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Everything posted by Salk
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MOD:Diversified Wounded Republic Soldiers on Taris
Salk replied to DarthParametric's topic in Mod Releases
That was it. I did have a texture replacement and I must say losing it is a big downside effect since the replacement is way better than the original texture. Is there any way I can keep them both? Otherwise it is back to version 1.1 for me. -
MOD:Diversified Wounded Republic Soldiers on Taris
Salk replied to DarthParametric's topic in Mod Releases
Hello DP! I have manually uninstalled version 1.1 from my game and tried to install 1.2 in order to remove all those placeables.2da entries that previous versions added. The problem I have is that the tanks are empty. There are no floating bodies anymore. The TSL Patcher doesn't report any error and the update .mdl and .mdx files are correctly in the override folder. I also checked the .git file and entry 0 and 22 are also modified accordingly (plc_invisible). Any idea what the issue might be? Thanks! -
[KotOR] Help with adding a sleeping (prone) NPC
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks for the advice, DP. I am working on K1. I have already come to your same conclusion by checking the Peragus101 module. I noticed there is a placeable called MorgueKreia that's been used there. I'll try and investigate the possibility of creating a placeable even if there is a limit since I believe there is still some space available in my own placeables.2da file. After all I would need only one single slot. Where would you recommend I'd start looking into how to create a placeable that uses a full body model creature? What tools are needed for it? Cheers! -
Hello! I am trying (without much success) to do something that should be quite simple but for me it isn't. There are a series of beds in a few rooms and I would like to add a few NPCs there making them look they are asleep. They are just going to be props, no interaction other than just a sleeping sound/text. What I did was to spawn such NPC and use ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, -1.0). The first problem is that the creature doesn't spawn where I want. Apparently the Z position value seems to not make any difference so that it always spawns on the floor. Not only that but also the X and Y position coordinates don't translate well. Furthermore, while ANIMATION_LOOPING_DEAD_PRONE is not too bad, it is not really ideal. Is there any better workaround? Ideally it should be something like the comatose Kreia in Peragus. Thanks for reading and for possible help. Cheers!
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We all hope to see you back with us soon.
Best of luck with real life commitments!
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My two cents about death matches in the arena: no. Not only would the tone of the game be affected but the one death match in the game with Bendak Starkiller would lose much poignancy. There is the important matter of internal consistency to be taken in consideration, especially when adding a whole new planet to the game.
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Hello! I don't seem to understand why the following script (attached as OnOpen to a door file) works only for the currently selected character (the one opening the door) but doesn't produce any result for the other two party members. What am I missing? void main() { object oParty0 = GetPartyMemberByIndex(0); object oParty1 = GetPartyMemberByIndex(1); object oParty2 = GetPartyMemberByIndex(2); AssignCommand(oParty0, ActionPlayAnimation(15, 1.0, 10.0)); AssignCommand(oParty1, ActionPlayAnimation(15, 1.0, 10.0)); AssignCommand(oParty2, ActionPlayAnimation(15, 1.0, 10.0)); } Thanks! EDIT: I made a few searches and to answer my own question (but I would like to know if this is going to cause other kind of problems), it seems I can get all three party members play the above animation by changing the code to something very convoluted: void main() { object oParty0 = GetPartyMemberByIndex(0); object oParty1 = GetPartyMemberByIndex(1); object oParty2 = GetPartyMemberByIndex(2); AssignCommand(oParty0, ClearAllActions()); AssignCommand(oParty0, ActionDoCommand(SetCommandable(TRUE, oParty0))); AssignCommand(oParty0, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty0)); AssignCommand(oParty1, ClearAllActions()); AssignCommand(oParty1, ActionDoCommand(SetCommandable(TRUE, oParty1))); AssignCommand(oParty1, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty1)); AssignCommand(oParty2, ClearAllActions()); AssignCommand(oParty2, ActionDoCommand(SetCommandable(TRUE, oParty2))); AssignCommand(oParty2, ActionPlayAnimation(15, 1.0, 10.0)); DelayCommand(0.1, SetCommandable(FALSE, oParty2)); }
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Hello! I am in the process of integrating a good chunk of the restored missing Black Vulkar base area into my own customized mod pack and I have a few simple questions, hoping someone who played both K1R 1.0 and 1.1/1.2 could answer: 1) Overall, was it better with or without the added custom (Caalin Ette) content later on cut by the K1R team? 2) What was the best/worst part of the restoration itself? 3) What could be done to improve it? Thanks!
