Salk

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Everything posted by Salk

  1. Excellent news, Kexikus! Congratulations for completing the original K1 skyboxes. Just out of curiosity, what's the reason for wanting both K1 and K2 skyboxes released simultaneously?
  2. @VeganCannibalism, check this page for how to fix the registry issue.
  3. There is actually only one door in that room.
  4. Very nice, DP! It never made sense the prototype was found lying on the floor.
  5. I will test this once I advance enough in my current playthrough.
  6. Thanks for your input, @La Ingobernable. Ragnos' gauntlets do require Jedi Defense as well to be worn. It may actually be so that Bioware intended to have items restricted to Jedi only if the properties of the item itself apply to Jedi only. That would be consistent with the gauntlets and the fact that the Circlet of Saresh and Tulak's mask can in fact be worn by Jedi. Perhaps changing this would be a mistake, after all.
  7. Yeah, these are very minor little touches that don't make much of a difference. I just care about internal consistency between lore and item properties.
  8. Hello, ebmar! That is exactly what I had done locally but I wasn't quite sure. Especially considering that the polar opposite item (Tulak Hord's Mask, which also looks identical in the original game) is restricted to Dark Side but not Jedi. I hope others will chime in and give us their opinion as well. Cheers!
  9. Hello! I'd like to ask your opinion about this item's restriction. Currently it's restricted to Light Side but not to Jedi. The description speaks specifically of being an item created to celebrate Guun Han Saresh's acceptance into the Order. Do you think it would make more sense if only light sided Jedi could wear it? Thanks.
  10. Thanks for the interesting bit of info, Blue! Cheers!
  11. Does somebody know what the "Interruptable" flag for doors is for?
  12. May I suggest that the manual install be pulled then?
  13. Yes, thanks. I have already removed the offending file from the override and proceeded to manually change the various p_bastila001 in three different area modules. My only question is why that .utc file would cause invisibility on the Leviathan and, knowing my history of local issues, I was interested to know if anyone else could confirm the issue. Cheers!
  14. Yes, l noticed that but why would it make it invisible?
  15. Hello! While going through my testing play-through, I noticed a problem that is likely caused by the non-TSLPatcher version of this modification. Bastila is invisible in the Leviathan cut-scene where she should be in the cage with Carth and the player. If I remove the file p_bastila001.utc from the Override, the issue is gone. Can anybody else confirm this issue? Thanks!
  16. Actually things now work fine except this one thing I can't figure out.
  17. Thanks for the suggestion but it wasn't actually needed. I realized only later that the delay was due to my ActionConversation() and a delayed ActionResumeConversation so that is no longer an issue. I seem to have another kind of problem though. The new animation will be played only once when I start the dialogue. The successive nodes that contain the same following script won't start the FLIRT animation again and I don't know why. It will work again and only once after I finished the dialogue and restart it. void main() { PlayAnimation(ANIMATION_LOOPING_FLIRT, 1.0); } Additionally, after I have changed in animations.2da the FLIRT animation to FireAndForget, the animation won't start if I use the DLG Editor (as opposed to the above script) to trigger it. Any ideas? Cheers!
  18. Hello, @Alvar007! Thanks for the female files. I'll test them very soon. About the problem with the animation: the problem is that the dialogue doesn't advance until the FLIRT animation's cycle is fully played. It does look quite bad and it cannot even be skipped by left-clicking. You can see it easily from the video called Tanis FLIRT above. I doubt changing the value of the DELAY field is going to help anything but I can test with some values there of course. I thought it was possible to make the FLIRT animation you created much shorter (not faster, which looks bad like you said) by ending it a second or two after the NPC winked so that the total duration of the animation cycle changes from the current 25 seconds to 12 seconds. You can also notice that the FLIRT animation ends with a half attempt of a smile that looks out of place. This is the only problem that is left and I hope it can be resolved so that we can call this over. Cheers!
  19. I think it's a nice addition there. My only criticism may be to the number of such smoke pillars in the sky. I'd rather see fewer of them and with much more distance between them than it currently is.
  20. Okay, thanks @Alvar007! I need to yet bother you with another couple of files though: I do have s_female03.mdl and s_female03.mdx in my override as well (there are over 4000 files there...) and their size is considerably bigger so I was wondering if you could integrate your changes into my custom files just like you did for s_male02.mdl and s_male02.mdx. I suspect they have to do with JC's Jedi Robe modification. After that, I can properly test the flirting animation for both male and female NPCs. Cheers! s_female03.7z UPDATE: I have just tested the FLIRT male animation with Tanis and I am very glad to say all glitches I reported are fixed! Wonderful job there, thanks! Said that, I realize that we need the FLIRT animation to be FIre and Forget to work properly because of the cycling issue we never managed to resolve. This works fine but the problem is that the Fire and Forget animation plays the animation cycle for its whole length so we need to cut it much shorter than it currently is and try to make it end so that it can transition smoothly into the TALK_NORMAL one. If the transition is not into TALK_NORMAL by default then I can try and see if calling it from script at the appropriate time (when the FLIRT has just finished) may work. Additionally, the desirable speed for the FLIRT animation would be the one I am showing in the second video, namely twice as fast. I don't know if it is possible for you to do it? I have used 2.0 to speed it up for comparison but of course that speeds up the lips synch too and that's not good. I have uploaded the two videos so that you can see the current situation: Tanis FLIRT Tanis FLIRT (2x speed)
  21. Hello @Alvar007! Thank you so much for all the help here. I was going to download and test everything again but I noticed I already have in my Override the comm_a_m.mdl/mdx files. They might be from the K1 CP but I cannot be 100% so would you mind making a comparison with your own files and check if the ones I have attached here have something different? And yes, I have changed the appearance of Tanis to make it unique. I like to try and inject more variation into the game when and if I can. Cheers! comm_a_m.7z
  22. Well, I don't know if @Alvar007 may be up to this new, daunting task but it'd certainly be nice if we could have Selkath weild melee weapons. There are several fights in the game that involve them and seeing them using fists and feet in melee is kind of depressing and somewhat ridiculous. I cannot even imagine the amount of work something like this may require but I'd bet it's quite scary.
  23. @Alvar007 I do appreciate the offer and the effort but at this point I wonder if it'd be fair of me to ask you to work any further on the FLIRT animation. Removing animation key for those specific bones would affect only that particular animation? If that is the case, we may go that way but I don't want to rush you on this and allow you to work instead on your own material. Looking forward to see the new Force Power animation at work in its final stage. Cheers!
  24. Hello, ndix UR! I just wanted to report some visual oddity with PO_PFHC05: the bright light on the lips is making it look not good in-game when the portrait icon is scaled to a smaller resolution.