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Everything posted by Salk
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SpaceAlex's Enhancement Pack Question
Salk replied to JasonRyder's topic in Knights of the Old Republic General
Hello again, JCarter426! I gave it a try, using the already existing L_Alien03 model to replace an NPC with a Chadra-Fan and the initial result is an half success: the skin is very low res and I think the model is missing all basic animations (at least that is what I seem to understand by opening the model file in MDLedit. Cheers! -
SpaceAlex's Enhancement Pack Question
Salk replied to JasonRyder's topic in Knights of the Old Republic General
Interesting! Do you know if the game has all resources to restore the presence of this alien? If not, would it be quite easy to import them from the sequel? Cheers! -
SpaceAlex's Enhancement Pack Question
Salk replied to JasonRyder's topic in Knights of the Old Republic General
Hello! Since there is a topic about questions and the K1 Enhancement Pack, I would like to ask a question myself here. Premise: browsing the folders I noticed that SpaceAlex has replaced one of the appearance.2da entries (raw 328 - formerly "LiteL - Alien01") with "Alien_Chadra-Fan_01", providing texture (N_Chadra01) and Voice Over (six .wav files). My question is: is there a quick way for me to find in the original game what creatures use raw 238 for appearance without using KotOR Tool and check every single one in every single RIM file? I like SpaceAlex's idea of introducing a new alien species into KotOR and I would like to preserve it without installing an incomplete modification (which would not be compatible with my own anyway). Cheers! -
Okay, I have tested it and it works very well. Either the removal of the door or the addition of one (the latter is perhaps more elegant) are both clear improvements over the original layout. Thanks for giving us this alternative, DarthParametric! Cheers!
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DarthParametric, may I ask what signs you are currently satisfied with and which ones you are still uncertain about? The ones I saw so far looks real good to me, especially with ebmar's and SH's offers and contributions. Cheers!
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Thanks, DarthParametric. I tested a version without door too, adding a transition trigger and it does work fine. I'll glad test the two doors version which may be a more elegant solution.
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Hello DarthParametric! The module is tar_m04aa and the entrances are located North and South of the map. I took a couple of screenshots. This is the entrance with door (south). And this is the entrance without door (north)- Perhaps an easy viable action would be to actually remove the door, rather than adding one. It does feel a bit out of place, in my opinion. Cheers!
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Hello! I noticed that one of the two sewers entrances in the Undercity level do not have a door (sw_door_taris004) and I think it would be nice to restore it. Would that be an easy matter? What kind of tools would be recommended? If nobody can take a crack at it I could try and do it myself although I'd appreciate the help. Thanks! PS Apologies for opening this thread in the wrong section. Admins are welcome to move it.
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Hello again! I have more or less managed to use MDLEdit to do what I wanted to, by converting the BIN to ASCII then use a simple text editor to rename the model to what I wanted and then reconverting from ASCII to BIN. Thanks for the extra help though, ebmar! Much appreciated. I noticed (using plenty of the material found in the excellent Space Alex's K1 Enhancement Pack that I often get names mismatches logged under AR_ERROR. I believe it is harmless enough but I would like to investigate what it may mean. Any advice? Thanks!
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Hello! In an attempt of diversifying the look of some denizens of the KotOR world, I wanted to use some heads (created, for instance, as replacement for Player heads) for specific NPCs. From what I understand it is enough to add an entry to the heads.2da file and then there are three needed files: one .mdl, one .mdx and one .tga. I have never worked with model editors and I was wondering how I can, for example, change a PMHC01 set to instead be used for an NPC. I am pretty sure it is not enough to rename the file to whatever I want because from what I understand from loading the .mdl file into MDLEDit the model's header still calls for PMHC01, even after I changed the texture's name using EDIT -> Textures. I see there is an HEX mode but I don't seem to be able to edit the content and even if I could, I may very well mess things up. Any advice/tutorial that can be recommended for beginners? Thanks!
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Hello! I was wondering if someone could tell me if the apparently wrong naming of the .are and .git files in the Tatooine Czerka Office module may be cause of issues? The module's name is tat_m17ag but the included .git and .are files are m17ae.are and m17ae.git. Of course it seems the module produce the correct assets. Cheers!
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Hello! I would like for someone to confirm two (minor) bugs I have just encountered during my playthrough: the first one is about the Tw'ilek Czerka Liaison officer walking about by the Ebon Hawk. He doesn't resume walking after being talked to. The second is with Janos, the Czerka Ithorian that welcomes the party disembarking has an issue showing if you refuse to pay the docking fee. The party would then be forced to return to the Ebon Hawk and once back to Kashyyyk, Janos will be there to meet the party again. Only, once he delivers his initial message, he will start walking to the Czerka office, which it is what he should do only after getting the docking fees settled. What I have been doing to fix these two problems is actually quite funny. I removed the k_def_endconv script from Janos's .utc file and conversely, added the very same to the Tw'ilek Czerka Liaison officer, which was missing it instead. Cheers!
