Salk

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Everything posted by Salk

  1. Eh, I played Taris so many times that I recognized the building (and the janitor) in a nanosecond. Those great backdrop buildings weren't there and I simply love them. Thanks for the update Kexikus and have fantastic holidays!
  2. Yes, thanks N-DReW25. Sometimes I cannot really use the TSL Patcher and I need to install things manually and that's why it can be tricky.
  3. When I open this mod's helena.utc file KOTOR Tool cannot display the "Appearance" field due to index out of bounds. In the video above Helena is in fact showing a different set of clothes that I do not recognize. Also, I noticed that the forehead wrinkles are really way too prominent to look good, a problem that is somewhat heightened by the too young and smooth look of the rest of the face. I will try and see if something can be done with the .tga file.
  4. This is exactly what I have been doing myself. But it is just a workaround. Far from ideal.
  5. Excellent! Are there new voice clips you can use for the new Jedi?
  6. Excellent initiative, DarthParametric! I pretty much like them all the way they are already. The only suggestion I may have is about dulling a little the colors of the Swoop Bike and the Sun behind it.
  7. Hello! Here I cast my nominations as well. Best Texture Enhancement Hard to choose, as usual. And this one is not even one I use myself (for consistency reason) but it shows great care in the design and texturing. Other great contenders were ebmar's Selven "Legends" and VP's Spectral Ajunta Pall Canonical Appearance. Best Content Restoration / Addition Hard to choose here as well. In the end my vote goes to one of the recent excellent releases from our resident guru DarthParametric. Most Helpful Community Member What was hard to choose up to here becomes for me almost impossible here. This great community has helped me greatly and so many would stand out in this respect. I want to mention @Canderis, @ebmar, @DarthParametric in particular although there have been others worthy of much praise. But I can choose only one and this year's preference is going to @JCarter426 who has been a constant support and a patient listener. Said that, ebmar deserves the title of most enthusiast, kindest soul, quickest runner-up and talented newcomer this community has seen this year. Mod of the Year Again, tough competition here as well. For my own vision of what the most good a modification can do for a game I must choose the amazing @A Future Pilot's debut mod. I do not use it myself because I have my own all-in-one modification I can rely on but the project itself is the one I am the most interested in, hoping also for future collaboration. As a personal note, the Most Anticipated Mod of the Year for me would no doubt be @blinkyzero's Enemy Enhancer, a real shame there's never been any release.
  8. Well, the question above found its answer in a modification that I forgot I had installed. All is solved. What I have noticed though is that the minimap for the Eastern Dune Sea is broken. The whole area of the cave of the dragon is missing from it. I don't really know how to work with minimaps so if anyone has an idea about how to fix it, that would be great!
  9. Okay, some small updating here and a question. I've been trying to polish a few things in Tatooine and I encountered several issues, mostly minor, and lately I have been trying to remedy that, including a minor restoration of an unused dialogue/cutscene for the trip to the Eastern Dune Sea and small improvements to the Banthas/Komad cutscene (the voice over was cut short in two places: I eliminated the first, useless and duplicated VO and kept the second, which is now delivered correctly). My question is: can someone help me understand what triggers the cutscene with Bastila commenting on the Holocron found in the dragon's cave? I have been searching but this is currently escaping me. I know that it is triggered by clicking on the tattered equipment pack (K_SWG_HELENA01.UTP) found in there but I checked the file and I didn't find any script associated to it. Thanks!
  10. Hello! There is another, easier to use tool that you can use to display the dialog.tlk as simple text file. Deadlystream has it here. Good luck!
  11. Hello, ebmar! I can answer your question. DeNCS does decompile most scripts "partially" but that is sufficient to display their content. All you need to do is to right click on the Original or the Recompiled window that appears and choose "View Decompiled Code". In my experience with the original files, I would estimate around 20-25% of compiled script which DeNCS fail completely at decompiling (for a few of them there is the source available in the game files though) while the majority does decompile partially. Cheers!
  12. The extra trees do not really look good there, in my opinion.
  13. Hi! Personally I think the changes I made are adequate and that there is no need to additional embellishment. I mostly wanted to avoid an inconsistency. Cheers!
  14. Well, after more testing, I think all that was critically bugged in the Tatooine desert is finally fixed. Naturally I could only test stuff on my local installation so if someone else is available for doing some testing, just let me know. Cheers!
  15. Hello! If someone has a save game before entering the Sand People Enclave (for the first time) in Tatooine, I would be grateful for a test: it seems that taking the hostile path AND leaving without killing the Chieftain is going to be fatal if you leave the Enclave and try move past the turrets because they will be activated and hostile, killing the entire party. A confirmation of such behavior would be nice. It does not make much sense that the turrets are online in one case and offline in the other. In both cases the party would leave the Enclave without disguise. Perhaps something could be done to make this behavior more consistent. Ideally we would place two Tuskens manning the turrets and remove them from the map once the Party has infiltrated the Enclave. Cheers!
  16. Update: one interesting fact I just discovered. If you enter the SP Enclave controlling a henchman rather than the protagonist, this will trigger the hostile reception. If you leave the Enclave to avoid the fight, there will be a brief period of hostility (until the OnHeartbeat area script fixes things) with the turrets firing shots. Then it is possible to enter the Enclave again (this time controlling the protagonist) and things would work fine. This seems to be caused by a bug in the .are file which I am surprised nobody found out about before: the OnExit has the area heartbeat script set to it. It is enough to remove it and the issue above is gone. Cheers! Update2: It seems I can no longer replicate that behavior. I am baffled.
