Salk

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Everything posted by Salk

  1. 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.
  2. 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!
  3. 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!
  4. 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!
  5. 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!
  6. 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!
  7. 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!
  8. Makes sense. 👌 Thanks for your input.
  9. 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!
  10. 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?
  11. 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!
  12. Hello! I'd like to give Vorn Daasraad (Gamorrean) a unique look. Does anyone know of a good reskin that might suit him? Thanks!
  13. 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.
  14. 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!
  15. Real good there, Kekikus! Looking forward to replacing the older version of your K1 HQ Skyboxes with the new ones.
  16. 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
  17. 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?
  18. 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! 🍪
  19. @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!
  20. @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!
  21. 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!
  22. 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.
  23. 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!
  24. 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.