Salk

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Everything posted by Salk

  1. @Alvar007Would it be possible to make to add to your FLIRT animation parts of the TALK_NORMAL animation and then make it loop? I have no idea how hard and if it is possible to do at all but that would be the ideal solution according to me. It would start with the tilted head and the winking for the MALE model to blend into TALK_NORMAL (which should constitute the longer part of the whole animation). The FEMALE animation would require instead keeping the original FLIRT animation combined with the TALK_NORMAL just like the MALE one above. Again, I have no idea whether this is feasible and how much of an hassle it would be. My current workaround to the FLIRT animation for males was just to remove it from .dlg files and have it play via script instead for a short time. This way I managed to limit the ugliness of the loop. I'd love to test your current implementation of it to see how it would play out with that workaround of mine. Thanks!
  2. Hello again, @Alvar007! Thanks for going the extra mile to tweak the Male flirt animation further! In my opinion, and I don't know if that is really possible, the best would be to change the Flirt animation (even the current female one) into a FireAndForget animation. In fact, the Male one you just created would be perfect already if it finished after the winking and transition into the normal talk animation. You said it is not possible though? The PAUSE1 doesn't seem to allow for a smooth transition unfortunately, from what I see above. But again, great job with the first part. I think it's marvelously done. Perhaps our resident guru and holy man @DarthParametriccan give you some input about the whole thing. Cheers!
  3. Hello! I tried that but the issue persists. Interesting enough, the minimap doesn't even "activate" itself (that is, turns to white) at first when the Player is summoned into the prison. It's just black and it starts turning white some time after heading towards the Rakata.
  4. Hello! I noticed that the minimap doesn't seem to be completely white as it should be. I've attached an image to show exactly what I mean. If the Player walks past the imprisoned Rakata the minimap will show a black bar. Perhaps it'd be possible to make it all white without hassle? Cheers!
  5. Hello there! First of all, thank you for tackling the hard task of replacing the game's original male flirt animation. What I do like a lot in your new animation is the first half's facial expression and tilted head. I think you nailed it there (if you could make him wink once too at an early stage that would be top). Excellent job! 👌 The second half (from the moment he raises his arm and looks away) instead is technically great, as usual, but it's harder for me to associate to any kind of flirting. The arm across the chest held in that position, if anything, reminds me more of some body gesture suggesting desired distance, which is the opposite of what we would want in that particular animation. So my suggestion is this: I would keep the first half you created, add the winking, keep the face tilted in that position for a couple of seconds more, extending that wonderful sly smile you created and finally make a transition into the TALK_NORMAL animation, if possible. And congratulations on finding a solution to your new and amazing FORCE POWER not showing in the list! That was indeed great news too! Cheers!
    Beautifully done and very much recommended! These icons are very competently made and very faithful to the original Bioware art.
  6. Excellent job! Thanks for sharing, JackInTheBox!
  7. Good find, the latter. In the original script there is a senseless ClearAllEffects() in stead of SaveNPCState(). Wonder where it came from... Cheers!
  8. Indeed. I was mentioning the Player only to give an approximate indication to where Bastila spawns, as opposed to where she should spawn (pebn_bastila). I'm not sure why this happens but Bastila (and possibly other NPCs) does not always spawn at the right location. My suspicion is that it is caused by some glitchy timing with the engine which tries to spawns Bastila in the same place where the "old" Bastila was thus spawning her nearby instead.
  9. Hello! At first I thought it was something due to my heavily modded platform but then I tried removing all .mod files and all the files in my Override and then load a saved game before flying with the Ebon Hawk from one planet to another and the result was the same so I'm wondering if anyone reading here could try and see if this odd behavior could be replicated. In short, what happens is that after arriving to a new planet the game loads the ebo_m12aa module and when it's done Bastila's character will be destroyed (depending on the loading time I could see the character fade away) and immediately respawned a bit closer to the Player. It's just a cosmetic problem but it's still quite irritating. Could someone verify this is an issue with the original game? Thanks! UPDATE: I suspect the culprit is k_pebn_pophawk.ncs
  10. I think the lightning idea is a nice one although I also think it would give the best result with animated clouds. I played TSL only once some years ago so forgive me for asking but did you add the bird flock? If that is the case, I think it's very well done.
  11. Commendable attempt. It'd be nice to have some Twi'lek variation for sitters.
  12. From some preliminary testing it seems the DC and damage for poison grenades and gas mines are both hardcoded. I tried to set flash mines of different power and there was no feedback to read in the message window when enemies triggered them. The adhesive grenade is the only grenade that doesn't seem to allow for a saving throw (I locally have added DC 15 because it doesn't make sense to me).
  13. Well, it seems that there is a bug also with the Adhesive Grenades. There is supposed to be a saving throw vs DC 25 while instead there is none: but I would like some confirmation I'm seeing right before opening a K1 CP issue.
