Salk

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Everything posted by Salk

  1. Very nice! Another small chromatic nitpicking on my part. In the screenshot "East Central sith ladies" and "Same place sith couple": there is a small white patch on the shoulder of the grey upper uniform of two of the ladies and the Sith man in the second screenshot. I think that white is making too much contrast and doesn't fit with the chromatic harmony of the uniform. The same patch (I think) is visible in the screenshot "The Court" for another Sith Uniform but in that case, the color blends it very well.
  2. Hello, heyorange! I think the uniform itself looks very good. I just thought that the light grey pants don't look wonderful with the upper part of the uniform. I realize that this applies also to the Sith Captain uniform but oddly, he does look better in the screenshot. So it's probably just a wrong impression on my side which you can disregard. But if you want a suggestion: in your last screenshot there is a darker grey color used in the Ensign's upper uniform over the shoulder. I believe that that kind of grey would look much better for the pants. Perhaps you could consider testing this alternative and possibly show a comparison screenshot? If that is not asking too much, of course... Cheers!
  3. Many nice reskins for uniforms there. One of the few that don't look so good chromatically is the Sith Ensign, in my opinion. But that's just minor nitpicking... Keep up the good work!
  4. Very glad about this release of yours, TK-664. Your nitpicking is more than welcome with me. I had myself made similar changes to a few items (namely, changing price for the Bothan visors and reworking the whole Ajunta Pall swords to be consistent with themselves and the quest plot) but I found many other very valid changes there that I incorporated locally into my own modification for personal use. Just one question: could you elaborate the "NPC items no longer drop" change? I could see in the default.ini file that The One no longer drops his weapons but other than that...? I hope you will find more to nitpick on for future versions! 👌
  5. I had edited jagi001.utc rather than g_jagi.utc. The shield activation inside the cutscene works correctly now.
  6. It's as you say. But even after combat begins Jagi won't activate the shield. The Mandalorian thug instead will. Weird.
  7. Yes, it is. The code in the first post works and it uses OBJECT_SELF.
  8. In theory, this should work but in practice it doesn't. #include "k_inc_generic" void main() { ActionPauseConversation(); GN_ActivateForceField(); DelayCommand(3.0, ActionResumeConversation()); } I equipped the NPC (g_jagi001.utc) with a Mandalorian Power Shield (g_i_frarmbnds06) but it does not activate it. I tested other energy shields but still no go. Any advice?
  9. Thanks for your suggestion, Thor110. I will see if I can figure something out by looking at the impact script.
  10. Hello! I want to have an NPC activate a shield during a cutscene. My code was: void main() { ActionPauseConversation(); ActionUseTalentOnObject(TalentSpell(104), OBJECT_SELF); DelayCommand(3.0, ActionResumeConversation()); } Problem is: unlike what I see when I encounter enemies that use an energy shield, in my version the NPC doesn't use the ACTIVATE animation but rather the HAND animation, as if it was a Force Power. I guess it is because that is the animation assigned in SPELLS.2DA but then how does the game make NPC use the correct one? Thanks!
  11. That is normal behavior. SotOR finds already a .mod in your installation and doesn't copy over its own file. It modifies the existing .mod.
  12. @Liquorice, check the first post: there are links to several versions. The latest upload was 1.11. Gimmick5000 has done an excellent job with this. A valid alternative is KnifeMaster's own take that you can find here. I have probably an ever more polished variant but it is custom tailored to a modification of mine that won't unfortunately be released.
  13. It works perfectly fine with KotOR as well.
  14. Great! Now only the Republic Officers are missing. 👌 I like very much the new design. My only suggestion would be to make the two "wings" on the chest gold instead of silver just like they are in the original texture. But it is really a minor thing and a personal preference. Thank you, Dark Hope.
  15. Hello, @TK-664! I commend you for this nice little modification of yours. I feel like it is a really good addition to the game and a must-have. A suggestion for your next version: wouldn't it be good to extend this to the Party Members as well? Those that are going to fight or may end up fighting against the Protagonist: Dark Bastila, Jolee, Zaalbar and Juhani. There would be also some Taris NPC (Selven, the Assassin comes first to mind but also the Dark Jedi at the Sith Base) but I guess you have intentionally left them out because the Protagonist has not yet acquired a Jedi class there yet. Cheers!
  16. Hello, Dark Hope! Thanks for this new release. May I ask if it's in your plans to redo the rest of the Republican soldier and officer textures as well? There are several: N_RepSold_F01, N_RepSold_FH01, N_RepOff01, N_RepoffH, N_RepOffF01, N_RepOff_F01, N_RepOff_low_F and N_RepOff_low_M. Cheers!
  17. The .2da files are limited column-wise. That means we cannot add new model classes but just replace existing ones, for instance. I'm not knowledgeable enough but I am sure experienced and talented modders like DarthParametric could tell you about many more limitations. Just recently he told me that what he planned to do (upgrading the DS ending scene) could not be done because of engine limitations. @JCarter426would be another great modder that could tell you about other hard limits he encountered modding the game, I am sure. Cheers!
  18. Well, my two cents' worth. I think seedhartha's approach to the recreation of the engine is right. I don't think it's time to speak about making changes to the engine when we aren't sure everyone would even welcome specific changes as "real improvements". I think the author should only consider making straight changes if there are some aspects of the engine we're not interested in replicating because we know already now with certainty that they need replacement. In this case it's perhaps correct to plan ahead and save time by not even bothering with the vanilla game engine behavior. The most important thing, in my opinion, is to see if reone can overcome some of the annoying limitations of the Odissey Engine. Lifting those limitations could really make a difference when it comes to modding, which I reckon is the main reason to have reone for. Cheers!
  19. I see, thank you. Good luck with the development of this extremely interesting project.
  20. Would current mods be fully compatible with reone?
  21. I see. I was just watching the video you uploaded and it does look flawless to me hence my curiosity about the state of this WIP. Perhaps the "reone" project might open up new possibilities for modding the game in the future.
  22. Okay so the FPS drop is still a stopping issue. Could you tell us how much worse the FPS drop of your WIP is when compared to the original?
  23. Hello, @DarthParametric! While I was testing the DS ending sequence I was reminded of how much better your WIP you worked on a couple of years ago is. Is there something in particular you need to finalize before a public release? Was there something that didn't satisfy you completely? I reckon the issue with the FPS drop was taken care of? Thanks.
  24. Yes, I can do that. For the LS ending what module is it? 56a.... 56b... 57?