  17. Hello! Indeed that last parameter seems to be correct but it seems it is enough to change a couple of flags: 1) In the relevant .utc file PartyInteraction needs to be set to 0 2) In the relevant .dlg file ConversationType should be set to 2 I discovered this by comparing files in one conversation that can be had with any party member and one that forced talk with the protagonist. As a minor thing, once the latter is over the game switched automatically focus on the henchman, if it was the dialogue trigger. I would like to change that so that the selection stays with the protagonist because right now it is a bit inconsistent (unless it would cause problems?). Cheers!
  18. Hello! Then you are confirming that this happens to you too. I have worked to make things a little better in the very unlikely case that someone would want to talk to them while wearing a disguise. That would now lead to the robes being removed triggering the same reaction a non disguised party would. Thanks! PS I take the opportunity to ask you an additional question: do you know if there is a way to force to conversation to be done with the protagonist rather than any other party member that would initiate it? I know the game does it at times with a quick fade out/fade in effect.
  19. @JCarter426 Can you please confirm that most of the Tuskens in m18aa guarding the entrance to the Sand People territory will just do nothing after turning hostile if you talk to them while disguised? That is what happens in my game both with and without modifications. Thanks!
  20. DarthParametric, I took a quick look at the last version and I have a question and a minor observation. The question: the changes.ini show this entry: WaypointList\30\YOrientation=1.22514845490862E-16 I checked the m02ae.git file for it and didn't find it anywhere. I installed 1.2 over 1.0 and checked for the differences. Since v1.0 didn't have this entry I expected m02ae.git to be modified with the new entry but Winmerge showed me the files were identical. I am completely unfamiliar with TSLPatcher so I am probably missing something. The observation: you have made some changes to some game scripts which originally could be decompiled but no longer after your changes. I believe you should move the int declarations from where you placed them (where the functions are) to, for example, inside the void(main) function. If you do that, the script can be decompiled again afterwards. Cheers!
  21. Hello, JCarter426! I think you are right. While my solution above seems to partly address the issue (but there are outstanding problems, like the fact that the area would turn hostile even when the Player is working to help the Sand People which I sort of remedied with an inelegant series of exclusions using GetJournalEntry), it is far from ideal and when I tried figuring out things in the next area, I was met with additional problems. Unfortunately the interesting scripts following the dialogue with the Sand People Chief can't, again, be converted to source but I did take a few steps in the right direction (I think). I will keep you updated in case I find out more! Cheers!
  22. DarthParametric, I suppose you didn't do anything about the wrong Player facing during the fight presentation? Kudos for taking care of the issue so promptly!
  23. Well, the first problem in the first area (Dune Sea) is fixed. Now the Rapid Transit (or walking back to Anchorhead) when successfully disguised won't cause the party to have free passage unless they put the disguise back on. Solution: change the OnHeartBeat (m18aa.are) from the original k_ptat18aa_heart to a custom one (like k_cri18aa_heart): void main() { object oTat18_tuskanfac = GetObjectByTag("tat18_tuskanfac", 0); object oPC = GetFirstPC(); if ((GetIsEnemy(oPC, oTat18_tuskanfac) == 0) && (GetGlobalBoolean("tat_TuskenSuit") == 0)) { ChangeToStandardFaction(oTat18_tuskanfac, 1); ExecuteScript("k_ptat18aa_heart", OBJECT_SELF, 0xFFFFFFFF); } else { ExecuteScript("k_ptat18aa_heart", OBJECT_SELF, 0xFFFFFFFF); } } Now I should tackle the issue in the Sand People Territory map but I suppose something similar is happening there as well. Cheers!
  24. Probably not but the faction state is the right thing to purse. In fact, opening one of the scripts associated with the various ambush triggers in the Dune Sea we get this (lucky, it could be decompiled!): void main() { object oPC = GetFirstPC(); object oEntering = GetEnteringObject(); object oNearestTat18_encoun_spk = GetNearestObjectByTag("tat18_encoun_spk", OBJECT_SELF, 1); object oTat18_tuskanfac = GetObjectByTag("tat18_tuskanfac", 0); SetGlobalNumber("tat_DuneSeaEnc", 1); object oTat18_tusken05 = GetObjectByTag("tat18_tusken05", 0); object object11 = GetObjectByTag("tat18_tusken05", 1); object oTat18_tusken06 = GetObjectByTag("tat18_tusken06", 0); if ((((((IsObjectPartyMember(oEntering) == 1) && (GetIsEnemy(oPC, oTat18_tuskanfac) == 1)) && ((GetDistanceToObject(oTat18_tusken05) > 40.0) || (GetIsObjectValid(oTat18_tusken05) == 0))) && ((GetDistanceToObject(object11) > 40.0) || (GetIsObjectValid(object11) == 0))) && ((GetDistanceToObject(oTat18_tusken06) > 40.0) || (GetIsObjectValid(oTat18_tusken06) == 0)))) { SetPartyLeader(0xFFFFFFFF); AssignCommand(oNearestTat18_encoun_spk, ActionStartConversation(oPC, "", 0, 0, 1, "", "", "", "", "", "")); DestroyObject(OBJECT_SELF, 0.0, 0, 0.0); } } The interesting part is that, from what I understand, the encounter is triggered if tat18_tuskenfac is hostile. I could easily trigger the ambush by replacing that conditional check with a check for the boolean but then we would need to add a line that switches the faction to hostile too or my guess is (but It I will test it soon enough) that the ambush will spawn but the tusken won't be hostile. Cheers!
  25. That happens to me as well. Only, on top of that, I also had that glitch (now I cannot seem to reproduce it anymore loading that very saved game - it must have been some additional, temporary issue). The reason why Mod_OnAcquirItem is used is likely due to the game setting a journal entry about the disguise as soon as you obtain the clothes.