Salk

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Everything posted by Salk

  1. By the way, DP, I noticed that the stunt model doesn't really look like the standard blaster that comes with SithSpecter's mod. How so?
  2. I'd say we can be happy with the latest version. I was thinking that everytime the game uses the CreateItemOnFloor() function there'll be the same problem, right?
  3. Oh, right. You wouldn't mind providing another model to test?
  4. Okay, there are good and bad news in my latest test as you can see from the picture: changing the mesh below world zero was a good idea because now the blaster is definitely closer to the floor. On the other hand, there is a weird 4 color cylinder to the left of the gun.
  5. Unfortunately, same result even with the alternate script. Just for testing, I swapped the blaster with a sword and it floats as well. I guess it may be the function itself, then? I tried to use CreateObject() using the original location and the alternate location for the item to spawn, but nothing appears at all in that case.
  6. Just tested it. The shadow is still there.
  7. Yeah, I figured. Not that BioWare has been shy about showing objects clipping through the ground in this game but l guess this is a less bad alternative. But l think it's better to create a custom model with shadows disabled for this cutscene.
  8. After several years, I return to post about a possible bug. When you are watching the duel between Deadeye Duncan and Gerlon Two-Fingers, Deadeye drops his blaster. During the cutscene, you can see a close up of the blaster on the ground. All is fine with the original model, but for some reason, using the high quality blaster model from this mod, the blaster seems to lie a little bit over the ground. Actually, it may just be that both blasters aren't properly on the ground but the high definition model simply projects its shadow while the original blaster doesn't. The pictures down here illustrate. I checked the position where it spawns (BP_GUN_SPAWN) and its Z position is set at 0.12, but even changing it to 0 there is no difference. Has somebody any idea about what's going on?
  9. Well, after some research and a talk with N-DReW-25, I could recreate the model and remove the issue. As a bit of background history, the model was originally included in SpaceAlex K1 Enhancement Pack modification. N-DReW-25 told me the texture applied to it uses K1's original head model for Mekel. After a simple converstion and test, I'm glad to report that a fixed model was produced. I attach it here, just in the unlikely case someone may have a use for it. comm_h_m.mdl comm_h_m.mdx
  10. Hello! I have a model file (attached here) for a KotOR head that has some issues which were described to me as something that's likely to do with smoothing groups produced by MDLedit. A procedure to fix them was presented to me but it requires 3D Max, which I don't have, and when I tried to see if something could be done with Blender, I downloaded the software and KotORBlender for the first time and immediately regretted it as it seems the latest main version isn't even compatible with the latest version of KotORBlender, if I understood correctly. The problem is self evident when looking around the mouth area and, less egregiously, around the eyes. The following pictures should clarify: Apparently, this can be fixed in 3ds Max by selecting the inside of the mouth/eyes and giving them a different group than the outside. Could someone help me out by fixing my model? Thanks! comm_h_m.mdx comm_h_m.mdl
  11. Salk

    [KotOR] Swoop Bike Upgrades

    The fact is that I have already a vendor on Tatooine that sells one of the two bike mods. I didn't want to have both of them sold on the same planet. I could have switched the Tatooine part to be purchased at the Czarka shop (which I considered because of what Niko says), but the Czerka shop is already involved with a special item for a different quest and the owner explicitly says that he doesn't sell swoop parts (STRING 29289: Oh, a swoop-jock, hm? I know I don't have the crazy suicide parts you're looking for.). On top of that, Yuka Laka himself mentions having swoop parts in his own dialogue: Ah, looking for droid or swoop bike parts, hmm? Well, I may have a few things. Would you like to look at what is in stock? I appreciate the advice, though.
  12. Kexikus, people like me that use jc2's Camera Mod version 2 have a problem with your signature on skyboxes. Ironically, this version of the modification was recommended by jc2 himself to be used to enjoy HD skyboxes like yours: VERSION 2: Only modifies the player's ability to look straight up and straight down. If you have any High Quality Skyboxes or HQ texture mods for Kotor 1, then you might want to be able to see all of them without wasting time moving your player to the farthest side of the map, just to look up. But this is what I see when I look up at the Tarisian sky from Upper City South:
  13. Yes, unfortunately the "add column to .2da files and make them work" has always been a modding pipedream. 😔
  14. Hi! Would you consider complete the package by offering a reskin of Malak's head before turning to the Dark Side (N_JediMalekH01)? Thanks!
  15. Nothing compared to how long another much anticipated modification has been brewing. 😁
  16. I can appreciate that updating the lightmaps to better ones is a pain. I was merely pointing out that I had the impression the perhaps the original work was not that good.
  17. Well, for my own purpose (installing of the mod manually) I was very grateful for the presence of the m35aa.git changes in the .ini file. Would you mind terribly telling me how Holopatcher can do the associations without . ini instructions? Thanks! EDIT: Oh and one more question: is it just my impression or the added rooms have a bit of a darker atmosphere? I'm mostly talking about illumination. When moving into those rooms I literally see a little less well. I added a couple of pictures to illustrate. The situation is particularly evident in two of them. Notice how there is a clear and abrupt passage from practically no illumination and light on surface under the archway in the second picture on the path into the last room (the blue arrow indicates it).
  18. N-DReW25 didn't include the.vis file in the initial version. I'm not accustomed to Holopatcher so I have no idea how it works but the .ini file modified the m35aa.git file referring to K2 resources and many of them weren't included in version 1.0. They were added later, too.
  19. Those scripts are not right, so I'm not surprised that Tamlen is not actually doing anything. There are several other critical issues with this modification in the current state, including a pletheora of missing references in the modified .git file. Resources need importing from K2. On top of that, the original m35aa.vis file needs to be edited to account for the added rooms. With some extra polishing, this will be a great addition to the game.
  20. I didn't express myself clearly. I meant to ask if the k_ai_script is called at the beginning of each round of combat and, if that is the case, I guess a round of combat lasts a few seconds?
  21. I guess the k_ai_master is run for each creature engaged in combat at the beginning of each combat round? That would mean a few seconds?
  22. Well, if the problem only applied to the party members I think using two global booleans for PM1 and PM2 that would reset to zero might work? This could be added to the default OnSpawn for party members. The non-party NPCs would still need to rely on the local boolean you originally used, though.
  23. Thanks for explaining this to me in details. So, if I understand correctly, it boils down to "purge" the wrong state of the boolean? Do you say that this problem extends to non-party NPCs as well, though?
  24. The heartbeat is unfortunately extremely unreliable although it's a bitter pill to swallow. I'd like to know more about what kind of issues the current implementation is causing. Are the party NPCs experiencing problems with it or all NPCs?
  25. Hey, N-DReW25! Congratulations on yet another release. A couple of questions and a request: 1) In the Known Bugs section you wrote: "If you click on the Sith Students on the computers too much, they stop doing their "typing" animations." There are several animations of NPC typing on computers in the game and now I wonder if the problem you reported here is a global one? If not, then I think it'd be worth investigating why this won't happen elsewhere. 2) Do the Sith Patrols in the academy extend their patrol route to the new rooms? If not, do you think they should? The request would be about providing the script source, if you'd not mind sharing. As a side note, some people (me included) use Korriban Academy Workbench 2.0 and wouldn't really want to have two workbenches in the academy. I guess it could be mentioned in the Compatibility section of your read me. 😉 Cheers!