Salk

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Everything posted by Salk

  1. Thanks, JCarter426! I am wondering how many hidden gems from DP are scattered all over this Forum... Cheers!
  2. Hello! From what I understand KotOR would allow me to use the texture created for the Dark_Jedi_Sith_Apprentice (entry 41 in appearance.2da) called N_SithAppren. In my effort to restore Ulic Qel Droma's Mesh Suit I realize that ideally I would use that very model and recolored texture. The problem is: it seems there is no model nor texture for a female. Can someone consider creating one for this particular restoration, if that is even possible at all? The task is well beyond my current (and foreseeable future) skills. Cheers!
  3. Hello again, JDub96. I have thought of Suvam but he has already so many powerful and unique items that adding one more didn't feel particularly appealing to me. I am leaning towards Mika Dorin. He also has some unique things but not as many. Lore wise Suvam does feel more appropriate though. Cheers!
  4. Hello JDub96! Yes, if you are interested in that kind of internal continuity. I preferred to have something unique. Now I have to decide how to introduce it into the game. Hello ebmar! I was thinking exactly along those terms. The original color scheme, honestly, is quite ugly, with the common light leather color used also by the heavy combat suit and a bunch of others (but in my case, I made each armor in the game look slightly different). Cheers!
  5. This is how I recolored the original unused texture for Ulic Qel Droma's Mesh Suit.I am still a bit uncertain about using a dark blue as opposed to black, which was my initial preference. Only, there are already too many black armors in the game. The Armor will give +10 bonus to resist vs Force Powers (which, from what I understand, means it raises the DC for the attacker of 10 points) and has a malus of -2 to saving throws against Dark Side (the armor, as the description says, is "a powerful, if tainted, item").
  6. Thanks for your input, Ragnarök. I have decided that I will want only one bonus (since the fact that this particular Armor won't restrict Force Powers is already a big bonus in itself) and I am leaning towards Force Resistance although I still need to figure out how it works. I like it because it is a more original Armor bonus than the common immunity or regeneration, which are very fine but a bit overused in the game. About the penalty, I am not sure a Dex malus would cut it. Mainly because Armors already limit the max Dex bonus of the wearer. This is a light armor, it is not supposed to hinder movements too much. Cheers!
  7. Hello! I'm in the process of restoring this armor (which will be the only one in KotOR to allow for unrestricted Force Powers use) and I would like to ask for opinions about a fitting penalty/restriction (Alignment Restrictions are ruled out though) and 1 or 2 (preferably Force-related) bonus replacing the current overused and dull Fire/Cold ones. Thanks!
  8. Hello! While fiddling with item properties via Kotor Tool, I noticed that among the different properties there are Damage Reduction and Damage Resist. Can someone tell me what exactly is the difference? In particular, choosing the first one, there is the possibility of choosing a bonus from 1 to 5 which I am not sure how and when applies. I am also a bit confused by the Improved Force Resistance property (which can be set between 10 to 32 in 2 units intervals). What does this one do? Thanks!
  9. Congratualtions on this new release! I am not much of a TSL player but I am always happy to find new fixes for this game as well. Thanks for sharing and keep up the great work!
  10. Very nice addition! I like how the Alphas now stand out compared to the others. Keep up the excellent work, my friend!
  11. ebmar, the "embossed" effect is wanted, right? It may look particularly good bump mapped.
  12. Yes, I have seen the GetName() function and was surprised by the fact that SetName() was missing. Replacing the containers with empty ones is a theoretically viable solution but as you said, it is probably not worth the effort. I am just wondering how TSL does it.
  13. Hello! I seem to remember that TSL changes the name of empty container so that the Player does not have to bother opening them to check the content. In NWN script there is an easy function called SetName() which seems to be missing from KotOR. Is there any workaround available that someone knows of? If so, I may be interested in introducing this functionality for KotOR containers as well. Cheers!
  14. Thanks, A Future Pilot! Funny that the second seemed to be a local problem then.
  15. Congratulations, JCarter426! I have, for my local project, already implemented Option B a long time ago. Cheers!
  16. Hello! That's nice to hear. I have just moved to Kashyyyk and there will be probably things to fix there as well because it seems that each time I play the game I noticed something new that needs intervention. That doesn't mean I end up being able to do anything about it though... We'll see.
