Salk

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Everything posted by Salk

  1. I've considered doing that but in the end I decided it'd be somewhat more consistent to use the choke when there is an HP loss.
  2. This is a comparison between the original and altered sequence. Original: Improved:
  3. Oh I see, thanks for reporting it here as well. It escaped my notice at the GitHub. I have not experienced any issue with this myself (I had the encounter with Jagi on Dantooine and all worked fine) and I am using the vast majority of the K1 CP fixes although I have not used the installer. Perhaps somebody else that is playing with the K1 CP 1.8 may chime in and tell us if this is a confirmed bug? It'd be very good to know.
  4. DP, I have been doing the job and I am satisfied with the result too except that the sequence is tied to the area's heartbeat which means it starts anywhere between 0 and 6 seconds after the dialogue with the scientist ends and I wanted instead to have a consistent delay (I chose 1 second). For this purpose I moved the script from area's heartbeat to User Define and recalled the script every 6 seconds, simulating the heartbeat delay from hence forth. The problem comes if the Player saves during the countdown. The script will be running while the game is being loaded and that is not good but I fear there is no way to disable saving the game? Cheers!
  5. Hello! I am witnessing the Kolto Control scene where the scientist activates the depressurizing procedure, which will kill the protagonist within 60 seconds. I don't much like the fact that that after the initial chocking animation (nice) there seems to be no visible consequences on the player. The control is exactly normal. I have made so that every 6 seconds a sixth of the current HPs are drained and I am thinking of slowing the movements down but I'd like to have a permanent visual cue about the distress so I was wondering if there was a way to just force the protagonist's animation to wounded independently from the hit points count. It would need to stay so both when standing and moving until the oxygen is back. Thanks.
  6. Hello again! While going through the game I noticed the same issue (the knocked back opponent not attacking) when I used it on a Selkath in the manm28ac module. Cheers!
  7. The game uses the word "cannister" but I believe it is a typo and it should be "canister" instead. There are 8-9 instances of this.
  8. Hello! I know for a fact that K1R has its share of problems but what kind of issues have you encountered with the Community Patch? There has been a major release (1.8) in December 2019 and at the moment there is a small pause in the development of the next version but I'd not call it a stop. From what I remember, the fix you are asking for is part of the latest K1 Community Patch and I strongly advise you to use that. Cheers!
  9. Update about my own topic, just in case anyone is curious. Thanks to @Alvar007 who gave me a very sensible advice, this encounter is now restored and part of my local project. The second part of this will be tweaking the dialogue spoken when on the ocean floor, adding a trigger and restoring the never spoken line: "Come on, what's taking you so long? We have to cross the ocean floor to reach the buildings that lead to the kolto harvester."
  10. I am thinking of ways to atone...
  11. Hello! I hope N-DReW25 doesn't mind my using his topic to ask another question about the TSL Patcher. Does anyone know if the patcher creates a folder if it doesn't exist in the specified directory? I wanted to copy a few .wav files into streamwaves\m28aa\sur201 but sur201 doesn't exist. Cheers!
  12. Hello! I checked the man28_sur2.dlg and noticed how he originally should have started inside the base (manm28aa) rather than on the ocean floor (manm28ab) so I thought of restoring that but I am encountering an issue. The .utc file uses appearance 181 (EnviromentSuit_01) which produces breathing bubbles going up. This is all fine and dandy in the ocean but doesn't look good inside. Any advice that is not just about giving him other clothes? It would be a shame to give up on this restoration just because of that. Thanks!
  13. @DarthParametric, do you perhaps know how the conjanim column in the spells.2da file works? I see that it either contains "hand", "throw", "dark", "up" or is empty. Would it be possible to create a new "ranged" entry and make it play the pistol shooting animation? Cheers!
  14. Yes, it is very likely and I will investigate. If that is the case, I suppose there is nothing that can be done about it. EDIT: I think this is regulated by one spells.2da entry (68) via the global k_pman.sonic.nss script. It may be possible to create a real item and use that very script for ranged attack, perhaps? Hm...
