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Everything posted by Salk
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I agree with you full-heartedly. Adrenas is the only one I find quite believable and it would have been a nice touch of Bioware if the generic Sith student lines included one with some sort of nasty remark about him. Locally I changed Tariga to a female Twi'lek (and of course removed the "You're human, but you speak like a Twi'lek..." line from its .dlg file) and did the same with Hijata which I turned into a Twi'lek after realizing I couldn't really give him an Ithorian appearance and at the same time make him wear a robe (it would have been better but oh well...). The only one I would be glad to change is the Mandalorian Prisoner's VO and I think my efforts will focus on him. I'm sure I can find someone who can pull it off nicely although it's no easy task. Cheers!
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I take any change I do to the game quite seriously so I wouldn't every go for a low quality outcome. This is not a high priority but is something I am definitely considering.
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I love(d) Knights of the Old Republic for more than one reason but now that I have been trying for years to make the game even better through fixes and tweaks I cannot help thinking of a few things that Bioware did sloppily. There are several but here in Korriban I noticed how they cut a few corners with some human looking Sith Academy residents whose VO is alien. That's a tolerable thing (especially if there is an interesting story behind it, which is not the case for our game) if it's done once or possibly twice but Bioware did abuse of this in Korriban. I count 3 4 creatures that should speak Galactic Basic but have alien VO and each time all I could think of was that they didn't have the means/time to record the lines properly rather than being a specific choice. The affected creatures are: the Mandalorian Prisoner, Adrenas, Hijata and Tariga. Three Four in a single area module. Way too much, in my opinion. I have half a mind to get someone to record the lines for at least one of the three four and remove the nonsensical excuse for missing a proper VO. Thoughts? Cheers!
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Nice to see new material from you, Alvar007! I think the new animations are good and would gladly use them.
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I don't actually remember that because it happened so sporadically. But I am quite certain we are talking of two different areas.
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Hello! I cannot unfortunately offer you any help on this but I can confirm that the sudden load of an extraneous module happened to me a few times too without any apparent reason. I can add I have never attempted any kind of speedrunning through the game. Cheers!
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SKIN:Player Head PFHB02 Dark Side Transition Eye Fix
Salk replied to DarthParametric's topic in Mod Releases
Thanks for this new fix, DP! I think you have forgotten to add one file to the VANILLA version of it though. -
Congratulations on this new, excellent skybox! One question: the table in the opening post is not updated, right?
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Thanks, DP. I have not marked those two specific datapads as to be removed though, only renamed. I'll have to double check anyway.
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Well, I think I've got them all. I've considered removing from the inventory (as suggested by @AmanoJyaku) a few that are left in the inventory upon completing a quest and to do this I use GetItemPossessedBy() to check if the item is actually in the player's inventory. Problem is that, from what I understand, the function uses the item's tag to find it and a few datapads share the same tag (g_i_datapad002). Calo Nord's is one such item so I wonder how it is possible to remove that specific one from the inventory rather than possibly a second datapad with the same tag. I have of course come with new names for over 20 datapads (a couple may be unused items though, I think...) and if @DarthParametric believes this might be K1 CP material I will gladly try and make a TSL Patcher version of this although I am not really very familiar with the patcher and I won't have a real chance to test it. There will be a bunch of new strings to add to the .tlk file and then reassign the new names to the corresponding items in the modules. The removal of the items can be a bit more complicated though as I have mostly been messing with existing scripts in order to do that and created a couple new ones of my own. One step at a time, I guess... I have made a list of datapads I found in the game and what changes I made, if needed. You are very welcome to suggest others for possible inclusion if I happened to miss them or to think of new names if you think they might be more appropriate. Cheers!
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Alright. I will put it in my to-do list then.
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Hello! Does anyone know if there is a mod that does give unique names to the dozens of datapads found in the game that use the generic "datapad" name? I find rather annoying that the player is forced to read the content to understand which one is which since there are often several generically named ones in the inventory at the same time. I might do the job myself if no one has done it already. Cheers!
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Just wanted to thank you for a very interesting and detailed examination of NWScript and how its flaws could actually hurt people creating new code without knowledge that sometimes it could turn into something wrong (the "OR" condition - it would be great if your decompiler could fix this). Thanks for all the hard work you're putting into this.
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[KotOR] Direction/Facing: how to find the right values?
Salk replied to Salk's topic in General Kotor/TSL Modding
I'm not sure whether I did a good job at enhancing/enlarging it but here it is: Some small parts of the footlocker comes out of the base. -
[KotOR] Direction/Facing: how to find the right values?
