Salk

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Everything posted by Salk

  1. Hello! Does anyone know if it is possible to import a K2 feat into K1? I'd like to have Mission have Stealth Run as unique feat for herself.
  2. For Mission I would like to use K2's Stealth Run feat and I am wondering if it is possible to "import" it into K1. Does anyone know if it is feasible? I guess I should ask in the appropriate section...
  3. Hello again, Sdub! I have made a few text modification to your nice unique feat list and I started adding a small bonus to Jolee. Now the Hermit feat is so described: Unique Ability: Jolee Jolee has survived in the harsh Kashyyyk wilds for quite some time. With that experience he has learned to make efficient use of any medpack (+10% bonus). I used TamerBill's Content Pack: Feats and Powers (K1 ver) 1.67 as reference. If I can come with some decent ideas, I would like for Carth's and Mission's unique feats to grant some small bonus as well. Cheers!
  4. Hello! I have a minor suggestion. The other party members unique feats are introduced as "Prerequisites:" (Zaalbar, T3-M4 and Juhani) or "Unique Ability:" (Bastila). The ones you added have instead "Restricted to:". Perhaps we coud, for consistency's sake, adapt the text to the original so that Mission, Jolee, Carth and Canderous would have "Unique Ability: " while HK-47 woud have "Prerequisites:". It would also be nice if it was possible to give a very small bonus of some kind for those party members whose new unique feats do not translate into any kind of benefit (Mission, Jolee, Carth) but I don't know if that is possible. Cheers! PS: There is a typo in Mission's feat description. PS2: One interesting thing to mention is that K1's dialog tlk file includes a few strings where unique feats were planned for 2 party members (Bastila and Jolee) that either ended up with none or with a different one: BODY FUEL Unique Ability: Bastila Body Fuel is an activated ability that lasts for 30 seconds. During this time Bastila regenerates all of her Force points every round (3 seconds). However, whenever she uses a Force Power, she takes Vitality damage equal to the Force Point cost of the power. PSYCHIC STATIC Unique Ability: Jolee Psychic Static is an activated ability. It lasts for 6 seconds per level. For its duration, all enemies in the area of effect (8-meter radius around Jolee) come under a confusion effect. There is a 20% chance that the creature acts normally, a 40% chance that the creature attacks its nearest ally and a 40% chance that the creature does nothing.
  5. Interesting, JC! Does this mean that a K1 item protecting against any of the physical damage types (bludgeoning, piercing, slashing) would protect against universal?
  6. Hello! Thanks for the report about damage types. A question: does protection against damage type Universal mean you are protected only against weapons that do Universal damage (disruptors)? EDIT: Taking a quick look at K1's baseitems.2da's damageflags column, I noticed that the Universal damage number there is 7, rather than 8, and that many items do not have a damage type at all. The only used values are 1, 2, 4, 7 (?), 1024, 2048, 4096.
  7. SH, Perhaps ScrierOne could offer your Dark Hope compatible version as part of his modification, if you are all okay with it? It's nice to have the option to choose.
  8. I like it. I wonder if there are Czerka droids in K1 as well.
  9. The error happened when I tried to download the archive from Deadlystream. I have just learned that it is my AntiVirus (Avast) that caused this error. I could download the latest version after temporarily disabling it but it is still weird because I can download other files from Deadlystream without problems.
  10. Hi, Cortisol! If I am not mistaken, you have already released version 2.0.2 in mid April and the latest update has the same version number. Also, I get a "Failed - Network error" "The site can't be reached" message when I try to download the latest version. Cheers!
  11. Thanks for this new skin, Dark Hope!
  12. View File K1's Ebon Hawk animated texture This modification replaces one static KotOR's Ebon Hawk textures (LEH_scre02) with an upscaled, animated one. Realized in collaboration with Sith Holocron, Dark Hope and Selphadur. Submitter Salk Submitted 04/22/2022 Category Mods K1R Compatible Yes  
  13. Version 1.0.0

    14,094 downloads

    This modification replaces one static KotOR's Ebon Hawk textures (LEH_scre02) with an upscaled, animated one. Realized in collaboration with Sith Holocron, Dark Hope and Selphadur.
  14. Hello! I don't know if this is something that others are experiencing too and I don't even know why I waited so long to open this topic since this is not something new but I do have a rather big problem with controlling the turrets in the Ebon Hawk turrets minigame because of the mouse speed. While the mouse speed is set to be at a perfectly comfortable level for the game, things change drastically when the minigame starts. At that point, the mouse speed is reduced at a ludicrous low value and moving the turret is an insane struggle. On top of that, the enemy start shooting at the Ebon Hawk *before* the fade in is completed, resulting in an unfair amount of damage often been delivered by the enemy. Is there a way to fix this situation? Cheers!
  15. Hello, Dark Hope! Isn't a texture missing from the archive? Namely, N_SithSoldier01.tga?
  16. Thanks for the advice, PapaZinos! Much appreciated. If that was really intentional though, I feel like it was a real bad decision from Bioware and I am not surprised that the modification you recommended got rid of it.
  17. Excellent, thanks for the advice. I wanted to report something though. I noticed (during some quick testing) that there are serious light issues inside the Ebon Hawk. Those are present in the vanilla game and are not gone after installing this modification either. Could you please confirm that this is the case for everyone? (I run a heavily modded game so I always ask in case it might be a local issue) Here is the link to the video (vanilla models and textures):
  18. Oh thanks for explaining this to me and apologies: I did read the text above where my question is punctually answered but I inexplicably missed to process it properly. Which one would you personally recommend, if I may ask?
  19. I was just wondering how many more models have similar issues in the K1 game if we just use the Ebon Hawk repairs as generic reference. I know that the K1 CP fixes a number of geometry issues but I am quite sure there are plenty more that were never detected and addressed.
  20. Hello! There are two files to download but it seems like the content is identical.
  21. Hello, PapaZinos! Will the K1 version be compatible with the K1 Community Patch?
  22. Yes but it is not the most trivial fix (I have made changes to global.jrl and to the dialog.tlk file) and it's part of my own (huge) modification. I'd have to go release it separately via TSL Patcher and I honestly cannot put time into it.