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Everything posted by Salk
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Good job on this, R2-X2! Too bad about the hard-coded limitations but this is already quite the improvement!
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Hello, JCarter426! Absolutely, yes. Initially I was just hoping it was a much more limited problem. Your investigation showed it is a rather nasty glitch we are dealing with instead. I came to the same conclusion after doing the very same thing here. About this though: I have (had? Must check) a save game just outside of the entrance to the Sand People Enclave with the Party disguised and when I load it, what happens is that the turrets turn hostile and the henchmen of course engage them. The fight goes on for a few seconds then the turrets return to non hostile. I didn't need to unequip and reequip anything in order for it to happen. Cheers!
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I'm ready to assist you any way I can!
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This glitch seems to find its "reverse" in the next map where, during another kind of test, I have been ambushed by Tusken even if my party was correctly disguised. At first I thought it was a problem with a boolean not being set right (tat_TuskenSuit) but in the picture above it is correctly set to 0 so that cannot be the issue. Unfortunately the entrance script and most of the Tusken scripts cannot be decompiled, giving failure when I attempted to investigate. This makes everything much harder to diagnose. Help from more experienced modders very much welcome. Cheers!
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Some initial update about the glitches with the Sand People disguise. If someone could confirm this same behavior I would be grateful: - Enter the Dune Sea (first desert map exiting Anchorhead), kill one group of Tusken. Swap to party members of droids and wear the robe or, alternatively, fight another group and just have one droid and two disguises worn. At this point you should be able to go around the map (and indeed close to the group of Tusken guarding the entrance to their territory) without problems. And that is the desired behavior because the party is disguised. - But see what happens if you, with the party disguised, return to the Ebon Hawk or just back to Anchorhead from the gate. The disguises will be stripped from those party members that were wearing it and clothes are automatically put on instead. At this point go out again just wearing clothes. You will notice that the game still thinks the party is disguised (see picture)
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By the way, one thing that always bothered me during the match presentation is that the Player faces a completely wrong direction and I assume it is because it faces the source of the announcer's .dlg. The .dlg file is tar02_duelann021.dlg but I couldn't find what file it is associated to. Do you happen to know, perhaps? Cheers!
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Eh I thought it was the same problem that ERFEdit has. FairStrides pushed out a version that has no longer that kind of bug but I wouldn't know how to fix the TSLPatcher, sorry.
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Unfortunately, I noticed how the repackaging of the .mod has issues. I could easily do it by comparing the number of files inside the .mod before and after. Rather than finding 3 more files (your custom scripts), the total was actually a smaller number. I used WInmerge to compare after extraction and these are the additional files found in the modified .mod: - DP_ArenaScreenA.ncs - DP_ArenaScreenH.ncs - DP_ArenaScreenJ.ncs - k_ptar_duela01.ncs - k_ptar_duela02.ncs - k_ptar_duela03.ncs - k_ptar_duela04.ncs These instead are the files that were originally there but are now missing: - k_ptar_duel01+.ncs - k_ptar_duel02+.ncs - k_ptar_duel03+.ncs - k_ptar_duel04+.ncs - k_ptar_duel05+.ncs - k_ptar_duela01+.ncs - k_ptar_duela02+.ncs - k_ptar_duela03+.ncs - k_ptar_duela04+.ncs I believe that the repackaging removed the "+" from the repackaged files so that the original k_ptar_duel0(1-5)+.ncs files will be overwriting the game's k_ptar_duel0(1-5).ncs files. Two files were replaced: - k_ptar_a02ae_en.ncs - k_ptar_duelend.ncs And three were modified: - m02ae.git - tar02_duelann022.dlg - tar02_duelorg021.dlg
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Yes, I can confirm the additional oddities with the stacking of the items. I will investigate further and provide some results. I think one viable course of action may be disable fast travel when wearing a disguise but I am not sure if that is possible. I noticed (using the editor) that there is a flag called "Unescapable" in the .are file that should be the one controlling this. I doubt it can be changed dynamically though. Cheers!
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DP, first of all, congratulations on yet another great piece of modding. Said that, can you please confirm that the Installer, finding already the .mod file it intends to alter in the game will just work on that one rather than overwrite it with the .mod packaged with the modification itself? Thanks!
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Hello! I was wondering if someone else could reproduce this annoying glitch that I have been experiencing myself. It seems that the Transit Back function used when wearing the Sand People disguise causes the disguise itself to not work anymore under certain conditions I need to investigate. Cheers!
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Done.
