Salk

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Everything posted by Salk

  1. 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.
  2. 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
  3. 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!
  4. 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!
  5. 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!
  6. 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!
  7. We can but wait for a new and improved release then! Thanks for sharing!
  8. 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!
  9. I use both modifications myself and I haven't noticed any issue on Dantooine. I'd also be very interested in a screenshot.
  10. 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!
  11. 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).
  12. 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.
  13. 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!
  14. I was wondering about Helena's clothes in the video posted by the author. It would have been nice to have those as well. I just checked this and I like the end result although I am not so fond of how prominent and distracting the forehead wrinkles are.
  15. Congratulations on this new release!
  16. 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!
  17. 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!
  18. 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!
  19. My temporary workaround (in case nothing better is possible) is to remove the FLIRT animation from inside the .DLG and run the following script instead: void main(){ AssignCommand(OBJECT_SELF, ActionPlayAnimation(14, 0.6, 1.8)); } The improvement is obvious but I would have to go through each .DLG file and search for possible FLIRT animations to be replaced. I'd rather completely replace the looping flirt animation for males with this one. If anyone has suggestions/ideas, please let me know. Cheers!
  20. Hello! For the first time I am playing through the game with a female character and now on Tatooine I got the misfortune of witnessing the Flirt animation (Tanis at the Hunter's Lodge) and I was quite appalled since it consists in an awful loop of a neck tic. Is this particular animation any better in TSL? Would it be possible to import it, in that case? Cheers! EDIT: I suppose a huge improvement would be making that animation not a loop but only run once (which is what the FIREFORGET ones do, if I am not mistaken). Would it be possible to change it from LOOPING to FIREANDFORGET?
  21. Well, using further hacking (in a very similar manner), I managed to have Fazza only buy from the player wraid plates and dragon pearls (those are the two items he is interested in considering the dialogue options). In the process I also corrected a bug inside four scripts not correctly counting the stack of wraid plates and dragon pearls in possession of the player. One thing I also discovered is that the ChangeItemCost() function will modify the value of every item that belongs to a certain class (but I need to investigate further). Both the dragon pearl and the wraid plate are Plot_Useable_Items and so, for instance, this: if ((GetTag(oInvItem) == "tat18_dragonprl")) { ChangeItemCost(GetTag(oInvItem), 3.0); } will also increase the value of the wraid plate (and apparently every item in the same category) as well.
  22. Well, I am at Fazza's and now he buys the wraid plates at a higher price. The only thing I would like to figure out is if I can hide other items from the "Show Sell Item" window because I feel it'd be interesting if some specific merchants would only buy specific items. In the case of Fazza only wraid plates.
  23. Hello! It should be easy enough via script using: void AdjustAlignment(object oSubject, int nAlignment, int nShift); At the moment I cannot check what file should be used on but perhaps someone can chime in. Cheers!
  24. Hello JC! I have installed this modification and I noticed that in my game the inventory icons for two Jedi Knight Robes look different (see screenshot). Is this intended? Thanks!