Salk

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Everything posted by Salk

  1. As much as I wish for that, I doubt there will be any development here. blinkyzero has not even logged in here for 2 and half years. A real pity.
  2. Hello! You just need to download the file from here then extract the content of the archive and run the TSLPatcher.exe file
  3. Hello uwadmin12! I was wondering if it may actually be a good idea to force your workaround (a very short stun effect after the knockdown) to every enemy that is affected by the knockdown. In this way, there wouldn't be any special case that may fall through the net and after being knocked out it is not so unreasonable to think a short stun effect is appropriate. Cheers!
  4. Hello! I'd not have any problems testing a modified script but I checked the Selkath and it has RACIAL_TYPE_HUMAN and SUBRACE_NONE and that's why it won't be caught in the second condition check of yours. I suppose I could just tweak this line: } else if (GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) { to: } else if ((GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) || (GetTag(oTarget) == "man28_inssel")) { This wouldn't break anything. I'll test it and then let you know. Cheers!
  5. bead-v, thanks for the suggestion but I took another route. I used SetPlayerRestrictMode() which suits me even better in this particular case. DP, I followed your advice and now there is a choke effect for every HP loss. Of course if the player enter the conversation already with very low HPs there won't be additional damage thus no extra chocking animation other than the initial and final ones.
  6. There are many instances of "targetting" in the dialog.tlk. Shouldn't it be "targeting"?
  7. That's how I did initially but then I wouldn't get the wounded animation which I want to have right from the start. This solution is not ideal but is the closest to what I imagined. I'm actually even more bothered by some inconsistencies that I cannot do anything about (still part of this scene): 1: The VO talking to the player in plural, even if no party members can follow in there 2: The VO mentioning opening a door when instead it's a force field Oh well, cannot have everything...
  8. 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.
  9. This is a comparison between the original and altered sequence. Original: Improved:
  10. 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.
  11. 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!
  12. 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.
  13. 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!
  14. 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.
  15. 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!
  16. 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."
  17. I am thinking of ways to atone...
  18. 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!
  19. 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!
  20. @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!
  21. 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...
  22. 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!
  23. 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.
  24. 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!