Salk

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Everything posted by Salk

  1. JC, may I impose on your kindness and ask you if you can do the same with NM14ACRICK08041_, NM14ACHAND05022_, NM14ACHAND05070_ and NM14ACHAND05085_? It seems those are also unused and I found good enough spots in the dialogue to warrant their restoration. Thanks!
  2. "He had motive, I don't! Calder was fooling around with his wife. Me and Calder were in business, with everything going great!"
  3. Congratulations on this new release. I have taken the liberty of adapting it to my personal preference (removing the import of the TOR model because I find the difference in quality and style to be jarring) and when doing that I noticed something that you may want to include in your next version. In the Murder quest, it is possible to accuse Handon to have lied about knowing Calder well without Handon himself ever mentioning anything about it. It happens if the player speaks with the droid and asks about the relationship between Handon and Calder. I remedied by making a small change (actually extending it also to Rickard, although in his case it is less important) in the dan14_idroid.dlg file. I created a new script: that would replace k_pdan_state1+.ncs at R11. As I mentioned, I did the same also for Rickard so that the Droid won't offer info about Rickard and Calder before the Player has asked Rickard how well he knew the victim. Second custom script replacing k_pdan_state1+.ncs at R8: I just thought of leaving it here, in case it may be of any interest to you, hoping to return in a small way all the help you have been giving me in these months. Cheers! EDIT: I also noticed that the quest is seriously bugged because four scripts use GetGlobalBoolean() instead of GetGlobalNumber() (k_pdan_murder56.nss, k_pdan_murder57.nss, k_pdan_murder58.nss, k_pdan_murder62.nss) practically giving the player infinite chances to make wrong deductions. I fixed this locally as well.
  4. Hello! If any of you here can still run the software for creating .lip files, I would need help restoring one unused voice over (KotOR) which is missing lip sync. Thanks!
  5. Hello, ebmar! Congratulations on this new release. Could you be so kind as to provide before/after pictures? Cheers!
  6. JC, one question: can we still use the skin without also using the Female model? The reason is that I'd rather have the lither original figure (even for the sake of size variation). Thanks! EDIT: Unless I am mistaken you are using the in game higher resolution male republic soldier texture so I guess the answer will be no...
  7. I have reported a similar problem on Tatooine (docking area). One rifle was sitting just under the Ebon Hawk. I suppose that was the world origin for that map.
  8. I can confirm what DarthParametric is saying. The issue there is solved in my case but only because I am using SithSpecter's HQ Blaster modification. I noticed that without it (non modded KotOR installation) the issue is still present but instead of one kind of rifle there is another one (sorry I cannot be more specific but if and when time comes for more testing I am of course more than available).
  9. It's very possible. EDIT: And you were right... It is mentioned in the 1.1 Change Log list...
  10. Hello! It seems like in the original game it is not possible to ever get all three Mandalorian Datapads as part of the Mandalorian Raiders mission. I am working on a solution that should improve the overall flow of the mission by restoring this third item and moving one of the Datapads to the body of one fallen Mandalorian (supposedly Jarg). I just need to test it and, if there is any interest, I will then release it.
  11. Thank you very much for explaining how there is not much to salvage from this particular model. Sad to see how this rather glaring issue slipped through the net of the QA team before release (and I guess afterwards too...)
  12. Hello! I was using for the first time a female protagonist for my game and chose the PFHC04 model. I noticed in the close ups that there are serious problems with the hair and I was wondering what that depends on? Is it the .mdl/.mdx that needs fixing, rather than the .tpc? I attached a couple of screenshots taken from my game, in case someone is curious about the odd effect... If someone has a quick and dirty solution to it, it'd be nice. Thanks!
  13. I appreciate it, thanks. I will definitely use those files. Cheers! 🥂
  14. Thanks for the detailed explanation. What I mean with salute animation is something I noticed when looking at the camera feed at the Sith Base in Taris. You would see Sith Soldiers ridiculously looping through some sort of stand at attention animation. If you have a chance, please take a look there and tell me if that doesn't irk you too.
  15. Hello! The animation for the Sith uniforms you talked about... Is it that awful looping animation of salute? Thanks for sharing!
  16. Oh now everything is more clear. I should have thought about it. Good thinking as usual, DarthParametric. The mystery of the variable result with player vs party members will probably have to remain such... Kudos!
  17. I am glad to report that your fix seems to have remedied the problem, DarthParametric! I am very thankful for the assistance although I cannot really understand how this issue triggered only under some specific conditions. It may be very likely that other modules have the same kind of problem (I remember Tatooine, docking area, for instance and someone reported Davik's estate in Taris). I guess every module with war droids is at risk. I will keep an eye out for this under my playthrough. Said that, there was nothing on the floor. No rifle and no pistol.
  18. I will try that right away, thanks! I do have a save just outside the base.
  19. Hello! I am probably one of the very few in the world that is heavily bothered by what happens in the tar_m09aa and that was reported in the past (including here on Deadlystream) but never investigated nor fixed. I did try to investigate the matter myself at the best of my abilities and I have made some progress but couldn't proceed any further. What I have found out so far is the following: - this bug happens IF the player enters the area with at least one companion AND if it is the player (and not a companion) entering the area - this bug can be removed by removing six creatures (all war droids - the weapon on the floor is in fact what they use) from the .git file of that area: Struct Index 11, 22, 23, 24, 25 and 26 So rather than a Mod request, this is a request for assistance in this matter. Thanks for the attention.
  20. Hello, wearymad. Thanks for the offer but what you are suggesting are mostly stylistic choices which may or may not be to general liking. I have already actually made some changes in this sense but I am hesitant about introducing new ones, especially since these are quite minor tweaks. Locally I use a much more heavily customized dialog.tlk file that includes more stylistic changes (I also changed the "??" to "!?" and the "!!!"/"!!" to "!") but here on Deadlystream I'd rather have a cleaner version and I am thus making changes only if I encounter more typos.
  21. This has been updated to version 4.0.
  22. Well, if anyone is interested... I solved it, but in a way that I would call rudimentary at best (better method warmly welcome!). First of all, I changed the following line in k_ptar_gorton_ud.ncs if (((!GetIsConversationActive()) && (GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) < 15.0))) { into this if (((!GetIsConversationActive()) && (GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) < 7.5) && (GetGlobalBoolean("COLU_LISTENER") == 0))) { I had to add a Boolean to globalcat.2da in order to make this work Then I created k_ptar_cricolu0.ncs from this: void main() { DelayCommand(4.5, ActionDoCommand(SetGlobalBoolean("COLU_LISTENER", 0))); } and k_ptar_cricolu1.ncs void main() { SetGlobalBoolean("COLU_LISTENER", 1); } I replaced one of the two listeners with a female counterpart so that a few unused lines were restored as well (tar02_gostlistma.dlg). I have then proceeded to make the appropriate changes to both tar02_gostlistma.dlg and tar02_gostlistfe.dlg to make use of the two custom scripts above. I have also reintroduced the TALK_FORCEFUL animation to Gorton which would not kick in again after the player had talked to him the first time. Now Gorton won't interrupt anymore if one of the two listeners is speaking to the player.
  23. The problem is not the distance, which is fine. The issue is with the frequency of the ActionStartConversation - After triggering the first time, if the party member is in range, it starts again just after a few seconds. I did change the value for sub3 to 10 and then 30 but there's not been any change (by the way, sub3 is only for debugging purpose, from what I understand, and shouldn't even need to be considered anyway) Same result after using DelayCommand for the ActionStartConversation... Weird.