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Everything posted by Salk
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I also like the newer version better. Nice to see just the final touches being applied now.
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Hello! My memory being what it is, I am here to ask confirmation. The Leviathan, the Unknown World and the Star Forge are places the Player gets to visit only once, correct? Thanks!
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Sorry for the late reply, @Mellowtron11. I hadn't noticed it until today. Yes, I don't doubt a Gamorrean could be highly intelligent and skilled. I wasn't making a racial objection but rather a generic objection to some other hunter killing a Krayt Dragon. If Vorn Daasraad was a human or Twi'lek or Rodian or any other race, I would have objected all the same. And no, I didn't read much Star Wars novels/materials at all so I take you at your word. Cheers!
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It's exciting to see your new version is almost completed. I'm curious about the rendering itself though: how much time does it actually take to render all the vanilla skyboxes? I suppose it takes quite some graphic power to pull it in a reasonable amount of time. Cheers!
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@Alvar007Oh so this problem may only be happening to me? Interesting... I will then try to test the new models on a clean installation and see if the issues are gone and return with confirmation. It would be nice if anyone else could also provide some feedback as well. Cheers! UPDATE: Well, I have reinstalled the game and used one old saved game (hopefully it doesn't invalidate the test) and the S_Male02 model provided above to check if the FLIRT animation still has the same problem with the missing blinking and it does. So at this point I really don't know what to do other than wait for other people to test the new animation and report one way or the other.
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Hello, @Alvar007! I had finally time to test the new FLIRT animation (only the Male one) and I fear there are some issues with it. On the positive note instead, I switched your WELD (a.k.a. DRINKING) animation from looping to fireandforget and now it does cycle correctly. About the FLIRT animation instead, I notice some corruption of the eyes/eyebrows animations which were present even in the former test of which I made a video before (unfortunately it doesn't show so well due to the low resolution). This corruption extends also to the texture (or is it just a shadow issue?) of the DRUNK animation I play in a dialogue after playing the FLIRT animation first. I should do more testing in order to understand whether this corruption of the eyes textures/animation happens only after playing the FLIRT animation first. I can of course make a new video, if needed. Sorry about all the problems with this, Alvar007. I understand if you don't want to put any more of your time in making this right. Cheers! UPDATE: The corruption I was talking about seems to be that the NPC no longer properly plays the blink animation.
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Just to answer @AlucardPendragon's question: yes, I have fixed this before K1CP came with its own fix. Locally I made several more changes though to make sure the Matale-Sandral quests run as smoothly as possible. A few tweaks were necessary.
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Indeed it seems like this solution may work for all the vanilla items. I made a quick search and it seems the only difference between the Tag and the TemplateResRef is upper and lower case for the same string. I will have to look for possible exception, as suggested by JC but overall it should be alright. I had also another idea that worked fine but wouldn't solve the problem: it is possible to use the EffectDisguise() but even in this case it would not produce a creature wearing the equipment of the party NPC. Cheers!
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Hello! I would like for a creature to wear the armor that another creature is currently wearing (in this case, Carth) so I was thinking of this: object oArmor = GetItemInSlot(INVENTORY_SLOT_BODY, GetObjectByTag("Carth")); but CreateItemOnObject() requires the item's TemplateStrRef rather than the object so my question is: how do I make it work? GetTag() is not the right function and neither is GetName(). Thanks for the assistance!
