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Salk

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Everything posted by Salk

  1. Hello! It seems almost impossible but only today did I realize that there is a black hole narrative plot in the game. To access the hangar at Davik's where the Ebon Hawk is parked, the Player needs to disable the hangar door's lock mechanism and that needs to be done via computer terminal. So far, so good. But in order to fly away with the Ebon Hawk, the Player should also need the security codes to disable what Davik in the intro tour calls "the state of the art security system I've had installed to protect her." I dismissed those words when I played, but they are significant and they are practically hinting at the existence of a very sophisticated alarm system. Other than Davik himself, the only other person able to bypass the alarm system is the Ebon Hawk's pilot Hudrow, currently being tortured at Davik's and kept in a cage. If you free him, he will reward the Player with sharing the security codes that SHOULD BE NECESSARY to fly the Ebon Hawk. But that is not the case. The Player can just disable the hangar door's security at the terminal just using spikes, enter the hangar, fight David Kang and happily leave with the Ebon Hawk. I'm very surprised that nobody else noticed it or spoke about it before me. Or perhaps I never found a topic about it. If there is an ongoing discussion I have overlooked, I'd be grateful to be pointed at it to learn what others would say. I'm locally going to do something about this to rectify the situation. Thanks!
  2. Snigaroo, I'd like to tackle Party at Davik's. I've already done most of the work. Cheers!
  3. Snigaroo's is in the process of reviewing and testing this modification. After that, he will release a new Mod Build for both K1 and K2.
  4. Sorry for the late reply. The Mod Build maintainer is currently testing this modification which will hopefully be included at a later stage. I have just updated it to version 1.4. Every other version before contained critical bugs due to problems with my own testing enviornment. Hopefully, the modification is now in a good state.
  5. Yes. That's what I did, too. But it's not quite enough.
  6. I have always had a similar problem. The mouse movement in the turret minigame has always been half broken for me and I posted about it a few years ago to little interest from the community. I can but hope you'll have more success.
    Yet another great delivery from Alvar007! The whole community is grateful.
  7. Personally, I approve completely of your various improvements above. I assume you edited various room models? Great job!
  8. Wonderful! Thanks a lot, Alvar007!
  9. Very good job on this last NPC head, Dark Hope! Looking forward to use it in my game.
  10. Lots of interest and commendable ideas in there, CapitaineSpoque! Thanks for keeping us updated!
  11. What place is that?
  12. Wonderful work and thanks for hearing my plea about this, Alvar007. As I mentioned yesterday on Discord, there are some issues to iron out, but I'm confident the upcoming improvements and fixes will make this a must have for every KotOR player!
  13. Oh okay! Sorry, I didn't realize it was a movie. In KOTOR, a cutscene is a dialogue file.
  14. I attempted to do something similar in the past but your result is vastly superior. Could l bother about providing a few more details about your solution? What is the name of the effect and how can it be used in the game?
  15. The awakening is very nice. How did you create the eye opening blurred effect?
  16. Congratulations! And a huge thanks for this!
  17. I'm afraid ebmar's not been actively nodding for a few years. But one can always hope...
  18. Well, the number of doors in need of the autoclose is not tremendously high, really. Going the trigger way may be a better result in the end but that would have taken too much time, in my opinion. I have also tweaked the OnEnter for areas with autoclose doors to make sure that they get closed upon returning if they were open when leaving the area. There were also other things to consider to try to reduce the number of glitches (like trying to not make them close if there is a body lying at close distance from the door and also checking the distanace between the party member to make sure that the door wouldn't close when one party member is following the leader is at a certain distance from the door. In the end, the result is decent but far from stellar. I'll be certainly using this once you publish it. Best of luck!
  19. Yes, I'm using myself a version of the autoclose on heartbeat in my modification, inspired by SpaceAlex's. It needed some tweaking. I extended this to practically every door in the game that can be opened.
  20. Hello! Question: what kind of issues have you encountered with the autoclose via heartbeat?
  21. Thanks for sharing, CapitaineSpoque! What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there. I'll keep an eye on the development. Cheers!
  22. Hello, @redrob41! I'm back to give some feedback about the female fat model which seems to be equally broken both in its original version and in this modification. I recorded a short video where it shows that the model seems to be lacking some basic animation using some custom animation. I don't know if something can be done about it. EDIT: DarthParametric has fixed the problem and a new model will eventually be offered as part of his already published Modder Resource. The issue was that the Fat Female model had some custom animations. They were simply removed. Until the model is officially updated, I leave the relevant files as attachment here, in case anyone is interested. Star Wars_ Knights of the Old Republic 2025-05-22 16-30-27.mp4 n_fatcomf-UV_ADJUST_NO_ANIMS.7z
  23. Hello! Thanks for the answer! I always used to ask my querstions clicking on the "Get Support" button that every released modification gets when they are published. It automatically takes me here. Perhaps it is not the right place, but in that case, which page is right? Cheers!
  24. Hello, @The_Chaser_One. Congratulations on this new release. I will be glad to check it out once I reach Manaan during my playtesting (it may be a while), but I have a question: what was the reason for using a different texture than the classic yellow taxi texture used in Capitaine Spoque’s Taris Rapid Transit System? I want to say that the new texture is quite pretty, too. It was just a curiosity. Is it perhaps because the service is free and the yellow taxi texture would sort of imply that the Player should pay for it? Cheers!
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