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Everything posted by Salk
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Nice touch with the reskinned injured soldiers. I noticed that you decided to not equip the tanks in the main room with the computer panel though.
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I can buy that. Only, for healing wounds you'd expect naked bodies... But yeah, I can imagine how controversial a choice it'd be.
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A clear improvement, in my opinion. But I guess I didn't make myself clear when I was asking earlier about what generates those bubbles. I meant to ask where the player should think they come from. Why are there bubbles floating upwards from the floor of the cylinder? And why just from the inner circle and not diffusedly? That's why I am not so sure I think having any bubbles at all in the cylinder is a good idea.
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There is the additional question about what generates those bubbles and why their presence is limited to an inner cylindrical area of the tank. And yes, I'd definitely lower the speed of the bubbles animation on top of making them much less obvious than they are in the video.
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In my opinion, it'd be better without the bubbles.
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Very much looking forward to this re-texture! I think it's an excellent replacement with a permanent place in my override. Thanks for all your work, DH!
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DP explained everything above. Ignore this post.
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@Marius Fett, thanks for providing a fixed version of the model. I was wondering if you may be inclined to check fix also the UV mapping for some of the items on the shelf. It's quite obvious to me that some sides are completely messed up.
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DP, in case you believe this won't ever become a published modification, I was wondering if you could share the room model with the TSL ponds but without the additional trees, if you still have those files somewhere.
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Great to see this up for grab! Thanks!
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Hello, Alvar007! Just wanted to quote you: "One day I will come back and create those Selkath animations." I'll be the first to download them! Cheers!
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Nice idea. Was it necessary to activate the Feat by the use of an item though? Personally, I'd rather swap the original Wookie Toughness with this one rather than have Zaalbar be the only party NPC that has two because that seems a bit unfair. But neat restoration, nonetheless! 👌
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Hi, N-DReW25! I'm not familiar about the video resolutions on YouTube. I agree that my videos don't look good there. I record them by simply using Windows 10's own gaming/recording features, but I'm aware about the limits. Yes, it's quite easy to do so. Just a matter of removing a flag from the two dialogue entries. The filter choice is not ideal and I debated internally about whether to use it and in the end I decided to do it because I wanted to suggest an unconscious/dream state. The blinking (which is also not ideal) was another means to the same end. Ideally, I'd have an animated camera rather than static ones but I'd need to learn using Blender, KotorBlender, modelling, and much more. I chose to go the low road instead (for now, at least). It's already part of it, isn't it? Cheers!
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My opinion: there is no need, really. It's glorious enough! Thanks for this update, man. And godspeed!
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Good morning, Dark Hope. Oh I simply checked the original material and never found any w_xxxxxxxxx_001.tga files in the game. What are those textures for? How silly of me! Those must be the textures for the grenade models of course! Sorry I wasted your time. Cheers!
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Dark Hope, am I correct assuming that the files w_xxxxxxxxx_001.tga included in the archive are not needed? Thanks for your fantastic version of granades and mines!
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After some years I looked back at this and it seems like there is no way (that I know) to add new soundsets for the PC because there is no "PC file" I can patch. The only way to change it would be via save game editor. If someone knows of a way to do it, by all means let me know. I'm willing to have pros record the necessary lines to create the four missing soundsets (Bioware already has some lines in place for two more soundsets so only two would need to be 100% new material).
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Personally, I'd love to have more variation in the alien talk.
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TamerBill, would you mind giving some details about the bug fixing in version 1.68 please? What were the original game bugs that made ability scores more effective than they should? Thanks a lot!
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[Request] K1 Dantooine Bridge Lighting UV Mapping Repair
Salk replied to ConansHair's topic in Mod Requests
By opening an issue at the K1 CP's github page here. DP has been very active in the latest month and I'm sure he won't mind taking a look at it. -
[Request] K1 Dantooine Bridge Lighting UV Mapping Repair
Salk replied to ConansHair's topic in Mod Requests
This is K1 CP material. -
Sorry about your misfortunes. I live dreading the day something like that could happen to my hard drive. Anyway, the idea you had was not stupid at all, but perhaps, and it's my humble advice, it's time for wrapping some working version of this? Once it's out and uploaded you will no longer need to fear data loss and you can work on improvements for the next versions. Personally, I don't think that the Player needs to read the description off the broken datapad in order to make it realistic that the message is delivered in full. The whole thing is completely unrealistic from the very beginning. The Player finds many datapads in the game and there is only a few lines in them. We can assume that there are means available that allow for a partial recovery of the content just the same way as we can assume that the game reports the very small part of content that is of interest for each retrived datapad. Cheers!