Salk

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Everything posted by Salk

  1. Yes, unfortunately the "add column to .2da files and make them work" has always been a modding pipedream. 😔
  2. Hi! Would you consider complete the package by offering a reskin of Malak's head before turning to the Dark Side (N_JediMalekH01)? Thanks!
  3. Nothing compared to how long another much anticipated modification has been brewing. 😁
  4. 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.
  5. 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).
  6. 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.
  7. 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.
  8. 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?
  9. 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?
  10. 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.
  11. 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?
  12. 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?
  13. 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!
  14. Hello and congratulations on this release. I have a question: which texture(s) are about the grenade blast marks? Thanks!
  15. Hello! First of all, thank you for your contribution. I briefly tested the workbench in the Taris Hideout and I noticed that there was a sensible delay when I loaded the saved game which is somehow caused by this reskin. And a technical question: why didn't you package the .txi file into the .tpc file?
  16. No hurry on my side here, Snigaroo. Cheers!
  17. For those interested in this modification, I recommend to use the newly uploaded version (1.1) that fixes a critical bug.
  18. I do like the art and the visual here. Looking forward to the release!
  19. I do like what I see up there. Looking forward to this release. 😉
  20. Yes, DP has reported how the lightmaps in the original game are often a complete disaster. Honestly, I sometimes wonder - considering all the input from modders that delved into the game's resources - how the game could be kept together, let alone making it functional enough. 😅
  21. Great investigative job there. Out of curiosity, have you by any chances checked for similar issues also on other planets? I'm just wondering if the geometric mess you unearthed on Manaan is extraordinary rather than standard quality check on Bioware part.
  22. I'll certainly be using these model fixes for the original game once they're out. I want to point out that other than the K1 CP, there's been a number of geometry repairs made to both K1 and K2 by @PapaZinos. Coordinating efforts would go a long way, I think. Cheers!
  23. I would not mess with merging modules at all, but I'd welcome any model fixes done to the Manaan geometry for the original game. I think the K1 CP would be the natural home for those, though.
  24. Hello! Glad to see this. There are several K1 minimaps that are in need of work. If memory serves, the worst offender is the minimap section of the krayt dragon cave. I cannot unfortunately verify this at the moment.