Salk

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Everything posted by Salk

  1. Hello! I am going to meet Kreia after having met Carth on Telos and I get to hear the internal thoughts of my crew. When it comes to Mandalore though, there is no VO for his line: "We will not surrender, we will not die... like we did on Malachor V." Everyone experienced the same?
  2. After installing 1.1 and removing those unnecessary files it seems something went wrong with the GenoHardan Blasters (cheating the item in works fine). Screenshots from my actual game. Carth seems quite less threatening like this but who knows? He might find himself a new career! I guess installing the new version over the old one is not entirely compatible with saved games.
  3. Oh okay, thanks a lot! I did have all those files mentioned in the first draft of the Read Me file so I eliminated them from my Override (after installing version 1.1): •iw_blstrpstl_006.tga •iw_blstrpstl_007.tga •w_blstrpstl_006.tga •w_blstrpstl_007.tga •w_blstrpstl_006.txi •w_blstrpstl_007.txi while I am keeping: •w_blstrpstl_006.mdl •w_blstrpstl_007.mdl •w_blstrpstl_006.mdx •w_blstrpstl_007.mdx and yes, the Ion Rifle bug should be taken care of already here! I noticed you updated a texture too: x_rptnblstr_001.tga! Well done! Thanks again for the update! By the way, did you notice what a poor job they did on the Adhesive and Ion Granade icons looking the same? I have dabbled with Gimp trying to make them look as they should by using their texture as reference but I am truly unskilled.
  4. Hello! I was wondering whether this is common vanilla behavior (I reached this far in the game for the first time yesterday). I am on the Ravager with Visas and Mandalore. We get contacted by a Mandalorian when we reach one of the bombing places. The silly thing is that he addresses us calling us "Mandalore" each time. What the...? Is this what happens normally? It does sound mighty silly to have the Player speak to the Mandalorian soldier rather than Mandalore himself.
  5. Okay... So how should the read me be amended? I have already deleted all those files except the four listed above.
  6. Thanks for the update! One question: the readme says that version 1.1 can be installed over 1.0 but that one needs to remove a number of files from the Override to fix the Bith instrument. In the list there are also the following files: •w_blstrpstl_006.mdl •w_blstrpstl_007.mdl •w_blstrpstl_006.mdx •w_blstrpstl_007.mdx but version 1.1 installs those very files. Does it mean that we do not really need to delete them, after all? Thanks!
  7. I have already created three armbands, two that can be obtained from enemies and one that can be purchased at a later stage of the game. The idea was to introduce a few more items that give some kind of permanent protection. As icons I have been using the game's internal resources (two have their appearance a bit altered, one is just a straight import from TSL). They are called: Verpine Prototype Displacer, Baragwin Energy Absorber and Mandalorian Battle Scale. I made sure these items have their unique lore and a good balance in terms of power and relative price.
  8. Telos revisited. Either Chodo Habat or Moza, I cannot remember...
  9. I found a typo but I am using 1.8.4: "Thank goodness are here" should be "Thank goodness you are here".
  10. There is another bug. In Taris, when you leave the hideout for the first time, a Sith Patrol is interrogating two aliens. One talks back. The Sith there should be holding a blaster rifle when he shoots him. It is missing.
  11. I do like the animated windows and I'd rather have those than holographic images for the simple reason that if that kind of technology was so common we'd be bound to see it around pretty often in the game.
  12. I like this mod a lot but I had to go through each of the modified .utc because some of them have extremely rare drops like the Mantle of the Force and Heart of the Guardian (both x2!) which is something very undesirable from a gameplay standpoint. Aesthetically excellent, though.
  13. It makes sense, sEcOnDbOuToFiNsAnItY. On the other hand, it's not that having a simple "-" instead of a number makes that reply selectable via keyboard so it was a sloppy decision anyway. Not to mention, the game is a port of the Xbox and there is no keyboard involved there.
  14. Hello! As you can see from the screenshot below, it seems KotOR cannot list number greater than 9 when replies are displayed during dialogue. Is there anything that can be done about it somewhere? Thanks!
  15. The windows do give a nice contrast but the issues (underground level, place of meditation that hints to seclusion) wouldn't make it an ideal solution. So I agree with Malkior's take and suggest some sort of murals for the walls.
  16. It'd be great if they did work but I don't think Bioware ever coded those additional NPC scripts. Changing state to a number between 1 and 3 resulted in a "No script" behavior. Same if I set it to 6.
  17. Hello! I do not know how many of you agree with me but I personally hate that all 3 AI scripts in the game include the running into mines and making it impossible for the Player to withhold an attack. The file aiscripts.2da has 3 AI states set for these 3 scripts: 0 (Default), 4 (Grenade) and 5 (Jedi). Checking the .tlk file I found reference to more scripts: Aid, Melee, Ranged and No Script. Now, I'd happily settle for the No Script and manage each of the party members in combat. Is there someone that knows more about those 3 AI states? I suppose that 1, 2 and 3 might be legitimate values and I am going to test that but if there is someone that has some tips, I'd welcome that wholeheartedly. Thanks!
  18. I mean, arm bands that are not energy shields but give some kind of permanent protection, like Brejik's.
  19. Hello! I usually don't like adding items to original games unless there are some that are badly underrepresented in the game. This is the case of Arm bands in KotOR. Or should I use the singular? In the whole game, the only one you find (if I am not mistaken) is in Taris (!) and it's Brejik's. Siding with the Black Vulkars wouldn't even allow for that. Now, I wonder if any of you know of some mods that introduce new arm bands in the game? If not, it'd be real nice to fill this gap (I might do it myself but I would need help for creating the model and textures). Cheers!
  20. I cannot verify this because I no longer own the Xbox version of KotOR and TSL. I had them but then I bought the Windows version and sold those two instead. I do know I did complete KotOR on the Xbox though and I am pretty sure the Security Spikes worked without problems in the same way they do work on TSL. That is, you cycle between security and the spikes on the Target Action Menu of the game when you try and pick a lock.
  21. I am not sure about this, actually. The Xbox version has working security spikes and I would think the function that handles that is present in the PC version too but it is somehow disabled by some mistake done when porting the game to Windows.
  22. As temporary workaround I have just swapped the two items (g_i_secspike01 and g_i_sekspike02) with credits and removed that part of dialogue with Mission making security spikes. I think that is better than having completely broken items in the game. Of course, if anyone is capable of restoring their functionality, that'd be great.
  23. I second this request! It'd be really nice to have those weapons work the way they should!
  24. I doubt there is an easy solution to this. I suppose it'd be somehow possible to activate the Spike icon on the Target Action Menu like it happens already in the Xbox version of the game but that is beyond my ability. As alternate solution to fixing it, I'd gladly accept the removal of all the Security Spikes and the Security Tunnelers from the game. What surprises me is that this bug has never really been given much consideration for all these years. Weird...