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Hello! Can someone tell me how to add/remove/edit map notes for specific areas? Thanks!
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Impressive! Thanks for the update, Kexikus. I am looking forward to see what the Unknown World skybox will look like. A question: will there be an animated skybox also for K1? Cheers!
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I surely like the first one better. The reason, in my case, is simply that I find the color choice to be more appropriate. On top of that, it is closer to the original color of the vanilla sky as well.
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I think this is the best skybox you have ever created, Kexikus. So astonishing that will make me look at all those other ones being sad that they won't all be as beautifully animated as this one.
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Hello! When I exit Anchorhead and enter the Dune Sea, the Wraids spawn far to the right of the Sandcrawler and they do not move, making me think that their spawn script may not be doing the job right. I was wondering if someone else could reproduce this? Cheers!
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Yes, that is exactly what I was thinking to do with Tatooine and any other area that has a non flat surface. Thanks for the suggestion.
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If I go for the latter, can I disable that effect just in particular areas where I'd rather not have it at all then? And thanks for the suggestion.
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Hello, JCarter426. Eh I suspected there wasn't really much to do but it is indeed ugly. I wonder if it would be possibly preferable to disable it altogether rather than see something like that on specific places like the Tatooine desert where the burn marks in the sand don't make much sense anyway. Cheers!
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Hello! I took a screenshot after using a few grenades in a fight and noticed how the explosion leaves a blast residual that is cut by what I think is piece of maps intersecting and doesn't play nice at all with non flat surfaces, giving a real bad impression. I suppose nothing can be done about it? Cheers!
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Hello! In the .dlg file that leads to: "*sigh* I can see there's not much chance of convincing you to come work for us after all. Most unfortunate." and then battle starts. Unless I am missing another instance where the outcome is different? Even here, the reply to it is: "What do you want? Credits? Here, take some! Just leave me alone. I've got work to do." so he is actually paying us? (k_ptat_give25g gives the party 25 credits) And I am still working on 1.01. Around 30000 now. Please continue keep a good change log because I will need to go through those lines that you modified/added. Thanks a lot again! -
danil-ch, could you please tell me what changed between version 1.0.0 and 1.1.1? Thanks a lot!
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Hello, my friend! And congratulations for yet another legendary entry to the Legends series (I am still eagerly awaiting your Dantooine improvements 😊). I just wanted to ask you something about the blaster you said you gave her. Like in your own video above, even in my case she doesn't seem like she is wielding any. Was it intended to be only used if you have jc's mod "Kill Marlena" too? And also a question about the new position. Is it possibly a very subtle difference, possibly in the direction she is facing? I don't recall the original being far from that very spot at all. Cheers!
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DP, will there be full documentation/source material for each of the new fixes? I would like to steal (😂) integrate a good number of them as part of my own project. I would also recommend considering the revised dialog.tlk from Gimmick5000 as part of the community patch. Once he is ready with it, that is. Thanks for the excellent work!