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[KotOR] Rulan Prolik & the tachs
Salk replied to Salk's topic in Knights of the Old Republic General
Hello! Yes, I did fix the issue with the k_pas_morph++ missing the ++. So that was not it. And I am reworking the morphing too because the way K1R did can heavily break immersion. In my own modification Rulan will either morph into a party member that is there when encountering him (with the exception of the droids which I excluded) or Jolee. I noticed also another vanilla issue with the game. Supposedly Rulan morphed into a tach should spawn 5 fake tachs but the buggy script spawns only one. Cheers! -
Hello again. I have a question about K1R's restoration of Rulan the shapeshifter morphing into a random party member. From what I can see from the k1r_pkas_rulmor.ncs K1R code: // Globals object objectGLOB_1; // Prototypes void sub2(string stringParam1, location locationParam2); void sub1(int intParam1, object objectParam2, string stringParam3); void sub2(string stringParam1, location locationParam2) { object object1 = CreateObject(1, stringParam1, locationParam2, 0); objectGLOB_1 = object1; } void sub1(int intParam1, object objectParam2, string stringParam3) { location location1 = GetLocation(objectParam2); DestroyObject(objectParam2, 0.0, 0, 0.0); DelayCommand(1.5, sub2(stringParam3, location1)); DelayCommand(1.75, AssignCommand(objectGLOB_1, JumpToLocation(location1))); DelayCommand(1.7, SetGlobalFadeIn(0.1, 3.0, 0.0, 0.0, 0.0)); } void main() { int nRandom; int int2; int int3; string string1; object oRulan_jolee = GetObjectByTag("rulan_jolee", 0); location location1 = GetLocation(oRulan_jolee); nRandom = Random(9); int2 = nRandom; switch (nRandom) { case 0: string1 = "rulan_bast"; break; case 1: string1 = "rulan_cand"; break; case 2: string1 = "rulan_carth"; break; case 3: string1 = "rulan_hk"; break; case 4: string1 = "rulan_jol"; break; case 5: string1 = "rulan_juh"; break; case 6: string1 = "rulan_mis"; break; case 7: string1 = "rulan_t3"; break; case 8: string1 = "rulan_zal"; break; default: string1 = "rulan_jol"; break; } object object3 = GetObjectByTag("rulan_jolee", 0); if ((nRandom != 4)) { sub1(nRandom, object3, string1); } else { DelayCommand(1.7, SetGlobalFadeIn(0.1, 3.0, 0.0, 0.0, 0.0)); } SetGlobalNumber("KAS_RULAN_NPC", int2); } it would seem that Rulan may morph into any party member without consideration to whether they've actually joined the Player's party at that time? If I'm correct in this assumption I believe this is a restoration I'd rather not have because it can very easily break immersion. Cheers!
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[KotOR] Rulan Prolik & the tachs
Salk replied to Salk's topic in Knights of the Old Republic General
Neither. I'm playing a heavily modded but completely customized game as part of a project called SW: KotOR Upgrade 2.0. I did incorporate the K1R change about Rulan randomly morphing into one of the party members which should have no bearing at all in this case. It seems, from further testing that the culprit may be in these messy lines of codes (taken from k_pkas_rulanspx2 - the spawn script Rulan uses when turning into a Tach😞 if ((GetTag(OBJECT_SELF) == "Rulan4")) { SetCommandable(0, OBJECT_SELF); DelayCommand(0.1, ApplyEffectToObject(1, EffectMovementSpeedIncrease(60), OBJECT_SELF, 20.0)); DelayCommand(0.3, SetCommandable(1, OBJECT_SELF)); DelayCommand(0.3, ActionForceMoveToLocation(GetLocation(GetObjectByTag("rulan_tach_wp", 0)), 1, 30.0)); DelayCommand(0.3, SetCommandable(0, OBJECT_SELF)); DelayCommand(0.5, sub2(1, "kas_fake", GetLocation(GetObjectByTag("rulan_tach_wp1", 0)))); DelayCommand(0.5, sub2(1, "kas_fake", GetLocation(GetObjectByTag("rulan_tach_wp2", 0)))); DelayCommand(0.5, sub2(1, "kas_fake2", GetLocation(GetObjectByTag("rulan_tach_wp3", 0)))); DelayCommand(0.5, sub2(1, "kas_fake", GetLocation(GetObjectByTag("rulan_tach_wp4", 0)))); DelayCommand(10.0, SetCommandable(1, OBJECT_SELF)); } I'll need further investigation but answers to my questions would help. Cheers! -
Hello! Earlier I have experienced an annoying issue with the GenoHaradan mission about Rulan Prolik, the shapeshifter. In short, once he morphs into a tach and runs away, what happens is that the tachs I meet and click on won't start any dialogue at all. Investigating this problem is quite annoying because I have entered the area a long time ago and the creature changes would need a first time module load but I can perhaps ask you here a few questions to help with my diagnostics: 1) This bug was reported and confirmed by several people. Has any of you experienced it before? From preliminary testing it seems like the culprit may be the SW_FLAG_EVENT_ON_DIALOGUE_INTERRUPT flag being set to 1 by the tach's spawn script so what I did was to disable it and use the tach's own dialogue file to duplicate the function found inside the tach's UD script. 2) I saved before the fight with Rulan started and sometimes it happened that this bug didn't really trigger completely, meaning that some tachs would not start the dialogue while others did. When I kill a real tach, I seem to recall getting the same amount of XP (650) that I get for killing Rulan in tach disguise. When you kill tachs, you normally get only 20 XP instead so I believe this is another bug but I would like confirmation. Can someone who has a save just before fighting Rulan please confirm this? 3) Does the player get dark side points for each tach that is slain during the Rulan mission? Thanks!