Salk replied to Salk's topic in General Kotor/TSL Modding
I have found a new place for the footlockers in Uthar Wynn's room but I have encountered a strange graphical glitch for one of the two boxes and I have no idea where it comes from. Perhaps looking at the image someone can take a guess? -
[KotOR] Critical unresolved issues
Salk replied to Salk's topic in Knights of the Old Republic General
It seems my issue is quite different from yours, @AmanoJyaku. It is not the other party members but the controlled party member that runs on the spot in my case. -
[KotOR] Direction/Facing: how to find the right values?
Salk replied to Salk's topic in General Kotor/TSL Modding
Well, thanks guys! Very informative and useful. Cheers! PS I have immediately made (good, hopefully) use of my new knowledge about placeables by changing the very odd direction/position of the footlocker in Uthar Wynn's room to a much more sensible one. It might be almost K1 CP material... -
Hello! I have been fiddling with modding the game for quite some time but I am still inexperienced and not nearly knowledgeable enough so I am going to ask something that I believe would be useful to many others as well. Namely, how to find the right values when it comes to choose direction for creatures, placeables, doors and cameras. It seems to me that the game uses three different standards: 1) X Orientation and Y Orientation in some cases 2) X Quaternion and Y Quaternion in others 3) Bearing Is this correct? And what is the best way to correctly calculate those values having an initial angle? For 1 and 2, I have been using the invaluable Star Admiral's Utility Armband. 3 is not something I have read about anywhere. If I remember correctly, I have also read somewhere that different modules use different compass so that North in one of them can be East in another, adding to the confusion. Is this true? Cheers!
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[KotOR] Critical unresolved issues
Salk replied to Salk's topic in Knights of the Old Republic General
@StellarExile, it happens quite rarely and I don't have a way to reproduce it. I should do my playtesting with Windows 10's internal video capture software on and record it when it happens next time. -
[KotOR] Critical unresolved issues
Salk replied to Salk's topic in Knights of the Old Republic General
Hello, JC! float fDist = GetDistanceBetween(oPC, OBJECT_SELF); if( fDist <= 1.5 ) ActionMoveAwayFromObject(oPC, 1, 1.5); I will try adding those couple of lines of code but where to exactly? The NPC heartbeat script? I'd find it quite desirable because in my experience the instances are too many to be patched singularly. I do run the game from a SSD, by the way. But the same happened with a mechanical hard drive in the past. Cheers! -
To my knowledge this kind of behavior would require a complete rewriting of the AI (which is desirable and sorely needed but way beyond my paygrade) There was a party member here that had that exact goal in mind but his Enemy Enhancer project never saw the light of the day. The way it is now the default AI for each party member overrides your given commands as soon as you switch control to another party member and I don't think there is anything that can be done about it other than possibly remove completely the AI script associated to them which would in turn require that you issue each command manually. I have personally created a "dummy" script which I use when I want to disable the AI because I hate when party members charge into melee attack going through detected mines. In such cases I switch their AI off temporarily and restore it soon afterwards.
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[KotOR] Critical unresolved issues
Salk replied to Salk's topic in Knights of the Old Republic General
Hello DP! I have actually fiddled myself with the k_hen_spawn01.nss, k_hen_candspwn.nss, k_ai_master.nss and the k_hen_heartbt01.nss scipts (the latter being practically empty and the first two being practically the same) with decent results. It's not perfect but it's in my opinion an improvement. My new spawn scripts try to make sure the loaded game won't have any party member spawned very far from the Player and the new heartbeat script checks that there is not too much distance between the controlled party member and the other party members. If that happens, it jumps NPC1 and/or NPC2 closer to NPC0. This is done with a brief fadeout/fadein and a short barked text (I made one for each party member). I had to make different tests with different distances because I didn't want it to become too invasive by happening too often. But if you and JC can offer a better solution I'd be all for it. Cheers! -
Hello! I was thinking of 2-3 problems that I've always encountered (and still do) when playing the original game. While I've been playing KotOR heavily modded these latest years, I seem to recall these very issues belong to the original game. I would like to ask others if they have also been experiencing them though. 1) Sometimes while running, the controlled party member suddenly stop advancing and runs on the spot instead (just as if running against a solid wall) despite the absence of any real obstacle. In order to make it work again, it is enough to stop moving. Afterwards it is possible to resume normal play. 2) Sometimes one of the party members get stuck against your controlled party member which can no longer move away from the current spot. If the interfering party member is selected it will be automatically moved to a close but new position farther away from the former controlled party member. This solves the issue. 3) Often, at the end of the loading process, it is possible to witness the spawning of the NPCs for a brief moment so that they are seen transitioning from their T-pose to the intended pose. Cheers!
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Oh I was using xoreostex2tga, actually. I only used TCPView for... viewing the file since it didn't seem to me it was possible to export them too. Only now do I read it is possible although the system to do it is quite counterintuitive.
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MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Thanks a lot, JC! Oh the head turning bug comes from your supermodel then! I'd never thought of it and it was/is driving me crazy... Hopefully you will be able to fix it.