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Oh no, you are not missing any tool, to my knowledge. There is simply no way (again, to my knowledge) to identify which dialog.tlk strings are actually unused. The lines you found inside .dlg files may actually be unused too. There is much cut content in the game. K1R is using an updated dialog.tlk I provided some time ago but I will recommend yours to replace it altogether since it is a vastly superior effort. Actually, if you could just separate the mere fixes (typos) then I believe that version should be part of the Community Patch. Cheers! -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
No problem, friend. I am impressed so far with the quality of your work. You have my most sincere thanks for it. Sometimes it is a bit hard to figure the right punctuation replacing the overused hyphen and of course there are many VO'ed lines that you have changed a bit and I do understand the reason behind it. I have been struggling myself about doing the same or let them be. Cheers! -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Gimmick5000, I am now at line 14000 but I don't seem to be able to download your new 1.01 version. Cheers! -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
I am taking a very good look to all the wonderfully documented entries. I noticed how you have improved the dialogue making changes to a few lines which unfortunately would no longer match the VOs (ex. "kidnapping" replacing "stealing" or "the entire fate of the galaxy" replaced by "the fate of the entire galaxy"). While I can appreciate how the text itself becomes better, I have myself chosen in such cases to let it go. At 2406 I would suggest a "!" after "worry"- At 2533 there is a typo (at least in the documentation): "to". At 4118 typo ("yo" -> "you") Entry 5346 appears twice. At 6831 the correction is missing. At 18397 "almost" is written twice. At 19195 you change "loathe" to "loathed" but I find the original text to be correct. At 19465 typo: payed -> paid 19543 has a double entry. At 21287 self-righteousness -> self-righteous At 21573 not going risk -> not going to risk At 21808 want leave -> want to leave 24769 should really be 24768 At 24781 "keep" should be changed to "kept" 24832 suggested change: "You think you can cheat me out of my hard-earned credits and live?" At 24833 "settle 400 credits" -> "settle for 400 credits" At 24834 "exited" -> "excited" 24874 suggested change: "Davik plans to make credits off the deathly sick? That's truly despicable." 25149 suggested change: "Sure. Run back to the surface before things get too hot around here, brave soldier." At 25156 "there" -> "here" At 25253 "it's" -> "its" At 25254 "dispicable" -> "despicable" - also suggested change: "Have you always been so self-centered?" At 25280 and 25311 "I'm going" -> "I'm not going" At 26083 "conviced" -> "convinced" and "realtionship" -> "relationship" At 26273 "you" -> "they" At 26497 suggested tweak: "I'd like to see you try and operate that communicator without arms." At 26501 suggested change: remove "Vulkar" At 26523 suggested tweak: "I need information. I suggest you answer my questions before I decide you're more useful to me dead than alive." At 26657 suggested change (the revision doesn't fit in with the dialogue): "You don't seem to understand so I'll make it very simple: the girl, or your life. Now." At 26697 suggested change: "It's nothing personal, but the Vulkars have Bastila and it's easier to get her back directly from them." At 27128 suggested change: "I don't like your face. I can rearrange it for you for free or you can pay up to keep it the way it is." At 27130 suggested change: "[Persuade] I'll leave you alone... but that privilege is going to cost you." At 27177 "theeth" -> "teeth" At 27486 suggested change: "[Force Persuade] You need the business and will gladly waive the landing fee." At 27750 typos "payed" -> "paid", "your" -> "you're" and suggested change: "Listen, you crook: you come up with a fair price or you won't be around to enjoy your large profits." At 27760 suggested change (the revision doesn't fit in with the dialogue): "You have a deal." -> "I will pay the asked price." At 28696 "possible" -> "possibly", "burried" -> "buried" At 29271 suggested change: "I've just slaughtered tens of Sand People warriors. Sweeten the deal and the last thing you learn in your life won't be how easily I could kill you too." At 29805 "of" -> "off" At 30965 "disposed them" -> "disposed of them" At 31180 typo (original) "did really did deceive you" -> "did really deceive you" At 31693 suggested change: "feeling" -> "blow" At 32586 "payed" -> "paid" At 32938 "decypher" -> "decipher" and suggested change: "stowaway. The rudimentary language she speaks, while sounding like Mandalorian, translates into pure gibberish. With some effort, it might be possible to decipher her made-up language. Getting her off the ship by force is also a possibility." At 33303 "wether" -> "whether" At 39304 "het" -> "get" At 39339 "stay" -> "stayed" At 42719 "look up Mika" -> "look him up" At 48872 suggested change: "Leave him alone." At 48980 "to time" -> "no time" I will return with more suggestions/questions as I proceed further. It will take quite some time. Oh and ironically, in your post above, you have misspelled "omitted" *chuckles* Thanks for your invaluable work! Cheers! PS It would have been much easier to be able to download the change-log. Perhaps you can consider allowing for it?