Salk

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Everything posted by Salk

  1. 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!
  2. 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!
  3. 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.
  4. 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!
  5. 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!
  6. 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!
  7. 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!
  8. 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!
  9. 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.
  10. Hello! Does anyone know how the CUSTOM tokens work in KotOR dialogues? Cheers!
  11. The only person that seemed to have a project to properly overhaul the KotOR AI was blinkyzero with his Enemy Enhancer but he used to appear only once a year for a short period and then hibernate again until he stopped showing up altogether. I've myself always advocated how an AI upgrade was one of the most needed modding work to be done for KotOR (TSL has Improved AI available at least). Unfortunately I am not so good as to tackle a task of such magnitude. The only thing I have locally done was to add a passive script to the pool of party style scripts so that the most common stupid behavior (AI-controlled party member walking straight into a mine) is eliminated. Cheers!
  12. Hello, Alvar007! From what little I know the installer should provide the original file that it is going to modify if it is not already present in the override or, in case of GFF changes, in the module folder and skip doing that if there is already a file present. So your modification, if using the TSL Patcher, will provide the original, unaltered appearance.2da file and proceed to make the necessary changes using that file. If the TSL Patcher finds already the appearance.2da file in the override, it will use that instead. I am really the last one who should speak about it though since I have practically never bothered to learn much about it since I am not using it myself. If @ebmar finds he has some time, he is excellent at tutorials and explanations and he might chime in. Cheers!
  13. Hello Alvar007. Using the TSL Patcher is not particularly complicated but it may take some time to become comfortable. I don't use it for my own modding but if I can be of assistance when the time comes, let me know. Others could help you with it much better than I could though. Cheers!
  14. Hello again! That sounds interesting. Could you tell me a little more about the "clone option"? How does it work? And good suggestion about the SetLightsaberPowered() function... I had forgotten about it. Cheers!
  15. I gave it a try. The storing of the weapon worked very well in Taris but on Manaan, we can expect the Player to wield a lightsaber and in this case when it is equipped back it stays unfortunately "turned on" until swapped to another weapon or a new area is loaded. The SuppressStatusSummaryEntry() function seemed to be not working or working only partly. I may have to just drop the idea of having the Player use the drink animation. 😔 Cheers!
  16. Hello again! I am trying to make progress on my dialogue/cutscene and at the moment I have two minor issues: 1) I use the AcionPlayAnimation() function but I noticed that the starting frame for the animations is not consistent, meaning I give a time to the looping animation (in my case 7.5 seconds) and the animation itself starts off at different frames. What does it depend on? I can provide the script I am using and attach a video if I am being unclear. 2) In order to have the PLAYER play the animation, I need to temporarily create and equip two items (g_w_blstrpstl013.uti and w_emptyhnd_01.uti) in the right and left hands. Before the conversation resumes, I have them destroyed of course. The minor problem here is given by the game message about acquiring and losing item(s) shown at the end of the conversation. Is there a way to disable it? Thanks!
  17. Happy New Year, Alvar007! And thanks for yet another amazing job done so quickly. A couple of questions: 1) In the file you uploaded there is also "S_ExtraF01". What is it? 2) If I want to use the animation for the game's protagonist, (s)he may or may not wear a robe at the time and I do use JC's Supermodel Port. If I choose to use S_Female03-robes then the animation will not work correctly each time the female model is not wearing a robe? Thanks a lot again!
  18. Perhaps @Alvar007 will pull another rabbit from his hat. 🙂
  19. I can also confirm its perfect functionality. It feels another hard barrier has been broken today thanks to these three guys... It was a wonderful birthday present. Thanks! EDIT: Upon further testing I did notice a problem with the female model, the swing of the arm is such that the glass goes to her chin rather than her mouth. I am not sure whether it is possible to do something about it?
  20. I fear that didn't improve things. If anything, it made things worse. The right arm stays outstretched for all male models and it breaks facial and legs animations as well (this new issues are caused by the s_male02.mdl/mdx files). This video shows the new result: As further note I'd like to report that even if not in a conversation (I put the animation in the user define script), the result is identical.
  21. Unfortunately it did not make any difference. Weird...
  22. I gave the TSL Robe Variant a try but it works only partly. The drinking arm doesn't move at all and neither does the head or the mouth. This is what I get:
  23. Thanks a lot for this, DP! I will make good use of the TSL robes variant in the Manaan bar. Just a curiosity, is the glass part of it? Cheers!
  24. Nice to see more progress made on this. And even nicer would be to have this animation added to JC's Cloaked Jedi Robes supermodel because choosing one over the other is extremely painful.
  25. Very good job there, Alvar07! Once it is complete I can finally make the Viglo and Duan restoration look the way it was always supposed to be. Cheers!