Salk

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Everything posted by Salk

  1. All I can say is good luck...
  2. It was just one of the many good things I had worked on. A shame indeed.
  3. Well, first of all. I had recreated the whole ambush on Tatooine in SW: KotOR Upgrade... There is an image of it here, in case you are interested. This and much more will never be released but such was its destiny, it seems... Many years ago Darth333 had figured that in some cases the second Xor encounter would not start unless the party was using the rapid transit system and came with a fix for it, making a few changes to k_sup_gohawk.ncs (source file is available).
  4. Sorry it didn't help. I was having similar issues with script modding in the Infinity Engine (Baldur's Gate) and ClearAllActions() inhibited sometimes other actions in the same script block. I must say I never experienced that bug myself. The only issue I addressed in the now defunct project of mine was when Xor would not appear if not using the rapid transit system.
  5. Kexikus, if you don't mind giving it a try, I would check whether the bug still occurs after commenting out the ClearAllActions() in the script.
  6. SW: KotOR Upgrade - Epilogue. The project has been cancelled. Due to what I personally feel have been not harsh but rather arbitrary and unfair requirements from the Staff, I had really no other choice but to shut it down. The topic was first locked then cancelled so that there is no trace of what happened. I am sad about this since people could have made up their own mind about it. I want to thank each modder that lent their talent to this project. Peace out!

  7. Truly impressive! I am looking forward to update your material within SW:KotOR: Upgrade!
  8. It would be a great addition, I think. Of course I only had the chance to compare those three images (no TrueView, TrueView 1.0 and TrueView 2.0) but for my personal taste the clear winner was TrueView 2.0. So of course... If you could make it into Redemption, I would know for sure what to choose there... And speaking of jkhub.org and its hosted projects: if I understand correctly your own Redemption mod requires Jedi Outcast Enhanced to be installed on, correct? I tried to gather info about this new development platform for modders but I am not sure I understood correctly who is going to participate and what kind of goals it sets for itself. But perhaps you will be kind enough to tell us more about how things work there? Cheers!
  9. I'm looking forward to a first-person experience (looking at a few pics over at jkhub.org I think TrueView 2.0 is better than 1.0)!
  10. Jedi Outcast is a gem the deserves any kind of fix/improvement we can use. Although personally, I vastly prefer a first person view in my games (funnily enough, two of my favorite games ever Max Payne and Knights of the Old Republic use a third person one instead)...
  11. There are so many talented modders here to whom I am extremely grateful and for me it is truly impossible to name only three. So all I will do, apologizing for my abstention, is to wish an enormous good luck to all those who are going to be nominated (chances are that they helped me all!) and thank them again for their contributions!
  12. There seems to be an interesting mod in the work at ModDB: Redemption.
  13. Oh right, of course! I was confused by having both "Diversified Wounded Republic Soldiers On Taris" and "Diversified Jedi Captives on Star Forge" installed. It's them together taking 20 slots. Sorry.
  14. Maybe I misunderstood but doesn't "Diversified Jedi Captives on the Star Forge 1.0" add 20 more entries to placeables.2da? If we sum that with the original file's 231 entries we hit 251. K1R adds 8, according to the OP, bringing the total number to 259, meaning 4 too many. Am I wrong?
  15. Very interesting find. I wonder if this kind of limitation may apply to other .2da files as well. In my own KotOR game, I do have 251 slots used. Not much space for anything else there, it seems... DarthParametric, in light of this report from ndix UR I suppose you'll have to pull compatibility between "Diversified Jedi Captives on the Star Forge 1.0" and a bunch of other mods appending to placeables.2da, including K1R?
  16. Very nice work again, Emperor Turnip! Thanks for sharing!
  17. I am very glad to see this release. It adds a nice variation and flavor to the final encounter. Well done, DarthParametric!
  18. I can assure everyone that, while I never got his personal email in the past, I had been in touch with Fallen Guardian (who was a mentor to me in many ways) for quite some time via Skype and here on DS and we were on very cordial terms (if he was here he could easily confirm it).
  19. Hello! Is there anyone here on Deadlystream that is in contact with Fallen Guardian? I used to communicate with him via Skype in the past and here on the Forum itself but I've been unable to reach him for months now. Any working email address that someone may kindly share? Thanks a lot!
  20. Another little, great modifications to improve immersion in an exceptionally immersive game! Great job, DarthParametric!
  21. Looks very nice! Great job, DarthParametric!
  22. I can but imagine the enormous amount of work that is involved. Personally, I believe that the tools you have used are already so good delivering splendid visual that I can hardly believe that it can't suffice for the whole overhaul but I am no expert and I take your educated opinion. Sincerely, I still hope that you may find the motivation to continue with improving the look of the game just the way you have done with already a decent portion of the world of KotOR.
  23. Dear Jorak Uln, as one of the staunchest supporter of your production, I was wondering whether you may have any news to share with us about your ongoing project with Cache71? It's been quite some time and I hope there has been some progress, at least internally. Thanks for any information you may be willing to share and godspeed!