Salk

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Everything posted by Salk

  1. More feedback: in PLC_SevrdArm.tga, there are some issues (in the context of a very nice texture upgrade). One part of the texture (bottom left) should show the palm of one hand. It shows the back of it instead. Ther grey/brown part of the texture should be clothing (of the same kind used in N_CommM01.tga), but the reconstruction shows something much more solid than that. Around the hands / fingers, the texture should be human skin. Not sure the AI got it right and of course I'm not sure what part of the texture are actually going to be used by the respetive models. I have attached a picture, at any rate. I was also wondering if perhaps your model could come with something a bit more sophisticated for LUZ_palm01.tga. The way it is now, it does not look anything more than a simple upscale that wouldn't improve much or perhaps at all over the original. Cheers!
  2. It'd be great to have a properly working engine for K1 and K2. The roadmap shows they're still quite far from something usable, though. Best of luck!
  3. Really weird. But i'm not even that surprised. The little modding experience I have accumulated with this game showed me some truly odd behavior of the engine. And with "odd" I unfortunately mean "broken". Since I've myself changed a lot the content of the.tlk file I wonder if that will affect me too. I guess I'll find out testing out the game. Cheers!
  4. Well, if we consider the model + texture list you uploaded then the leadTEST textures should be unused. On the other hand, I'm not sure we can rely too much on that list. Perhaps I can summon here @th3w1zard1and see if he can be kind enough to produce a fail-safe dump about confirmed used K1 textures?
  5. Another small advice. Unlike LDA_leaf02 and LDA_leaf04, LDA_leaf01 is very monochromatic (dark green) and this situation extends to the brenches as well. Would it be possible to return the original wood color to the brench itself and perhaps have the leaves be displayed in more shades of green? On a side note, the textre LDA_leaftest03 seems to be missing from the package.
  6. Sorry, typo. It was indeed PLC_spdrB01.tga I meant. Eh, it would be good to have some sort of software that prints out what textures each game model uses, but, in this case, shoudn't it be PLC_spdrwin01.tga? Cheers!
  7. Glad to being of some use! 👍
  8. I hope I don't come through as a pain in the ass, but I would like to give a little more feedback while going through the textures. First of all, the LDA_grassXX.tga series of texture is excellent and so are LDA_graspatch.tga and LDA_gspray01.tga. There is a problem with LDA_gspray02.tga, though. The AI has replaced the original shades of green in some part of the texture with a weird purple/grey color. I attach the images here for comparison (one of them is the original one upsacaled, the other one is the texture found in your package).
  9. vurt, I like the rextexture of both PLC_spdrA01 and PLC_spdrA02 (less fond of PLC_spdrA03). But in the latter, I think the AI has done a disservice to the original texture. The grid (upper part) and circuitry (lower part) that are part of the original design and that should not disappear are removed and replaced by something that looks like the writing "HUL". Also, please note that the exhaustion of the speeder, which the AI reimagined correctly in PLC_spdrA01 is not right in PLC_spdrA02. I'm attaching the images.
  10. I'll double-check. Very possible that I misread. Cheers!
  11. vurt, I noticed that some of your textures (ex. PLC_FrcDist02.tga) are created without maintaining the original X Y proportion (aspect ratio?). The original resolution for PLC_FrcDist02.tga is 256 x 256 while your retexture is 512 x 2024. I'm no expert at all, but I suspect this might cause problems?
  12. Salk