  15. Hello! While exploring the ocean floor of Manaan I noticed how the current animation for the sonic emitter is quite a mess. There are a couple of problems. First, the sonic emitter doesn't really show at all in the hand of the player while it should very well be part of the envisuit itself. When it is used, the animation used is the one used by the game for force powers and it may even be fine but after that it switches to the melee wielding animation which looks completely out of place. If anything, it should show the range attack animation instead. So what I am saying here is: could someone do something about this to make this a little better at least? Ideally, the sonic emitter would be in the player's hand while wearing the envisuit and the animation for using it should be the animation for ranged attack. Thanks!
  16. UPDATE: In case anyone may be interested, I think the problem was the faction for the .utc file set to 1. Once I swapped it to 5, the walkpoint pattern worked as intended. The only problem is that the three droids keep bumping into each other in the corridor. I will see if it's possible to eliminate this problem without too much effort otherwise I'll keep it the way it is.
  17. Hello! While working on manm28aa I noticed how it would seem like the two group of three droids (3 man28_pdroid and 3 man28_pdroid3) should be patrolling the corridor they spawn in. There are in fact two sets of waypoints for each group: WP_01_0x (with x going from 1 to 3) and WP_03_0x (with x going from 1 to 3). man28_pdroid has k_pdan_patrol9 as spawning script and man28_pdroid has k_pdan_patrol11 as spawning script. But all those droids are just standing where they are spawned so something seems to be wrong there. Can someone help me out with this? I first tried to compare to another similar script for droids which had also set the LocalBoolean 36 (Walk waypoints) to 1 and I tried to add it to those faulty scripts but I was unsuccessful. Thanks!
  18. Congratulations, Alvar007! I will be soon installing and testing thoroughly this after making the necessary amendments to the installation setup. Thanks for this and for the drinking animation too! Cheers!
  19. Hello! Yes, that is exactly what I did. I used Wavepad to amplify the sound and now it is much better. Thanks for your help.
  20. Hello! Having it in the Override works. I'm just having an issue with the sound volume being way too low but I will think of something. Thanks!
  21. Hello! I was wondering if someone knows how to play custom sounds from inside a script. I assume the function to use is PlaySound(). I created a custom sound effect ("locking") and I thought it was just a matter of dumping the audio file in the Streamsounds folder and call it via PlaySound("locking") but I am not successful. Cheers!
  22. Very nice job done there, my friend! I don't personally use non standard PC characters myself but giving Malak a full set of animations was a really good feat. I will be eagerly waiting for the Selkath mod to be out and I do hope your exams have been very successful. Cheers!
  23. Congratulations, Kexikus! I think you have done an excellent job with the Kashyyyk sky and the wait and effort was worth it. Looking forward to have all the updated KotOR skies out to make a nice comparison with your older version. Cheers!
  24. Hello! I resurrect my own old thread to report some news. First of all, I am now able to choose new record times to beat for the three tiers in Tatooine and Manaan. Said that, there is still something that I can't figure out. Namely how the original times are calculated by the game. Using Manaan as example we have the following record times: Queedle: 0:23:82 Casandra: 0:23:25 Hukta: 0:22:50 Queedle as Sector Champion: 0:22:48 But the formula we find in the include script shows this: int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2702; int JAX_TIME = 2548; int CHAMP_TIME = 2348; 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); } And according to this, the times should be: Queedle: 0:30:12 Casandra: 0:27:02 Hukta: 0:25:48 Queedle as Sector Champion: 0:23:48 which would be just what I wished it was from the very beginning. Records that would show a real gap between one Tier and the next one rather than a series of almost identical results. Somehow the game changes those times somewhere although I wouldn't know how and when exactly. Still, in my own SW: KotOR Upgrade, the times indicated above will be restored thus making the Swoop Racing a much more sensible kind of challenge. Cheers!
  25. Yes, thanks. What I meant was if someone knows whether there is a way to figure out what the next available number used for the CUSTOM is.