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Hello! I have tweaked slightly this cutscene as well. As before, I uploaded a video showing the most relevant change, namely a different behavior of the two thugs after Jagi's suicide. In the original game what would happen is that they turn hostile and just stay there doing nothing until the party would get closer to engage them: quite unsatisfactory. In my tweaked version, the two thugs would just check on Jagi then leave for Anchorhead instead. Among the other things: I have used dialogue animations for Jagi and Canderous at appropriate time, fixed wrong facing, corrected a text bug ("you point" -> "your point"), added the "[Success]" which was missing in two lines following successful persuasion attempts and made the cutscene unskippable. It would be nice to have Jagi undergo the ebmar's treatment and become a unique looking, legendary character, by the way! Cheers!
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We can but wait for a new and improved release then! Thanks for sharing!
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I like these new animate swoop screens! Good job, ebmar! I suppose that it may have been possible to have more frames to make the animation a little smoother/longer? I realize it would inflate the mod's file size but I doubt it'd be a problem. Very much looking forward to your next releases! Cheers!
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
Salk replied to JCarter426's topic in Mod Releases
I use both modifications myself and I haven't noticed any issue on Dantooine. I'd also be very interested in a screenshot. -
I agree with you. That animation is a better choice. I kept the animation chosen by the developers but the angry one (it is called TALK_FORCEFUL) seems to suit the line better. I will also have to make sure the Droids always clear the space correctly. As people could see in the video, one of the three is stuck in place. I think it depends on the action queue still being processing the moving closer command. Thanks for your feedback, mate!
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Hello! In my effort to bring some improvements to the original game I have thought of sharing a couple of videos that show a few changes/restorations/bugfixing of this particular quest in Tatooine. I couldn't obviously show every little thing but overall the most interesting parts are these: 1) The player approaching Tanis disguised as one of the Sand People now doesn't require that every human NPC is disguised as well. Furthermore, the protagonist changes to normal clothes (or robe, in case clothes are missing) after revealing that it is just a disguise 2) Tanis no longer runs the greeting script when panicking at the sight of the disguise (not visible in the video because Tanis doesn't recognize the Player as being a Sand People person) 3) Restored recorded line if the Player makes one droid explode 4) Restored recorded line (with droids animation) when 3 or 4 droids are successfully repaired 5) Fixed bug script that wouldn't make the droids leave with Tanis 6) Removed the awful default male Flirt animation and replaced with a more subtle one This is the link to the original quest. And this is the link to the revised version (the reason why T3-M4 is not interjecting is because he is a little too far).
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It is a bit of a shame since HK uses an existing threatening pose already (when you equip him with a new weapon). I would be happy with that.
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Hello! While going through dialogue files with DLG Editor I noticed a few instances where HK-47 would be instructed to use the TALK_FORCEFUL animation in his interjections but such animation is not played. Is it because it's missing it? Where do I see what kind of animations are available for different NPCs? Thanks!
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Congratulations on this new release!
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Hello, JC! I managed with this which has been included in k_ptat_fazzastor.ncs, which triggers when the Player chooses the dialogue option(s) about selling dragon pearl(s): if (((!GetPlotFlag(oInvItem)) && (GetTag(oInvItem) != "tat18_dragonprl"))) { SetPlotFlag(oInvItem, 1); DelayCommand(1.0, SetPlotFlag(oInvItem, 0)); } and this one is for the dialogue option(s) about selling wraid plates and have been included in a duplicate script k_ptat_fazzasto2.ncs: if (((!GetPlotFlag(oInvItem)) && (GetTag(oInvItem) != "tat17_wraidplate"))) { SetPlotFlag(oInvItem, 1); DelayCommand(1.0, SetPlotFlag(oInvItem, 0)); } The first one will only show the dragon pearl(s) and the second only the wraid plate(s). The Plot Flag is removed from the affected inventory items upon leaving the store, just the same way the original value for the items whose price we wanted to raise. It's hackwork but that's all I could think of. Cheers!
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Thanks for the input, JC! Removing it is not an option... Would it be possible then to just duplicate the normal talk animation (5)? Of course this would have to apply only to the Male models because the looping flirt animation for female is much more tolerable. Anyway, this is a link to a brief video showing how awful the original animation is: https://vimeo.com/user90822914/review/296146875/2b2537619f And here is my workaround, which is far from being ideal, but that I would use in lack of better: https://vimeo.com/user90822914/review/296146988/80ffbd26ce Cheers!
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Hello bead-v! Thanks for the suggestion. The frozen animation is actually worse, if possible, so I fear that alternative is not going to be so desirable... But maybe it is possible to remove the Flirt animation entirely from the male models? JC has removed an animation from the Sith uniform model in his JC's Minor Fixes for K1. Cheers!