swoop bikes looping by, then? I didn't think such a huge texture would be necessary for something so small in the background. The K1 swoop parked in the area is quite similar to the K2 Skin 1 so I don't think it's such a big deal having the wrong model there. Unfortunately, like you, I'm not very familiar with K2, which I played only once a long time ago. I take this opportunity to mention a small typo in the dialogue file. "Appartments" should be "Apartments"
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Hello again! I wonder if I might have been unclear with my last question about the upscaled textures. In your modification there are upscaled textures for the swoop bikes (the vehicles to ride on - lts_swoop.tga and lts_swoop1.tga) and for Nikto NPCs (lts_swpg.tga and lts_swpg1.tga). When you say that the "bikers are not creatures", do you mean the NPCs or the actual bikes they ride on? Because the NPCs are indeed creatures, aren't they? My question was about the lts_swpg.tga and lts_swpg1.tga. In short: are Redros and the other Nikto guard using those textures? I opened the level inside Kotor Toolset (a wonderful tool created some years ago by FairStride) and marked the two creatures. From my understanding, they are spawned by the GIT file and are not models within the level geometry and as such they do use a row in the appearance.2da file. About the doors instead, I tried to look at the geometry from inside the game and I must say it looks weird without the doors but also with the doors. In the end, I did remove them because having them didn't seem like an improvement to me. Everything else looks good! PS - I decided to have my swoop in the module, but I also want to use your K2 to K1 swoop modification. To have compatibility between the two, shouldn't we have an option to show the correct swoop in the module? If I use the K2 swoop (personally I will be using the K2 skin 1), then the swoop appearing in the module will not be the right model. 🙂