  14. That's very useful, thanks! I'll have to test it but I hope that my modification to the k_trp_generic script will work. I wanted to add a bonus to damage and DC to mines set by party members that have Heavy Weapon Feat Proficiency or better: float fBonus = 1.0; int nBonus = 0; object oNPC = GetTrapCreator(OBJECT_SELF); //Add damage multiplier bonus if the mine was set by a party member with Heavy Weapons Feat float TP_DamageBonus(object oNPC, float fBonus) { if (IsObjectPartyMember(oNPC)) { if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_HEAVY_WEAPONS, oNPC)) { fBonus += 0.05; if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_HEAVY_WEAPONS, oNPC)) { fBonus += 0.10; if (GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_WEAPONS, oNPC)) { fBonus += 0.25; } } } } return fBonus; } //Add DC bonus if the mine was set by a party member with Heavy Weapons Feat int TP_DCBonus(object oNPC, int nBonus) { if (GetIsPC(oNPC)) { if (GetHasFeat(FEAT_WEAPON_PROFICIENCY_HEAVY_WEAPONS, oNPC)) { nBonus += 1; if (GetHasFeat(FEAT_WEAPON_SPECIALIZATION_HEAVY_WEAPONS, oNPC)) { nBonus += 3; if (GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_WEAPONS, oNPC)) { nBonus += 5; } } } } return nBonus; } Unfortunately it seems the Gas Mines have neither DC nor damage value to improve upon so I'm just wondering what I can do to improve their effectiveness. Cheers! EDIT: Looking better at the original k_trp_generic script I wonder if there are a couple of problems? Isn't the DC for the Flash Mine fixed at 15, no matter what the nDC value is set to? and similarly, the Gas Mines should have a Fortitude ST to resist their effect but I can't see it here:
  15. Hello! Does anyone know if there is a way to check in a script whether a mine was set by a party member and, if that is the case, which one in particular? Thanks!
  16. Hello! I have not much experience with creating new items and all but what I can tell you is that KotOR Tool allows for adding so called "properties" to item. You may be interested in adding to the sword two "On Hit Properties" that would simulate Plague, namely "Slow" and "Item Poison" (if I interpret the latter correctly, that is). You could set the duration and the DC to save against them using one of the choices given in the menu. I'm sure others could help you more but perhaps this will get you started. Good luck.
  17. Do you happen to have also decompiled k_ptat_17ae_area.ncs, @DarthParametric? I'd need to check how the game handles a few globals that are there. Cheers!
  18. I'm sorry I can't help you with the technical problem you're having but I just wanted to say your new Force power really looks great. Perhaps our omnipresent angel of modding @DarthParametric will once again save the day. Excellent job!
  19. Oh yes, of course. My bad. But the answer is still the same. The order shouldn't matter at all because they change two different files. I don't have Power Blast and Sniper Shot Fix installed at the moment so I cannot test whether it does what it promises but it should apply to bowcasters too. I will see if I can test it myself today and update you about it.
  20. No, the fix would override the changes made by K1R (if K1R even makes any change to that .2da file which I don't think it does).
  21. Hello! We can wait for @R2-X2 confirmation but I think the two modifications are already compatible and do not require any specific patch.
  22. Well, I am truly delighted. Thanks, AmanoJyaku! And DP too, of course. I cannot even begin to count how many headaches having these means one year ago would have spared.
  23. I modified the necessary files so that the game shows the desired times in dialogues creating this following new file, called on heartbeat in the area: void SetTokenRaceTime(int nToken, int nRacerTime) { // calculate the time components int nMinutes = nRacerTime/6000; int nSeconds = (nRacerTime - (nMinutes * 6000)) / 100; int nFractions = nRacerTime - ((nMinutes * 6000) + (nSeconds * 100)); //building the time string string sTime = IntToString(nMinutes) + ":"; if (nSeconds < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nSeconds) + ":"; if(nFractions < 10) { sTime = sTime + "0"; } sTime = sTime + IntToString(nFractions); SetCustomToken(nToken,sTime); } void main() { int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2616; int JAX_TIME = 2363; int CHAMP_TIME = 2298; SetTokenRaceTime(18, QUEEDLE_TIME); SetTokenRaceTime(19, CASSANDRA_TIME); SetTokenRaceTime(20, JAX_TIME); SetTokenRaceTime(21, CHAMP_TIME); } This code changes the custom tokens (I have a similar one for Tatooine) in the dialogues so that the times displayed in dialogues are the ones I want. But at the end of each race the game uses a global variable to check whether the player has won or lost and that variable is set using the original racing times. That's why I tried to create a new WON/LOST conditional script that no longer depends on checking that variable but rather compares the Player's time in the last race (which is stored in CUSTOM17 for Manaan) and the opponent's record time. The problem is that there is no way, it seems, to retrieve that CUSTOM17 value from script. And that goes against what that person that wrote the tutorial said. The reason I cannot try and change things directly in the original script is, of course, that it doesn't decompile. Cheers!