Salk

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Everything posted by Salk

  1. 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!
  2. 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!
  3. Thanks for the suggestion! Won't your own Lyp Synch Editor sort of supersede the CSLU Toolkit once it is available though? Cheers!
  4. 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).
  5. 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!
  6. 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!
  7. Well, I find that a very severe limitation. I guess I have to consider lip synching still unavailable.
  8. 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!
  9. 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!
  10. 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!
  11. 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.
  12. 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.
  13. This is exactly what I have been doing myself. But it is just a workaround. Far from ideal.
  14. Excellent! Are there new voice clips you can use for the new Jedi?
  15. 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.
  16. 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.
  17. 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!
  18. 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!
  19. 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!
  20. 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!
  21. The extra trees do not really look good there, in my opinion.
  22. 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!
  23. 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!
  24. 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!
  25. 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.