Salk

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Everything posted by Salk

  1. 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!
  2. 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!
  3. 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.
  4. 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)
  5. 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
  6. 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.
  7. @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!
  8. 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.
  9. I also like the newer version better. Nice to see just the final touches being applied now.
  10. 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!
  11. 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!
  12. 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!
  13. @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.
  14. 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.
  15. 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.
  16. 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!
  17. 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!
  18. 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!
  19. 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!
  20. 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!
  21. 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!
  22. Makes sense. 👌 Thanks for your input.
  23. 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!
  24. 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?
  25. 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!