Salk

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Everything posted by Salk

  1. 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...)
  2. 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!
  3. I appreciate it, thanks. I will definitely use those files. Cheers! 🥂
  4. 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.
  5. Hello! The animation for the Sith uniforms you talked about... Is it that awful looping animation of salute? Thanks for sharing!
  6. 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!
  7. 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.
  8. I will try that right away, thanks! I do have a save just outside the base.
  9. 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.
  10. 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.
  11. This has been updated to version 4.0.
  12. 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.
  13. 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.
  14. 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!
  15. Thanks to both you for the heads-up and Fair Strides for the update.
  16. 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!
  17. 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.
  18. Thanks for the heads up, DarthParametric.
  19. 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!
  20. 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...
  21. 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!
  22. 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!
  23. 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).
  24. 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!
  25. Well, this is tentatively fixed. I found out the game uses K_Star_Map >= 40 to keep track of post Dantooine destruction.