Salk

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Everything posted by Salk

  1. Well, if the problem only applied to the party members I think using two global booleans for PM1 and PM2 that would reset to zero might work? This could be added to the default OnSpawn for party members. The non-party NPCs would still need to rely on the local boolean you originally used, though.
  2. Thanks for explaining this to me in details. So, if I understand correctly, it boils down to "purge" the wrong state of the boolean? Do you say that this problem extends to non-party NPCs as well, though?
  3. The heartbeat is unfortunately extremely unreliable although it's a bitter pill to swallow. I'd like to know more about what kind of issues the current implementation is causing. Are the party NPCs experiencing problems with it or all NPCs?
  4. Hey, N-DReW25! Congratulations on yet another release. A couple of questions and a request: 1) In the Known Bugs section you wrote: "If you click on the Sith Students on the computers too much, they stop doing their "typing" animations." There are several animations of NPC typing on computers in the game and now I wonder if the problem you reported here is a global one? If not, then I think it'd be worth investigating why this won't happen elsewhere. 2) Do the Sith Patrols in the academy extend their patrol route to the new rooms? If not, do you think they should? The request would be about providing the script source, if you'd not mind sharing. As a side note, some people (me included) use Korriban Academy Workbench 2.0 and wouldn't really want to have two workbenches in the academy. I guess it could be mentioned in the Compatibility section of your read me. 😉 Cheers!
  5. Hello and congratulations on this release. I have a question: which texture(s) are about the grenade blast marks? Thanks!
  6. Hello! First of all, thank you for your contribution. I briefly tested the workbench in the Taris Hideout and I noticed that there was a sensible delay when I loaded the saved game which is somehow caused by this reskin. And a technical question: why didn't you package the .txi file into the .tpc file?
  7. No hurry on my side here, Snigaroo. Cheers!
  8. For those interested in this modification, I recommend to use the newly uploaded version (1.1) that fixes a critical bug.
  9. I do like the art and the visual here. Looking forward to the release!
  10. I do like what I see up there. Looking forward to this release. 😉
  11. Yes, DP has reported how the lightmaps in the original game are often a complete disaster. Honestly, I sometimes wonder - considering all the input from modders that delved into the game's resources - how the game could be kept together, let alone making it functional enough. 😅
  12. Great investigative job there. Out of curiosity, have you by any chances checked for similar issues also on other planets? I'm just wondering if the geometric mess you unearthed on Manaan is extraordinary rather than standard quality check on Bioware part.
  13. I'll certainly be using these model fixes for the original game once they're out. I want to point out that other than the K1 CP, there's been a number of geometry repairs made to both K1 and K2 by @PapaZinos. Coordinating efforts would go a long way, I think. Cheers!
  14. I would not mess with merging modules at all, but I'd welcome any model fixes done to the Manaan geometry for the original game. I think the K1 CP would be the natural home for those, though.
  15. Hello! Glad to see this. There are several K1 minimaps that are in need of work. If memory serves, the worst offender is the minimap section of the krayt dragon cave. I cannot unfortunately verify this at the moment.
  16. At least on the Qel-Droma's side, we do have a few options (although we are talking about the robe rather than the armor): Lore-Friendly Qel-Droma Robes HD 2.0.0 Unique Qel-Droma Robes for JC's Cloaked Robes 1.0.0 Effixian's Qel-Droma Robes Reskin for JC's Cloaked Jedi Robes 1.0.2
  17. Salk

    [KotOR] Bastila must hide!

    @N-DReW25 It's the format of the archive.
  18. View File [KotOR] Bastila must hide! This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here. We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy! [KotOR ] Bastila must hide 1.2.7z Submitter Salk Submitted 09/04/2024 Category Mods K1R Compatible No  
  19. Version 1.2

    80 downloads

    This is the second (and likely last) entry from me as part of the Snigaroo mod build request found here. We wanted to offer an alternative to the existing „Operation Kill Bastila Remade” by Hunters Run. The main difference being that this version doesn't allow for any combat sequence, but rather focus exclusively on the importance for Bastila to be disguised when walking on Upper Taris. While an ideal execution proves to be beyond what I could be capable to achieve, I believe this modification (and indeed the original one) adds a much needed layer of realism and common sense by closing a rather glaring plot hole. Unfortunately, this isn't completely drawbacks-free. For one thing, the possibility of disguise will be limited to Taris when it may be reasonable to think it should not have such limitation. For another, I needed to introduce a couple of party selection restrictions that are not present in the original game. It is my opinion, though, that they both seemed to make a certain amount of sense, and on of them has the additional benefit of taking care of another minor „plot hole” of the game. Enjoy! [KotOR ] Bastila must hide 1.2.7z
  20. Snigaroo, I've packaged a first version of Bastila must hide! yesterday. I checked that the installation was successful and that the files were patched properly, but the modification could not be tested in-game yet and I can't predict when I'll be able to do that due to time constraints.
  21. Etienne 76, that's not a dialog.tlk error but a .dlg error. The file at fault is the conversation file used for the droid. At the moment I can't tell you which it is (away from PC) but it's either in your override folder or part of the area's module. I'll check later and update you. UPDATE: It seems the file we should check is dan14_c869.dlg. Check if you have that file in your Override folder. If you don't have it there, the game will look for it in the modules folder. Check if you have a file called danm14ad.mod there. It's very likely that you do. That would matter if you don't have the file we're looking for in the Override folder. As last option the game would use the original game's file which cannot truly be the culprit.
  22. Sorry, but what are you talking about? The only link you are displaying seems to be nothing but commercial spam.
  23. Salk

    [KotOR] Dialogue Fixes

    You were right. After reading it again, I realized I didn't grasp the meaning of the phrase.
  24. Just a note (which I should have included in the Read Me file): for the upgrades to be available this modification needs to be installed before visiting Atho East and Tatooine's Droid Shop.