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Everything posted by Salk
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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!
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@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!
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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!
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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.
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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!
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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!
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Excellent job! Thanks for sharing, JackInTheBox!
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[KotOR] Bastlia's odd spawning on the Ebon Hawk
Salk replied to Salk's topic in Knights of the Old Republic General
Good find, the latter. In the original script there is a senseless ClearAllEffects() in stead of SaveNPCState(). Wonder where it came from... Cheers! -
[KotOR] Bastlia's odd spawning on the Ebon Hawk
Salk replied to Salk's topic in Knights of the Old Republic General
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. -
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
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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.
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Commendable attempt. It'd be nice to have some Twi'lek variation for sitters.
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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).
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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.
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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:
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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!
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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.