-
Content Count
1,380 -
Joined
-
Last visited
-
Days Won
47
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Salk
-
Hello! The animation for the Sith uniforms you talked about... Is it that awful looping animation of salute? Thanks for sharing!
-
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!
-
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.
-
I will try that right away, thanks! I do have a save just outside the base.
-
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.
-
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.
-
This has been updated to version 4.0.
-
[SOLVED] [KotOR] Gorton Colu shout frequency
Salk replied to Salk's topic in General Kotor/TSL Modding
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. -
[SOLVED] [KotOR] Gorton Colu shout frequency
Salk replied to Salk's topic in General Kotor/TSL Modding
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. -
Hello! Being rusty and all and having forgotten most of that little I knew, I am asking assistance to tweak Gorton Colu's script (I believe k_ptar_gorton_ud.ncs) so that he won't be shouting his lines too often since that does interrupt what the two bystanders there would be saying when clicked on. Thanks!
-
[SOLVED] ERFEdit: critical issue with Windows 10
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks to both you for the heads-up and Fair Strides for the update. -
Hello! To my dismay I have found out that I have been corrupting a number of .mod files I had created some time ago when I was still using Windows XP and ERF Edit to do the job. After migrating to Windows 10, I have made a few modifications to the content of a number of mods. I unpacked the one I created originally, made my modifications and then repacked it again. And there started the problems... Apparently, ERF Edit has big issues with files that end with "-" or "+" or "!" which are truncated. This applies, to my current experience, only to .ncs files that use that kind of format sometimes. So, for instance, the tar_m02ae.mod I created that include scripts like: k_ptar_duel01+.ncs k_ptar_duel01.ncs k_ptar_duel02+.ncs k_ptar_duel02.ncs k_ptar_duel03+.ncs k_ptar_duel03.ncs k_ptar_duel04+.ncs k_ptar_duel04.ncs k_ptar_duel05+.ncs k_ptar_duel05.ncs are completely screwed because what happens is that ERF Edit repacks them creating duplicates of the same file (without the "+" or the "-" or the "!"), breaking the game. Is there another, more reliable tool that works with Windows 10? Thanks!
-
Hello! First of all, congratulations and thanks for creating this modification. I installed it and I noticed something that perhaps you haven't considered. In the Taris upper cantina, we meet some patrons. One of them has the old male commoner look but his voice is mismatched since it is a young male voice. I wondered how many such situations we may encounter during the game? While I do enjoy the head variety of the former Lite NPCs, I fear the voice not matching the age is a jarring issue. If I am not mistaken, there are 8 Commoner Lite that use one of the "old" heads, while in the original game they are all young.
- 1 reply
-
- 1
-
-
Thanks for the heads up, DarthParametric.
-
Hello! Changing the original (and ugly) splash screen with a custom one is an easy job? Someone could kindly give me a few pointers about how to do it? Is is a simple replacing of one single file (that is my hope)? Thanks!
-
I am trying to figure out what the difference between the 0 and 1 values is... 4 might indicate a class forbidden feat and 3 a class granted feat...
-
N-DReW-25, you misunderstood. I do want the NPCs to follow this rule and in fact I have modified files accordingly. I tested it with Bastila and now she joins the party in Taris and is able to wear both Light and Medium Armor. But I would like to know if it is enough to add the Feats to those three files I mentioned above of if I should do it for the 00x versions of them as well (Bastila alone has 6, if I am not mistaken). So of course we think exactly the same!
-
Hello! I believe that Jedi should be able to wear armor from the very beginning (light for Consular, light and medium for Sentinel while the Guardian should be allowed to wear any - this would sort of mirror the three non Jedi classes). In order to make it happen, I believe I need to make some changes to the feat.2da file. Namely, raws 4, 5 and 6 and columns jcn_granted, jgd_granted and jsn_granted swapping -1 with 1. Preliminary tests seem to indicate that is the right thing to do but I have 2 questions: 1) There are columns called jcn_list, jgd_list and jsn_list with value ranging from 0, 1, 3 and 4. What do they stand for? 2) The changes made wouldn't apply to the joinable NPCs: Bastila, Juhani and Jolee. What files should be changed in order to remedy that? Is it enough I add those starting feats to p_bastila.utc, p_juhani.utc and p_jolee.utc or...? Thanks!
-
The mask I always disliked among the original ones was i_mask_004. Not very fond of i_mask_001 and i_mask_002 either. I second i_mask_006 could be replaced with the respirator but I am not sure it'd be a clear improvement (color wise, yes... design wise, maybe).
-
I really like what you are doing here, CarthOnasty. I think I will wait for version 2.0 to be released though. Keep up the excellent work!
- 180 replies
-
- star map
- work in progress
-
(and 1 more)
Tagged with:
-
[KotOR] Oddities with "Dwindling Supplies" Quest
Salk replied to Salk's topic in General Kotor/TSL Modding
Well, this is tentatively fixed. I found out the game uses K_Star_Map >= 40 to keep track of post Dantooine destruction. -
[KotOR] Oddities with "Dwindling Supplies" Quest
Salk replied to Salk's topic in General Kotor/TSL Modding
Neither of those is a Boolean so it'd be not so easy to track down what value I should be using, unfortunately. Looking at k_inc_ebonhawk it seems like K_CAPTURED_LEV is set to 10 when escaped. I suppose I could use that? -
[KotOR] Oddities with "Dwindling Supplies" Quest
Salk replied to Salk's topic in General Kotor/TSL Modding
I am trying to remedy this but to do it right, I would need to know if there is some variable I can check against the destruction of Dantooine. Anybody that has it at hand? Thanks! -
Hello! When the Player leaves Dantooine the first time and travels to any other destination, Zaalbar will approach to mention the food supplies being dwindling. The dialogue ebo_zal should start the Quest and I get the "Journal Entry Added" when the dialogue finishes. But when I check on the Active Quests, the entry is not there, for some reason which escapes me but that has possibly to do with the oddity of the script k_pebo_zalmove which removes the entry itself (!) via RemoveJournalQuestEntry("ebo_supplies"); The entry should be: Zaalbar is concerned about the emergency food stores in the Ebon Hawk's cargo hold. The Wookiee's natural fixation on food might be causing him to worry unjustly, but you should still check it out just to be safe. Once the Player investigates the Food Supply crate, the Quest starts properly with another entry: Something, or possibly someone, has been into the food supplies. You might want to conduct a search of the ship to try to find the culprit. Can someone confirm that this is not just a local problem with my game? Thanks!
-
Hello! Can someone confirm me that saving the game while having the Speed Force Power (any level) would cause an extension (complete renewal?) of the time left? Thanks!
- 1 reply
-
- 1
-