    Player Faces

    Honestly, they are all great! Could you please consider making them ALL available?
  13. Oh I thought there could be hundreds of unused textures rather than just a few. I suspected that because I compared the skyboxes retextures made by Kexikus and those found in your Visual Resurgence modification and noticed how there are multiple skyboxes textures that Kexikus did not include at all. If those skyboxes textures were indeed used in the game then why would they be missing in a retexture package specifically created to replace the original skyboxes?
  14. Thanks! I've been using your retextures for more than one game (including your now old Ebon Hawk retextures) for quite some time and I appreciate the quality. I'd very much welcome, though, the possibility of individuate what textures are actually unused in the pack. Cheers!
  15. In the Mod Build I would pay particular attention to the modifications classified as "Essential" by the author. In particular I'd say the Community Patch is an absolute must-have.
  16. Hi there. Sorry to read the news. Could you elaborate on the "bugged game" part? Cheers!
  17. Vurt, can it be that some of the textures included in your package are unused by the game? Cheers!
  18. View File [KotOR] Ajuur Medical Supplies Respawn This small modification was created as part of Snigaroo's Mod Build request at Deadlystream. It simply refill the First Aid container in the duelling room on Taris Cantina with a new medikit (unless one such is already available) after winning one of the duels. Enjoy! Submitter Salk Submitted 09/10/2025 Category Mods K1R Compatible No  
  19. Version 1.0.0

    48 downloads

    This small modification was created as part of Snigaroo's Mod Build request at Deadlystream. It simply refill the First Aid container in the duelling room on Taris Cantina with a new medikit (unless one such is already available) after winning one of the duels. Enjoy!
  20. View File Party at Davik's This is yet another entry from me as part of the Snigaroo mod build request found here. The main purpose of it is to deny the original game logic of having to „fetch” the rest of the party not present at Davik's while the massive destruction of Taris is already well under way and at the same time make sure that Calo Nord won't miss noticing the presence of Bastila at the showdown, whether she was elected to be the second henchman to infiltrate Davik's Estate. Enjoy! Submitter Salk Submitted 09/09/2025 Category Mods K1R Compatible No
  21. Salk

    Party at Davik's

    Version 1.0.0

    68 downloads

    This is yet another entry from me as part of the Snigaroo mod build request found here. This modification was created after a request made by Snigaroo as part of his Mod Build for K1. The main purpose of it is to deny the original game logic of having to „fetch” the rest of the party not present at Davik's while the massive destruction of Taris is already well under way and at the same time make sure that Calo Nord won't miss noticing the presence of Bastila at the showdown, whether she was elected to be the second henchman to infiltrate Davik's Estate. Enjoy!
  22. Just to give a heads up. This modification has hit version 1.5 and it was, hopefully, bug-free only from version 1.4. Anyone interested in giving Bastila Must Hide! a try is warmly recommended to use the latest version. Cheers!
  23. I'm also interested in working on the Ajuur Medical Supplies Respawn request.
  24. Perhaps there is a misunderstanding here, SH. About T3 being a great hacker. I don't object to it in principle, but you realize that T3 would need to be in the party in order to make him the hacker of the Ebon Hawk security system. And this is just the second objection I have with it. The main one, I reiterate, is the fact that Davik's Estate narrative is based off retriving the security code from the pilot in the cage to steal borrow take possession of the Hawk. Having T3 bypass this requirement means killing much of the purpose behind the whole area. And the codes are already being given to the Player by the Ebon Hawk pilot once you turn off the energy cage trapping him. It happens via dialogue already. Having the codes found on Davik's body would make sense, but in the end it would not make sense trying to infiltrate the hangar without knowing the codes first. It's not that you could know in advance that you'll find Davik there without metagaming knowledge. Yes, that's exactly it. The content of the file k_ptar_davcomp2.dlg clearly shows that Bioware had originally thought of having Davik's personal computer somewhere in the base. The Player would have needed to upload the codes that disable the EH security using that specific computer. I will locally maintain the solution of having a combined effort to bypass both the hangar door and the EH security by making the Access Card's sole purpose that of saving spikes to use for the terminal's various commands. The terminal option "[Computer] Disable Hangar Security" will be changed to "[Computer] Upload security codes to access the hangar and disable the Ebon Hawk's shields." and will require having talked to the pilot for it to be present.
  25. The security system protecting the Ebon Hawk could be an electric fence or anything else, really. The problem is that the Player shouldn't be able to get to it and fly away without the codes that could be obtained exclusively through the pilot. In fact, after getting those codes from him Canderouus comments saying they've got what they came for. It's a plot hole if there ever was one.