Salk

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Everything posted by Salk

  1. Thanks for the info, DP. I fear I'd need animloop2 but standing and that is not unfortunately available. Merry Xmas to you and thanks for a wonderful year of KotOR modding!
  2. Great news about the final release! Barring completely new textures created from scratch I believe this project is the best visual enhancement that could be brought to KotOR. Once more, thanks Selphadur, and Merry Xmas!
  3. Hello! Is there a human male / female drinking animation available for KotOR? I seem to remember only the sitting one for Rodians...
  4. This project is extremely ambitious and I commend your work so far, Alvar007! The lip synching should not give you much problem after DP's instructions about how to make it happen but if you need specific help with it, we can discuss it in private. The animations instead is not something I can directly assist with but I see a wonderful opportunity here and your talent at creating new animations is extremely rare and much sought after. Please keep it up!
  5. Hello, Alvar007! Thanks for taking a shot at this. Very much appreciated. I think your animation looks good. I especially enjoy the pointing finger and the outstretched arm. I am unfortunately a bit in a hurry and could not check in here before to give you feedback but I promise I will return to it very soon. Again, wonderful feat there, my friend. PS My suggestion is to contact @JCarter426and/or @DarthParametric and see if it is possible to not have to overwrite an existing animation. Even if the USE_COMPUTER_NOLOOP is used only once, I think it's not viable to replace an animation that is used in the game. Perhaps there is some workaround to this and the two guys I mentioned are wizards and may give you some good advice.
  6. Hello! Thanks for checking into this, Alvar007. Unless I am mistaken, nobody before you ever attempted to add animations to NPCs so kudos to you. As DarthParametric pointed out, the human TALK_FORCEFUL animation could be a good inspiration for what kind of animation you could create for the Selkath. Probably something very similar would work perfectly fine in their case as well. Cheers!
  7. Okay, here it goes. There are more than I even thought. I also encountered one instance of TALK_HORROR, several TAUNT (but I believe it was a series of mistakes) and one TALK_PLEADING for Selkath. But those are rare enough to not bother creating new animations for, I believe. manm26aa: man26_pcexile.dlg Entry 17 Entry 20 Entry 125 Entry 126 Entry 213 Entry 214 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 0 Entry 4 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 210 Entry 183 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 190 Entry 195 Entry 139 Entry 141 Entry 143 Entry 172 Entry 175 Entry 153 Entry 155 Entry 157 Entry 158 Entry 72 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 146 Entry 145 Entry 189 Entry 22 Entry 23 Entry 123 Entry 124 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 120 Entry 34 Entry 105 Entry 106 Entry 62 Entry 66 Entry 67 Entry 80 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 83 Entry 87 Entry 78 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 70 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) Entry 55 Entry 57 Entry 60 Entry 37 Entry 43 Entry 42 Entry 39 Entry 40 Entry 99 (there is probably a typo here because I am sure the developers meant to be TALK_FORCEFUL rather than TAUNT) man26_selarb.dlg Entry 138 Entry 146 Entry 144 Entry 145 Entry 133 Entry 78 Entry 134 Entry 135 Entry 130 Entry 126 Entry 105 Entry 110 Entry 111 Entry 112 Entry 109 Entry 102 Entry 104 Entry 100 Entry 89 Entry 76 Entry 59 Entry 55 Entry 45 Entry 30 Entry 24 Entry 22 man26_trial.dlg Entry 246 Entry 88 Entry 26 Entry 136 Entry 242 Entry 272 Entry 260 Entry 262 man26_shaelas.dlg Entry 60 Entry 52 Entry 53 manm26ab: man26_selarrest.dlg Entry 1 Entry 2
  8. Hello! There are several .dlg files (example, during the Trials before the Ahto City court) that include TALK_FORCEFUL as talking animation. If you want I can make a list of those nodes for each single file but I have count at least 8 nodes that call for TALK_FORCEFUL for the Selkath. Cheers!
  9. Hello! Could someone (in spoilers tags or in a private message) tell me where the Hukta ambush takes place? Thank you.
  10. Congratulations! I have personally not the slightest doubt that K1 CP is the best single thing that could have ever happened to Knights of the Old Republic. A huge, immense thanks to every one involved, especially Darth Parametric who single-handedly took care of the vast majority of the new content in 1.8. This version is such a huge step forward that it may as well be released as 2.0. Cheers!
  11. Hello! First of all, great job on the new facial animation! I discovered recently that KotOR uses in more than one dialogue a non existent TALK_FORCEFUL animation for the Selkath. I was told they only have the TALK_NORMAL animation. Adding the TALK_FORCEFUL would be a great feat, in case you are up to have our aquatic friends to show extra emotions when they talk. Cheers!
  12. Thanks for releasing this new version, bead-v!
  13. I think the custom token was not necessary. If you look at stringtokens2da there is already him/her as possible option (token 22).
  14. Well, I think DP was only half-serious there. I think many don't get his sense of humor. Or maybe it is me who gets it when there isn't any. Long live DP!
  15. Hello @redrob41. I noticed that the tongues are missing any kind of texture from what I can see. I just checked this for a couple of models, not all of them but it seems to be a shared issue.
  16. I find it excellent, Kexikus! Really good job there. Truth to be told, I don't even mind the strong yellow for the windows...
  17. Hello! Is there someone who is playing the game with K1R installed and has completed Manaan? In that case, could that person contact me via PM and help me with some info I need? Thanks!
  18. Hello ebmar! A friend of mine could upscale the low resolution textures that come with the mod as a personal favor to me but he can do it only if you haven't embedded into the .tpc files any custom .txi file because he needs to convert them to .tga and that information would be lost. Of course, it would be alright to have the .txi file you may have created but if you didn't do anything of the sort, he will proceed with the upscaling and if you like, you could release a new version of the mod with HD textures. Cheers!
  19. Hello! I just thought about informing the local denizens of Deadlystream about a great modification that has recently been released which upscales through ESRGAN a huge number of in-game textures. A new version, according to the author is in the works and will add 750 more, making the upscaling practically apply to each single texture used in the game. I have tested the results myself and it's impressive. Cheers!
  20. Excellent job, Dark Hope! Thanks for this new release.
  21. Hello Kexikus! I was wondering: have you planned to release the skyboxes for the original games before completing the skyboxes for third party modifications or will you rather have everything 100% ready before a new public release? And another question: you started work on V2 already four years ago. Has Terragen seen any notable improvement since then or is it basically still the same v4 you started with? Cheers!
  22. Does this mean it is just a duplication of the Reflex save then? I'd not be surprised.
  23. Hello! While fiddling with KOTOR Tool I noticed that there is an item property under Saving Throws vs Traps. I don't seem to recall having ever found any item that has this. Has anyone seen it used in the game? I was considering adding it as extra property to the derivative Bothan Perception Visor but I'd like confirmation that it does work. Cheers!
  24. Excellent job, DP! I assume there is very little left to call it final?
  25. Yes! I noticed soon after that the difference was the EH model. I personally find the simpler model makes more sense for the hologram. Good job on this, DP!