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Everything posted by Salk
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Very good job with texturing the sewers, thunder3! I like it.
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I am pretty much done. I had sent you a PM some time ago to which I received no answer. Could you please check? Thanks!
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Very interesting. I will take a look at it...
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I think it is a good idea. On the other hand there is the aggravation (if I am not mistaken) of having to re-equip the party members once they leave the EH/Hideout: tendentially a player does not swap items around so much once there is a valid configuration until improvements/upgrades are found.
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I love cache71's works! We are lucky to have her talent at our service here.
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Nice to see you here, Darth333! And thanks for the many useful tutorials!
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Sure. You need the following 4 files from the archive (extract them in your 'override' folder): CM_Tseriesdroid.tga CM_Tseriesdroid.txi P_t3m4_01.dds P_t3m4_01.txi Then rename P_t3m4_01.dds to P_t3m3_01.dds and P_t3m4_01.txi to P_t3m3_01.txi Done.
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Excellent job, especially with the leaves texture! Thanks for sharing, Cache71.
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I think you have talent! Keep it up!
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I do not mean to nitpick too much but from what I understand the difference in height between an average Human and an average Trandoshan should be less than between a Wookie and a Trandoshan. I can be wrong, of course, but that is what I found checking different sources.
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Good job on this! Only, the scale factor should show quite a difference in height between the Wookies and the Trandoshans, something in between the human height and the Wookie height. From what I gathered the Trandoshans average height is 2 meters while Wookies is 2,4 meters more or less. Can you consider a new version that is more faithful to the canon size? Thanks!
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I love K1 Overhaul and I am very interested in the answer as well! Godspeed, Jorak Uln!
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I find your work on the sand simply excellent! To nitpick, I am not so fond of the floor pattern at the enclave. It seems a little "messy" to me, reminding me of a desert camo suit...
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Hi there, blinkyzero! Are there any updates on the development of your AI mod you can share?
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Well, if not this week, perhaps the next one! I am positively thrilled at this Enemy Enhancer project of yours!
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Hello! I was looking at the *_recom columns of the original file and, if I am not mistaken, it seems there are several issues. Can someone confirm me that the following are indeed bugs and should be corrected? SOLDIER CLASS: - there are two 13 - 2 and 15 are a duplication of granted feats - 23 is granting Master Flurry rather than Master Two Weapons Fighting SCOUT CLASS: - 1 is a duplication of granted feat SCOUNDREL CLASS: - 2 is a duplication of granted feat JEDI GUARDIAN: - 10 is granting Master Power Blast rather than Master Power Attack JEDI SENTINEL: - 11 is granting Master Power Blast rather than Master Power Attack COMBAT DROID: - entries 4 and 5 are missing Also, one question: what do the numbers (0, 1, 3 or 4) under *_list indicate? Thanks!
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Hello! I am working on merging my own corrections and a good chunk of this modification's changes into an ultimate dialog.tlk package, going though each modified line manually. I found a typo, by the way (actually two, but I unfortunately forgot to make a note of the first one): line 40435: She sliced that guy up. This is is payback. Cheers!
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[KotOR] Ancient Ruins: Bug opening a container
Salk replied to Salk's topic in Knights of the Old Republic General
I misunderstood then. -
Wouldn't that be a rather massive undertaking? Perhaps it'd be advisable to try and get out a first, more basic version of your AI modification and then work on improvements?
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[KotOR] Ancient Ruins: Bug opening a container
Salk replied to Salk's topic in Knights of the Old Republic General
I simply loathe bugs. I doubt you qualify for diagnosing mental disorders at any rate. -
[KotOR] Ancient Ruins: Bug opening a container
Salk replied to Salk's topic in Knights of the Old Republic General
Yes, I can confirm what HH said: first room going to the left of the entrance. Eauxps: are you sure you found a way to open that container? I tried any possible angle without succeeding. -
To answer the first question, we shouldn't. And I'd prefer it that way.
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Hello! Have you also experienced the situation illustrated in the picture below? Practically the game doesn't manage to place the PC in a good enough position to open the container. All it happens is that the PC tries to get to the right spot but can't. The character is stuck in an endless, shaky loop until you interrupt the action.
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Hello! Yes, I am familiar with that mod you are talking about. It should be Sword Coast Stratagems (SCS) which offers a different kind of pre-buff options. I honestly do not like it but I understand many do. Please try and not be too nasty to poor Mission now!
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Excellent, blinkyzero! If you have a moment, would you please check your PM box?