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Everything posted by Salk
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I am sorry to report that the modification has been not working properly for a number of users due to some timing issue which did not occur to me when testing on my work computer. Now the soft lock reported should no longer happen to anyone. Many apologies to those of you who were subject to this unpleasant experience.
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At the moment, I'm away and won't be able to check back with you, but of course I'll have you take a look at my changes and let you decide for yourself if anything is of any interest. But I made my changes straight into the single files rather than updating the installer. Locally, I had no need for that. Keep up the good work! 😀
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Thanks for your reply, AxConsortium! I appreciate your time spent to elaborate. I have locally made some small custom adjustments to help a little extra in regards to the player's task of returning Nemo's remains to Deesra. Please don't discount your direction and choice here because while not clearly ideal is really the second best option. As I said, I have made a few changes, however, which you're very welcome to use in a future version of this modification if you ever wish to. Before telling you about it, I would recommend submitting your work to Snigaroo's KotOR Mod Build because it would fit very well in the immersion section there. Now, what I did was to polish the already very decent text and swap a few VO choices (I noticed many instances of grts VO when different ones seemed to fit better, particularly in regards to the text's length). But I also rewrote the trigger script for Deesra. This was due to the fact that I wanted the Player to be informed early about Deesra's role in the enclave adding a line of dialogue where he mentions chronicling the enrollments and the passing of the Jedi at the enclave. This gives more solid ground to the decision of bringing Nemo's body to him rather than the Council. But in order to do that I had to initiate the conversation so that it'd trigger as soon as you get past him after arriving in Dantooine. Originally that trigger is only starting the conversation after the Player has advanced the Dantooine plot far enough. Now this happens twice instead. Again, these minor changes have not yet been tested, but shouldn't present any particular issues. Cheers!
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@AxConsortium, I would like to report something after thanking you for making this interesting small modification that for the most part neatly integrate itself into the original game. I have not yet tested it in-game because I am still verifying the content manually to refine some of the included text. In the dan15_nemocorpse.dlg file there is Entry 3 and Entry 4 as children to Reply 1. Entry 3 has the conditional script "c_dan_nemof_done" as trigger. The problem is that both Entry 3 and Entry 4 have identical purpose with no text and an active script ("dan15_takenemo") making them two identical entries. What is it you wanted to have different? The way it is now, having two entries that do exactly the same thing does not make any sense. EDIT: My bad, I did not at first notice that the Quest entry is what is different: 10 in one case and 11 in the other! The only problem I see is that returning Nemo's body to Deesra, rather than the Council, is convenient and smart as it does not require additional voice over acting for the Dantooine Jedi Masters, but is conceptually a bit weak because I don't see why Deesra should be the one to report to. Cheers!
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I think darker colours in general is a theme for our Dark Hope and I respect both her talent and preference, but I agree with Sith Holocron and perhaps am even more a fan of BioWare's generic choice of much lighter textures. Even because darker ones do contrast significantly with the lighter colours of the world textures... unless they're also replaced with darker ones of course.
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[KotOR] The narrative problem with stealing the Ebon Hawk
Salk replied to Salk's topic in Knights of the Old Republic General
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). -
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.
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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?
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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.
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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.
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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!
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Well, considering my comment at the link I can't say I'm surprised.
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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...
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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!
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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!
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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! 🙂
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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.
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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.
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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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Hello, Lane! First of all, thank you for sharing your very interesting work on reverse engineering K1 and K2's EXEs. I'm mainly focused on the first game and have been (and are) constantly modding a few of its aspects in the few areas I have a small knowledge of. This includes scripts. During my many testings, I seemed to have noticed something that I don't think is widely known/acknowledged. I believe that the loading assets sequence whenever you load a saved game is somewhat different when you do it the first time after loading the game and any other time. So the process for loading SAVE GAME x is not identical if I run the game and then I load a saved game as opposed to loading a saved game again after that. The reason I care is that I think this interferes with the execution of functions that would be happening at different time during the loading sequence making some scripting operations unreliable because they would not be executed consistently. I don't know if you have the means or possiblity to check into this and possibly confirm that it is indeed the case? I would appreciate that immensely and, if confirmed, it could open up possiilities to remedy that kind of weird behavior. There are also a number of questions/requests I would like to ask of you (all about K1's .EXE possible "upgrades/fixes"), but I think the time is not mature for that yet, especially considering your short term goals include working on the K2's EXE. Thanks for your time and attention! Cheers!
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Well, I can but quote my observations from the original post: "I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show." In the case of LTS_tech01 the problem was detected and fixed by you in a number of other HD textures. The AI introduced letters where there were none. The case of LYV_screen01 should be quite simple to address, too. It'd be enough to ask the AI to remove the spurious arrows that have nothing to do with the design. For the first one (LTS_screen01), instead, I just thought that the AI model didn't really understand what it was dealing with when it came to the panel lights. I do realize that your attention is now on retexturing K2 and that I'm late with this message, but I do hope you will eventually get back to it and check things out. I'll be around, in case you'd need any testing from my side. Cheers!
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SKIN:Mekel remeshed, retextured and higher poly
Salk replied to Elayerfawkes45's topic in Mod Releases
Hello. Thanks for your contribution. Could I ask you what you meant exactly with "There's some little things to fix" in the description? Cheers!