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Everything posted by Salk
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It's a fix for string 26791: Original: "She's too valuable to leave with the Vulkar scum at the base. Brejik's probably got your Republic friend hidden away somewhere safe until the big swoop race. You'll never find her. Well, if you ever play the game better use version 5.0 and avoid messing up with the dialog.tlk file. This has nothing to do with the file I modified. Something is broken in the dialogue tree (problem in one .dlg file).
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My pleasure. I hope I did a good enough job.
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View File [KotOR] Swoop Bike Upgrades This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion. Submitter Salk Submitted 05/30/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
872 downloads
This modification comes from a (very reasonable) request made by Snigaroo, lamenting the fact that in the original game it's not possible to improve the performance of the game's swoop bike despite evidence that upgrades should be available. I introduced two of them and made them available in two different stores. They can be purchased to help those who struggle to make good times on Tatooine's and Manaan's race circuits. They don't come cheap, but they are certainly a great asset for any aspiring swoop racing champion. -
Yes, one upgrade will be at Yortal's but that cutscene seems to mostly hint at the fact that the merchant there sells second hand, repaired swoop bike party replacements rather than real upgrades. Nonetheless it's good enough for me. The other upgrade will be at Yuka's. I should be ready with the mod tomorrow.
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I'd rather not add NPCs to the game. One of the two upgrades will be for sale at Yortal's Emporium. I think the other will be obtainable as final reward from the Pazaak player Kudos on Tatooine, replacing the original prize (a vibration cell). Actually, after a brief research, the only place that makes 100% sense for the upgrades to be on sale is Yuka Laka's on Tatooine. Sorry, Manaan. Both the upgrades will be there. Now I wish even more that we'd have stores signs on Tatooine. 🙂
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Well, to your credit there is a K1 quest where you can help a fellow swoop racer improve his time by lending him money to buy a swoop upgrade.
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I fear neither vendors explicitly speaks about selling swoop parts, although Wookieepedia reports Yortal's Emporium as a second hand shop where swoop bikes part can be purchased so it's not a stretch to have him sell a bike upgrade. The Czerka clerk instead says explicitly he doesn't sell any. But since I have now done most of the work for this, I will have Junix Nard sell the other in Tatooine.
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Snigaroo, I checked the Czerka clerk's dialogue and he's saying: "Oh, a swoop-jock, hm? I know I don't have the crazy suicide parts you're looking for." Could it be that you were thinking of someone else?
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I preliminarily made changes to the onfire.ncs and obstacle.ncs scripts that are used in the racing minigames. I guess I'll need to test how this translates into the minigame itself and see if JC or th3w1zard1 can help out with decompiling the heartbeat script, if necessary. Cheers!
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At least initially, I would like to keep things simple: one mod to raise speed and one to raise acceleration. I'm not sure I'd like to introduce more complex upgrades with drawbacks or changes to the obastacle hits and boost pads. I checked the vanilla script database you built and I cannot find there the decompiled heartbeat.ncs unfortunately. In the decompiled onfire.ncs script (Should "// Byte code does not match" be a concern, by the way?), I find some numerical values set for SWMG_SetPlayerMinSpeed, SWMG_SetPlayerMaxSpeed and SWMG_SetPlayerAccelerationPerSecond. I guess this part covers the hyper speed state of the swoop? Overall, I wonder if I'm biting off here more than I can chew.
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I guess the script to work on is oncreate.ncs found in tat_m17mg and manm26mg? I was thinking one merchant may sell a mod that improves speed while the other would sell one that improves acceleration. Simple enough, if it works properly. I guess there is no unused icons for swoop bike mods in either K1 or K2? In that case, we'll need to create them and I'll need help there.
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Hello, @Hunters Run! First, thanks for creating this modification. I was reminded of it when discussing one of Snigaroo's issue with the original game in his topic "Mod Build Request" under Bastila Needs to Hide. I was wondering if it could be possible to offer a combat free alternative, which may sound less fun but would make more sense, in my opinion. In short, I'd welcome an option where Bastila is automatically and forcibly using her disguise all the time while on Taris. Spawning her with the disguise on shouldn't be a problem by simply checking the area she spawns in, but I'm not sure how to lock access to the body and head slots in the Inventory page and how to forbid the use of the lightsaber. In fact, to maintain total anonymity Bastila should not use her lightsaber on Taris either. Snigaroo commented about the disguise itself here. Perhaps there may be space for improvements in terms of description and texturing? Cheers!
