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Everything posted by Salk
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[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. -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Oh alright, @JCarter426 . I played TSL so long ago I didn't even remember the heavy clipping. I have a request though. For people like me using the 100% brown version of the Cloaked Jedi Robes mod, it would be good to have a version that produces Bastila's, Jolee's and Juhani's original clothes in their original color in every version of the texture, wearing the brown cape in every case other than when wearing Dark Jedi robes, in which case the cape should be black, It is something I could easily do myself if it was not for the problem I am having converting your .tpc images to .tga. Could you possibly provide the images in .tga format (even privately)? Thanks! -
@DarthParametric, I tried to convert the .tpc files produced by JC in his latest modification but I get an error message: "ERROR: Invalid dimension (4x2) for format 9" I suppose it has to do with the odd size of the texture. Do you know if it is possible to still do the conversion changing some parameters? Thanks!
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Modding Sith Fighter Speed in KotOR Turret Minigame
Salk replied to robanglican's topic in General Kotor/TSL Modding
I also agree that the Turret Minigame needs some beefing up but that is only one issue. There are two more glaring ones, in my opinion: 1) At least for me, the enemies start shooting and damaging the Ebon Hawk while the screen is still black and the Player has no control over the game. I can easily start shooting while the screen is yet not visible and destroy some fighters without even seeing them because apparently they are right on my reticule. 2) The enemies sometimes cannot be aimed at since they fly lower than the reticule allows you to go. That would be fine if the enemy didn't shoot while in that position of invulnerability but they do and can damage you unfairly. Said that, once those two issues above are fixed, then I would all be for a more challenging minigame. It would have to be tied to the difficulty level the player has chosen for the game though. -
MOD:JC's Fashion Line I: Cloaked Party Robes for K1
Salk replied to JCarter426's topic in Mod Releases
Hello JC! First of all congratulations on a very good idea here! I was testing this in game and I noticed severe clipping issues when checking out Juhani's new look. Particularly in regards to her left hand. Can you confirm this? Cheers! -
Understood. Thanks for clarifying this point. I didn't realize the Twi'lek shared the same supermodel humans use but I should have checked rather than making a poor assumption.
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I thought so too. By the way, I noticed that Yuthura's .dlg at the Sith Academy has a couple of places where she would use the FLIRT animation but it seems the Twi'lek don't have any (TAUNT neither)?
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Hello! Do I remember correctly about the Code of the Sith being recited to the Player only by Yuthura Ban on Korriban (that is, you can only learn it from her as opposed to the various possibilities the Player has on Dantooine to learn the Jedi Code)? I'd be grateful for a confirmation. Cheers!
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Thanks again, DP. I would really like to set up the XP VM. I did follow the link you provided and chose to download the English version. But at that point there are two possible .EXEs to download: WindowsXPMode_en-us.exe and WindowsXPMode_N_en-us.exe. Which one should I get? And since they are .EXEs... Should I just run them from the Windows XP VM once it's created?
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Hello again! Could you @DarthParametric or @JCarter426 help me once more with a new single file lip sync conversion? I have attached here what I hope are all the necessary files in the right format. Thanks! lipsync01.7z
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There are a total of 11 banters between party members available in the whole K1 game. Not a lot. To see where they can take place in each area I suggest you download and install Fair Strides' Toolset. With that, you can load modules and look on the map for triggers called k_bant_trig. They activate those banters.
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Hello! If someone has a save at the Academy Entrance on Korriban and has not yet spoken to the Sith guard there, I could use some help to identify a possible issue with a journal entry being added without the game informing the player. This happens, for some reason, when Entry 7 is being spoken (see image) in the k33_academyguard.dlg. Curiously, I discovered in my testing that if I replace Entry 20 with a higher Entry number would produce the usual warning (sound + pop up window). Can someone here confirm this odd behavior? Thanks!
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Hey DP, I have tried to follow your instructions above and the batch script together with dd does seem to convert the original .wav files but I can't call it a success. I run the batch script and it produces .mp3 conversion for each .wav file. Those .mp3 files can be played alright in Winamp but that same result I could get by simply changing the extension of the original .wav files to .mp3. If after the conversion I change the extension of the newly created .mp3 files back to .wav, I'm back with files that cannot be played.
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Apologies for not reading through the tutorial first as you recommended and thank you for providing the file and for the suggestion about the WinXP VM activation issue, DP. When I posted I was unable to sit at the computer and read the tutorial and I thought I'd leave the audio file attached just until I was ready to do it. I have now read JC's tutorial found on one of his blog entries. Next time I will make sure to provide all the needed files. Thanks again.
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@Tayace, this problem has been plaguing me and I was very glad to read about your suggestion. Unfortunately in my case the option "Override high DPI scaling behavior" is annoyingly grayed out although it seems like it's already set to be performed by Application (and if that is the case then that solution is not really working).
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Alright. I did create a Windows XP VM using VirtualBox some time ago but in the end it was not a successful experience because the virtual OS eventually requires activation and even if I do own an original copy, it is no longer possible to activate it. I attach the audio file here in case anyone may be willing to help me with it. NM35AABAST06467_.mp3