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Everything posted by Salk
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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. What do you think?
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Hello! Could someone confirm that EffectInvisibility() does not work for items NPCs wear? Thanks!
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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
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- TSLPatcher
- TLKEd
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[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!
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[WIP] Kainzorus Prime's Robe Model Reskin Project and More
Salk replied to heyorange90's topic in Work In Progress
Excellent work there, my friend! I hereby appoint you as official Sith Uniform tailor. 😉 -
Thanks. It's not that I particularly want to be lazy but I believe that the general volume for that particular ambient sound is too loud no matter where it is used so I don't feel too bad about a global change with a 30% volume reduction.
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During the course of my testing I happened to notice that the sound of the steam coming from the pipes is way too loud for my taste and I would like to turn the volume down a notch. I noticed this on Manaan where steamloop.uts plays pl_steamloop. I guess that the way to go is to edit the wav file's volume and place the edited file in the Override folder but where is the original file? I looked for it using KotOR Tool but I didn't find it. Thanks.
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No, no conditional. Only orphaned lines. By the way, I might have found an issue with your .dlg file. After R13 there is one entry only (E4). R13 says: "I'll put this to good use. For now, there was something else I needed." The problem is that you can ask T3-M4 to construct a spike even outside of the Ebon Hawk now and E4 has a conditional script that checks that you are aboard the Ebon Hawk (I corrected this locally). Oh and one more thing. Your script k_pt3_upgrade.ncs decompiles as: void main() { if (((GetGlobalNumber("K_CURRENT_PLANET") == 50) && (GetGlobalNumber("G_FinalChoice") == 1))) { SetNPCSelectability(0, 1); } ShowUpgradeScreen(OBJECT_INVALID); } What is the if part for? Is it really needed? Thanks!
- 3 replies
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- k2 to k1
- computer spikes
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Hello! I noticed that there is a bunch of orphan nodes in the .dlg file about building a lightsaber. I guess they can be safely removed?
- 3 replies
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- k2 to k1
- computer spikes
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Just a small note about Local Boolean 54. During my testing I discovered that the Kath Hounds on Dantooine use it for some purpose.
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Sorry about resurrecting this thread but I thought it was better than opening a new one. My question: is it possible to meet and fight Xor on Dantooine? PS - I don't think it is but I found a post where someone mentioned that .
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Hello! I was wondering if it's possible to change the size of the Rodian model so that it fits more with the usual Rodian size throughout the game. EDIT: In case I do get an answer from the author, I might point out that the Rodian head on top of the Jedi body does look weird because it is proportionally too small. So if it is not possible to make the body smaller then I think one possible solution is to make the Rodian head a little bigger.
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I tested this in full screen (my resolution: 800x600) by warping to STUNT_55a and after the cutscene the movie played correctly without any kind of issues. A minor problem comes from the low FPS the cutscene plays at but you did warn about that and I was expecting it. EDIT: I actually have a rather weird problem with the cutscene. I uploaded a recording of it here: As you can see, there are some differences. The Sith Soldiers use a different texture but that is expected. I have the two rogue Sith Officers (min 0:28 - initially only the first is visible) that should have been removed by dp_stunt55a_en. I checked the module.ifo file for STUNT_55a and dp_stunt55a_en is correctly set at Mod_OnModStart. Any advice? PS - I noticed that running the script at Mod_OnModLoad would correctly remove the mooks but the price to pay is the cutscene freezing twice for a couple of seconds after Bastila begins to talk. Same thing if I run the script in the first node of the .dlg file. ADDITIONAL INFO: The problem is remedied if I remove two animations in the dlg file that call for the now deleted UTC. That was what caused the temporary freezing.
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Beautifully done.
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Fantastic work as always, Alvar007! Thanks for sharing!
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Hello, TK-664! Oh I was just talking about non-Jedi and you answered already in your post saying that you aren't interested in changing the alignment of Sith troopers and patrols. I must have a modified Ajunta Pall .utc in my game since his alignment is 60 there. Cheers! PS - I noticed that you left The One's alignment untouched as well. Perhaps that one could be brought down to 25?
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Hello, Obi Wan Pere! I like very much one of the new components: - (NEW) Animated Panel when a Computer is used, making it similar to the on floor Computer Panel Placeable. but I fear that it only works if playing with a 1280x960 resolution. I play at 1024x768 800x600 and I was wondering if you could be so kind as to provide an improved texture for people like me? Thanks!
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Hello! I have been looking through the .ini file and I noticed that it seems you decided to leave out non-Jedi Sith from your adjustments. Is it so? And if that is the case, could you tell me why generic Sith soldiers should keep the original neutral (50) alignment? And one more question: I noticed you changed the alignment for Ajunta Pall too but the game seems to have deliberately decided to give him a Good alignment and that fits with his story. Perhaps it was best left alone? Cheers!
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Useful tool. Funny how I have done something similar modifying the henchmen heartbeat script.
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Nice work again, Alvar007! Glad to see you are still working on animations! I think the gamorrean animations are just great and I'd love to download and use them. Happy 2022!
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Congratulations on this new release, DP! Many were looking forward to it. I have one question about this: "Currently, the DS credit sequence does not play in fullscreen when movies are enabled due to the requirement for additional exe patching not currently done by any existing widescreen patch." Does this limitation apply to the original 4:3 screen format as well? Thanks!
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Perhaps one possible course of action would be to search through Bioware's complete list of source scripts for "AdjustAlignment" just to check how many there would need this mod's intervention. Do you have all modules scripts decompiled? If you do, you can apply that same search to those as well. It is possible (I use Windows 10) to search for text in a file by changing the default indexing option.
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Very neat, ebmar! The only issue I can think of is that there can be (and I seem to recall the K1 CP itself may have one such) scripts that modify the alignment other than the k_act ones.