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Right. That part can be easily taken care of and in different ways. What I'm concerned about is: can we actually do anything to the bike used in the K1 game? Is it possible to, for instance, change its max speed? Because that's the main issue here. I have no idea whether we can modify the performance of the swoop bike used in the races.
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Thanks. That debugger is going to be of huge help.
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Yes, I locally changed it to 3.
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Not even with a workaround? Like a combination of GetSoloMode() + a check for Invisibility effect / Movement speed?
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It's as I suspected then. The two custom swords for The One are more than capable weapons. It's just a matter of using a more distinctive texture for them.
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Yes, I'm quite sure that the look of the original weapons is that of standard vibroswords. I'll wait for DP or JC to chime in and confirm that the effective power of the swords he wields is far from standard though. Since I'd personally not change what Bioware chose for weapons unless there is a sensible reason for doing it, I think the best solution would be to keep the property of the original blades (assuming I'm correct in thinking they are quite powerful) and change their look instead. And in that sense, I'd rather maintain the original symmetry by having the two swords look identical like in the original game (but fancier, so that the visual impression is stronger).
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I'm particularly interested in the following: Restored Swoop Upgrade Functionality It always bothered me that there is no way to upgrade the bike. I have personally worked on making the times to beat on the circuits a much more believable matter, but I would welcome the chance of having some upgrade to the swoop bike available. For complexity's sake, I'd limit it to a one-time event. Bastila Needs to Hide I never had the chance to test Operation Kill Bastla Remade yet, but it seems to me that there is no need to re-invent the wheel. That mod seems to do already what should be done. The textures could be improved and perhaps some other tweaks may be beneficial. But I'd rather collaborate with the author of the mod to make it better rather than start from scratch. Mission Needs to Pay Attention This one can almost be considered a fix. I will work on it. Going into Shock is Good for You I think I've locally already dealt with it so that you don't get the DS points if you're actually helping the prisoner. Not sure about giving LS points though. When I Say Leave, Leave Going the Selven way is fine and dandy, but I think a player on stealth should bypass the second trigger without problems though. I don't remember what happens if you try to sneak in Selven's room while in stealth mode, but in Selven's case I'd go for an automatic detection.
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I'm sorry about the abrupt end of your campaign but I fear I suspected the game was beyond repair at that point. The K1 CP is a great patch and I strongly recommend using it. It's extremely unlikely that the issue lies with it. It is maintained by Darth Parametric, one of the most talented and knowledgeable modder of the entire community. The Community Patch literally provides several hundreds of fixes to an otherwise quite broken game (and there are one hundred more issues waiting for a solution). Did you install the K1 CP first than any other modification? That's mandatory. Even if you did that, it could be that one of the other modification is not compatible with it somehow.
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I'm still wondering whether the change of weapons was a good idea. Unless I'm mistaken the two weapons The One uses are not standard vibroblades but swords created by Bioware just for him? What does Enhancement 5 mean? +5 to attack and damage? If that's the case, I think they are fine the way they are.
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A couple of notes: from what I can see, the original file shows that The One uses two custom swords (g_w_vbroswrd002) with an Enhancement bonus of 5. After installing this modification, he's still using those weapons, not a Sith Tremor Sword and an Echani Vibroblade.
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Hello! I can't help you directly because I'm not familiar with many of the modifications you have installed, but as general rule you can remove from the list all mods that have to do with graphics and music while mods that fiddle with scripts need scrutiny. It does sound like the global for the star map is not properly updated in your game and it has nothing to do with your dialog.tlk file or your override folder. It's possible to manually set the global to the right value using KSE (I think), but I fear you will have other major issues later on.
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I checked both vanilla values in K1 and K2 and it seems this modification does not change anything. It sets the value for "droidorhuman" at raw81 of baseitems.2da to 1 but it is already 1 originally. Unless I'm mistaken?