-
Content Count
1,346 -
Joined
-
Last visited
-
Days Won
43
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Salk
-
View File [K1] Sensible Star Forge Respawning This small modification nerfs considerably the number of respawning waves of enemies on the second and third deck of the Star Forge. Some players, myself included, believe that the original amount is way too much. Submitter Salk Submitted 03/11/2022 Category Mods K1R Compatible Yes
-
-
My pleasure! 😉
-
Wait to see if it works first... 😄 I did test it a bit and it seems the respawn is well under control. Some might even feel like the nerfing is too much but for my own personal taste I think it works fine this way.
-
Hello, IAMNOTAMOODER1. I have attached here a modification that should alleviate the issue (but I didn't go for the nixing the heartbeat alternative solution). It is not tested though and it will only work properly if you have not yet visited Deck 2 and Deck 3 on the Star Forge. Please feel free to give it a try and if everything goes well, we can upload it here at Deadlystream. Cheers! Sensible Star Forge Respawning.7z
-
I was thinking of capping the K_STA_HORDE global check to 3 and also adding two new globals (one per deck) that count the respawning to make them stop altogether in the area once they hit 9. Might that work, DP?
-
I agree with you. The final part at the Star Forge with the endless respawning is by far the weakest part of the game. I can't look into it at the moment but I am pretty sure it is possible to tweak the frequency.
-
Thanks for explaining this for me, ebmar. Very useful information. So if I understand correctly the texture would look in game the way it was rendered in the .tpc image? But I seem to recall that in 2020 I met critical color differences that didn't just interest black areas. I'll keep you updated if I happen to meet one such texture again in my next conversions.
-
Well, after over one year I am trying to take another stab at this and I am still encountering issues with wrong color in some conversions. I was attempting to reduce the size of the upscaled textures I have (amounting to well over 15 GBs) by converting .TGAs to TCPs but as you can see from the attached images, it can happen that the conversion fails with the colors. This one is PLC_KolPuz.tga (upscaled size 16 Mbs) and this one is a section of the conversion (is it possible to zoom out, by the way?): As you can see the black part is completely absent. I checked the original image and the upscaled .TGA version is of course the correct one. I never had anyone comment on this issues one year ago but I hope to be more lucky this time. Cheers!
-
SKIN:Heyorange's collar fix for JC's Cloaked Jedi Robes K1
Salk replied to heyorange's topic in Mod Releases
Hello there! Thanks for this great addition to JC's Cloaked Jedi Robes. I have a couple of questions: 1) Do you plan to release the collar fix also for the non gloved robe textures in the future? 2) To my untrained eye, the male and the female versions look the same. Is it so or am I missing something? Thanks!- 1 reply
-
- jedi robe
- jcarter426
-
(and 1 more)
Tagged with:
-
You opened the topic in the wrong section. Some moderator will move it where it belongs but about the content of your request for help: did you add that line in the right section of the .ini file? It must be under the [Game Options] section. Make also sure that you saved the file properly (right location). After pressing tilde, you should see a ">" symbol in the top left corner of your monitor waiting for your input. If that does not appear, it is useless to start typing anything.
-
[WIP] Kainzorus Prime's Robe Model Reskin Project and More
Salk replied to heyorange90's topic in Work In Progress
Agreed! 👌 -
Nice find, StellarExile! 👌
-
Hello! Does anyone have a video or a link to a video that shows K1R's restoration of the Sith Soldiers boarding the Ebon Hawk after the capture by the Leviathan? Thanks!
-
Thanks for your answer. I understand now why you have two different ranked uniforms (37) even if the clothes used are the same. And I understand also why you are using placeholders for uniforms that your modification is not using (35 and 36). I don't need you to do anything here but thank you so much for offering. And I think your decision was correct: better not mess up with cutscenes that show something that is contradicted by some changes made by a modification. Internal consistency is important. Best of luck for your next textures!
-
Hello, Heyorange! Thanks for your splendid work on the Sith uniforms. I have a question about k35_enc_captain and k35_enc_lieutnt. They both use the same uniform (37) depsite having different rank. Was it intended? Cheers! PS: One more thing: could it be that the insignia in the Male Sith Uniforms 35 and 36 is wrong? Shouldn't it be like the one used in the female's uniform 35 and 36 (which look like dP)?
-
Malak end-game model change: Is such a mod possible?
Salk replied to Mephiles550's topic in General Kotor/TSL Modding
I am no expert but I do think what you are suggesting is indeed possible. I think it is a matter of using a stunt model created for that particular cutscene. -
I agree with you and I proceeded to remedy to the sloppiness. I made a duplicate of the original line and of the original audio file then removed the part that would not sit well if spoken to Carth ("we both know") so that the inconsistency is gone. Now Karath will use the new line if the Protagonist is female.
-
Hello! I would like to hear your opinion about something that I find rather weird. When the Protagonist, Bastila and Carth are being held prisoner in the Leviathan and the interrogation is about to begin, Admiral Karath says something that does make sense if he is talking to Bastila but doesn't make sense if he is talking to Carth. Karath talks to Bastila if the Pratgonist is male and to Carth if female. The line he speaks (in both cases) is the same and follows Bastila's or Carth's words that are also the same: Carth/Bastila: Don't waste your breath, Saul! We won't answer any of your questions. Karath: I'm sure you won't. However, we both know your friend's loyalties have proven in the past to be somewhat... flexible. Karath's answer makes sense as he is implying that the Protagonist has been a Jedi first, then a Dark Lord and now he is working for the Jedi again and Bastila does know that since she is directly involved. But Carth learns about the Protagonist's true identity only later when Karath is killed so I think that there is a rather sloppy inconsistency here. What do you think?
-
Hello! Could someone confirm that EffectInvisibility() does not work for items NPCs wear? Thanks!
-
Hello! Is v1210b1 the latest one? And is the included ReadMe file the best source of documentation? I noticed it is as old as 2007...
- 14 replies
-
- TSLPatcher
- TLKEd
-
(and 3 more)
Tagged with:
-
[KotOR] A visor will not stay hiddem despire the flag
Salk replied to Salk's topic in General Kotor/TSL Modding
Well, unfortunately, I failed. I tried to imitate your solution by adding a new starting node and another entry after it to just ClearEffects() for Carth and Bastila (although the only NPC showing the issue is Carth) and have them run a GREETING animation in the second node but no dice. Carth still shows his headgear 50% of the time, more or less. Since the original cutscene does not remove the headgear and weapon I don't know if you are going to do anything about this with the K1 CP but I know you have made similar changes to several other cutscenes and this one seems like it'd benefit from the same treatment. -
[KotOR] A visor will not stay hiddem despire the flag
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks for the advice. I see you really had to go out of your way to work around this. Pretty annoying but good thing you found a solution that might apply here as well. I'll give it a try. -
Hello! I wanted to add the UnequipHItem and UnequipIItem flags to the lev40_carth.dlg cutscene (ebo_m40aa) that starts just after the Ebon Hawk is being tractor beamed by the Leviathan. In the conversation Carth, Bastila and the Protagonist talk and while the Protagonist's and Bastila's headgear are always invisible, Carth's for some weird reason is often visible while at other times is correctly invisible. I don't understand why and the fact that the glitch doesn't happen consistently doesn't help. At first I thought it depended on the Delay at the E0 node (starting node) was 0, instead of -1 but even correcting this did not help. Any suggestions? Thanks!