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Makes sense. 👌 Thanks for your input.
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Hello again, @Alvar007! Thanks for all the work you have been doing specifically for me. It must have taken much time and effort and I am very grateful. I will test everything carefully as soon as I am done with trying to fix a problem with the Rulan mission in Kashyyyk which is quite broken (that comes from my attempt to manually merge some K1R assets/changes into my own project). I know you will now move on to work on your machinimas and I will not bother you further but perhaps I can still contact you in case something is wrong with my testing? Thanks again!
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Hello! I was wondering if other players has somewhat cringed at the discovery (as part of the GenoHaradan's set of missions) that Vorn Daasraad had slain a mighty Krayt Dragon. This happens if the player rigs Vorn's droid to hunt its owner down. According to me, Bioware should have used a less mighty beast in this case. Do you agree with their choice or does it leave a bitter taste in your mouths as well?
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Hello! 1) I think the Vulkar Base being off-limits at that point is intended. 2) IIRC Calo's and Davik's bodies are not visible after the fight but it might be a good idea to put them there. 3) Do you have a screenshot for that? Cheers!
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Hello! I'd like to give Vorn Daasraad (Gamorrean) a unique look. Does anyone know of a good reskin that might suit him? Thanks!
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Having just recently played Manaan and experienced the issue with the Underwater Manaan ceiling I must say I'm very happy with the new version. I can't unfortunately say I have noticed a very big difference with V2 just watching the YouTube video though.
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Hello, @Alvar007! Before wasting more of your time it'd be very important if the problem with the animation cycle could be resolved because, as it stands, it's quite a big issue. Perhaps @DarthParametric or @JCarter426 can shed some light about why this happens and if there is anything that can be done to fix it. I personally have no idea why that happens and it's a complete mystery to me. Would it be possible to use the same workaround you used for your new Force Power? Could you turn the FLIRT animation into a fire and forget one? Cheers!
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Real good there, Kekikus! Looking forward to replacing the older version of your K1 HQ Skyboxes with the new ones.
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Hello, @Alvar007! Thanks for taking time to update your new FLIRT animation. I did test it on my local install and I can show you what it looks like in this video here. Forgive the rather low resolution. In the video above I set the FLIRT animation for the lines "Well, of course, darling. Whatever Tanis Venn can do. You know, very few human females come to Tatooine..." and "Sure you do. Tanis can tell you all about the thrill of the hunt, man versus beast. It's all very exciting." As you can see there is a problem that I am also having with the drinking animation which is the cycling of the animation itself. I don't know anything about how the game plays animations and how/when they reset them but ideally the FLIRT animation should always start with the winking so that if the dialogue line is short, there is still a good chance that the player sees it. For that reason it is also important that it is 2-3 seconds long. In the video the new animation you created doesn't almost ever start at the beginning but comes after some time. Many times the game doesn't even manage to play it because the spoken line ends. Another problem is that it seems there is no actual winking (see from minute 1:16 to 1:21). I have uploaded my files here. Thanks again for all your hard work. S_Male02.mdl S_Male02.mdx
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Fantastic! If I may come with a couple of suggestions before you call this final: 1) In my opinion the time he stays with his neck tilted after winking should be reduced drastically. The new animation is more or less 7.5 seconds long and it would benefit being shortened to 4 seconds to make it smoother 2) I noticed he winks twice and if possible i'd remove the second instance 3) I also noticed the eyebrows seem to flutter at some point (0:18) - perhaps that can also be removed? Cheers! PS By the way, I already have S_Male02.mdl and S_Male02.mdx in my override due to several enhancements/tweaks made in the past so once the FLIRT animation is final could I upload my current version here so that you can add to it so that I can preserve all content?
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That sounds like a very good solution. Do you think you could do that? When you have something ready I'll be more than pleased to test it in-game. Cheers! 🍪
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@Alvar007I do understand the looping would involve the new animation too but that would be fine if it can be done seamlessly. From what I can see above, there are a few problems: 1) The new animation should, if possible, shortened and played first. I don't know how long the TALK_NORMAL animation is but if it is, for instance, 9 seconds then the FLIRT animation should consist of 3 seconds of the new animation which then blends into the whole TALK_NORMAL animation. The final animation would be in that case 13 seconds long. 2) In my opinion the new animation should not have the body lean to one side but only apply to the head while at the same time maintaining the hands/arm gesturing we have in the TALK_NORMAL animation. That would help making the transition smooth and I would love to test it and provide feedback. Cheers!