  17. Sithspecter, first of all, welcome "back" with news about your great project! I, like many, was really happy to read your update and frankly, I am also happy you are cutting content. I feel like Knights of the Old Republic (way more than TSL) did an excellent job at keeping areas nicely contained and focused and I am hoping Sleheyron will follow closely this game design and from your word, it does seem it will. I hope my next question doesn't sound impertinent but is Fair Stride still working on this with you or are you now the sole developer? Could you also give us an example (without providing specific details, of course) about your plan to simplify quests? Thanks and godspeed! Cheers!
  18. Oh of course I wouldn't mind at all. But I think JC has already fixed all that needed fixing on his side. I documented my own progress mostly to avoid confusion. I use the TSL Patcher just as installer so I have been working on the single files directly and they may contain unwanted code. But if JC has some issues that he needs to address we can work on it together, surely. Great to see you again, A Future Pilot, by the way! Cheers!
  19. Hello! All that you have fixed I have done as well on my side (hopefully). I remember finding many oddities and testing quite extensively. These are my notes about the Sand People: - Fixed bug with Sand People Enclave turning hostile when it shouldn't (modified m18ab.are) - The death trap outside of the Sand People Enclave entrance is disabled once the Party gain access to the Enclave (modified k_ptat_sanddeath.ncs) - Fixed bug with Party being able to wander about among the Sand People without a necessary disguise (modified k_cri18aa_heart.ncs and k_ptat18ab_heart.ncs) - The Sand Enclave turrets will no longer be invulnerable to attacks after the Party has accessed the Enclave (created k_cri18ab_enter.ncs) - Small camera/orientation fix for dialogue with Tusken guarding the Enclave entrance (created k_cri_senclave.ncs, k_cri_spgdlook.ncs, k_cri_spgddlg.ncs; modified tat18_14sandg_01.dlg, tat18_senclave.utt) - Fixed bug with random walk script triggering while in dialogue mode after custom changed made to tat18_tusken.dlg (modified k_pkas_randwalk.ncs) - Fixed bug with spawning before the Sand People Chieftain to deliver the moisture vaporators even if the truce has been broken and the whole Enclave is hostile (modified k_ptat_tuskenhost.ncs) - Enclave turrets now activate when they should (created k_cri_perctur.ncs; modified tat18_turret.utc and tat18_turret2.utc) If I remember correctly, I did remove the duplicate heartbeat script from the .are file OnExit because it seemed it was an oversight but I don't recall any crashing of the game when leaving areas after removing the disguise (which I am sure I have tested doing to test hostile reaction/ambushes). I introduced a few tweaks of my own and that's why there is mention of custom scripts in the above notes. Cheers!
  20. Oh I have not changed the Supermodel at all (lots of stuff is still way above my paygrade). What I meant is that I changed the cutscene so that it is no longer using the no loop computer animation but rather the Player does. Cheers!
  21. Okay, I have replaced the overused Twi'lek alien character with a non used Chandra-Fan in Anchorhead (where incidentally you do meet another Twi'lek that is introduced with a similar cutscene for the Genoharadan mission) for one unique encounter and at this link there is the result, if anyone is curious. (VO imported from TSL, dialogue tweaked to fix inconsistencies and accommodate the lack of proper animation for the Chandra-Fan model).
  22. Hello again! The Chedra-Fan model seems to use the Jawa supermodel for animations? If that is the case, would you know what kind of animations are available (among the ones selectable via DLGEditor)? I am planning to replace a Tw'ilek with a Chedra-Fan (namely Ganda Kaitoova) which uses both the Greeting and the Use_Computer_NoLoop in its dialogue and neither seems to have any kind of effect (understandably so). Cheers!
  23. I can but wish you the best of luck and a swift return to your virtual family here at Deadlystream. I do hope the situation will be only temporary.
  24. Hello, emar! TSL still uses the same model and texture from what I can see. Cheers!