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Nice small detail added there! It would be a welcome addition for many players, myself included. Good job you all!
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Hello! Has anyone found the .lip file for n_gmtwilek_lghm? I browsed through the lips mod files of the game without success. Is there any other place I should be looking in for them? Are all the .lip files there? Thanks!
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MOD:Control Panel For Kashyyyk Shadowlands Forcefield
Salk replied to DarthParametric's topic in Mod Releases
Usual permanent addition to the game (and still excited for more DP marvels announced but yet to be released)! I would only like to add that I found the head of the protagonist in the video to be such a great homage to DarthParametric's iconic icon appearance here at Deadlystream. Cheers! -
Hello! Great idea, this one! I have a curiosity: why are there two audio files in .mp3 format while all the others are in .wav format? Cheers!
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Hello! I am resurrecting this thread because I think it is better to do that rather than open a new topic of very similar content. What I am trying to do is figure a few things out about AI behavior in combat. I have made the No Script option available for party members and it does prevent the blind charge forward when that is undesirable (ex. mines ahead) but it does nothing to help in the case of shouts. The AI uses GEN_I_WAS_ATTACKED as shout and that triggers responses found in the k_inc_generic script. I added a new entry to aiscript.2da which sets "aistate" to 6. What I thought to do was to compile k_ai_default.nss using a k_inc_generic.nss with the following change: /*(line 1053)*/ void GN_RespondToShout(object oShouter, int nShoutIndex, object oIntruder = OBJECT_INVALID) { ... /*(line 1061)*/ int nNPC_AI = GetNPCAIStyle(OBJECT_SELF); //Determines how the individual should react in combat ... /*(line 1085)*/ if(GetPartyMemberByIndex(0) != OBJECT_SELF && nPartyAI != PARTY_AISTYLE_PASSIVE && !GetPlayerRestrictMode()) ... } changed to: /*(line 1053)*/ void GN_RespondToShout(object oShouter, int nShoutIndex, object oIntruder = OBJECT_INVALID) { ... /*(line 1061)*/ int nNPC_AI = GetNPCAIStyle(OBJECT_SELF); //Determines how the individual should react in combat ... /*(line 1085)*/ if(GetPartyMemberByIndex(0) != OBJECT_SELF && nPartyAI != PARTY_AISTYLE_PASSIVE && !GetPlayerRestrictMode() && nNPC_AI != 6) ... } Can anyone confirm that this is a good enough solution? I would very much rather have someone with expertise and familiarity with scripting be in charge of the code but alas, blinkyzero's project has never seen a public release anywhere and the author has not been seen for well over a year now. Thanks for your attention. Cheers!
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Thanks for the suggestion! Won't your own Lyp Synch Editor sort of supersede the CSLU Toolkit once it is available though? Cheers!
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I didn't certainly mean to sound ungrateful, if that was the impression I gave. I was only remarking on the fact that the usability of the CSLU Toolkit is certainly hampered by the fact that it won't work on Windows 10. Sure, running it inside a virtual machine is an option but I do not have Windows 7 and Windows XP has been a pain because of the Activation process (ironically, I do own a legit copy of it but I cannot use it).
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[WIP] KotOR JS - A Game Engine For K1 & K2 Written In JavaScript
Salk replied to Blue's topic in Work In Progress
Hello! Kudos for the nice small update there! The CSLU toolkit works only on older, unsupported OS so even if it is possible to run it in VirtualBox many would really welcome having a new lyp synching software that works natively on Windows 10. So a big yes to .phn support! Cheers! -
I noticed also this inconsistency and I tend to agree with N-DReW25 here. It does not make sense, reading the dialogue lines, that Vek and Senni Vek are the same person. There is no mention in the dialogue with Vek on Manaan of having met before even if the player did meet Senni Vek earlier. There is nothing to suggest Vek on Manaan is affiliated to the GenoHaradan, at least from what I can see. Even if it is not much to go by, they do wear different kind of clothes as well. So the way I see it is this: the restoration of Senni Vek on the Dune of Tatooine is sensible. Minor adjustments could be done in order to make it less confusing though by small changes in the name of one or the other and/or the use a different skin. Cheers!
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Well, I find that a very severe limitation. I guess I have to consider lip synching still unavailable.
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Right, thanks! And I think I will try to replace the straight healing with EffectRegenerate so that the duelists will keep their pose for a time. Cheers!
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DarthParametric, while I am a bit ambivalent about the fact that the duelists are healed after a fight (it makes sense but the wounded animation is quite iconic and it sorts of makes you visually feel your climbing of the ranks by looking at the room), I would like to ask you if it would be possible to make the duelists resume their original animations after fighting you. What they do now is just stand and do nothing. Perhaps you can tell me what script governs this behavior and I can take a look myself? Thanks!