Salk

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Everything posted by Salk

  1. Well, after investigating I found out what happens. When you talk to Nurik at his place, two scripts (k_pdan_nurik03.ncs and k_pdan_nurik04.ncs) in the dan16_nurkik.dlg file contain the following: SetGlobalBoolean("DAN_SAND_REFUSE", 1); The script k_pdan_14b_area.ncs which triggers when the danm14ab_s.rim module is loaded (where the body of Casus is found) contains the following: if ((GetGlobalBoolean("DAN_SAND_REFUSE") && GetIsObjectValid(GetObjectByTag("dan14aa_casus", 0)))) { DestroyObject(GetObjectByTag("dan14aa_casus", 0), 0.0, 0, 0.0); } which causes the problem of the body being destroyed, leaving the Remains in its place. Problem is, I do not know how to remove that from the original script and recompile it correctly because DeNCS reports that Decompiling...k_pdan_14b_area.ncs: partial-byte code does not match If someone has any idea how to proceed, it would be nice to know.
  2. Okay, thanks! EDIT: That file has nothing to do with the dead body of Casus. The file I am talking about is dan14aa_casus.utp ... After starting the Shen-Rahasia quest by visiting the Sandrals Estate, the body is replaced with a backpack. I am trying to figure out if I can stop it from happening...
  3. But the game does not stop the quest after Nurik dismisses you. You can still finish the quest and ask for an audience speaking to the droid outside the estate. Even if he told you to leave, it is still very sensible to think you would want to make contact anyway (at least that is what happens in my own modded game). I do not see any inconsistencies in returning there. The download does not work. Anyway I read the read me and it does not mention the restoration of the original appearance of Cassus' body. But even if it did do that, what I need is for the body to stay.
  4. Hello! I have examined the dan14_cutscene.dlg file pretty closely and found ways to fix an original bug not addressed by K1R and to make a few improvements. I will listen them here. BUG: The script <k_pdan_romance33> would not fire in one case even if Rahasia and Shen leave for the Enclave. FIX: <k_pdan_romance33> moved from E17 to E20 IMPROVEMENTS: E77 <k_con_pershigh> changed to <k_con_persmed> E83 Added <k_con_pershigh> E84 Removed <k_con_perseasy> E117 CameraID 13 Camera Angle 6 E112 Listener: dan14_rahasia R199 StrRef changed to 9017, added appropriate VO R208 StrRef changed to -1 "Don't mention it, Shen. But we should get going now." Listener: dan14_shen E164 StrRef changed to 8941 Speaker: dan14_shen E24 Listener: PLAYER
  5. Hello! I noticed something curious in my game and I was wondering if that happens to others as well and, possibly, if there might be some way to fix this minor issue. Once you are given the mission of solving the Sandral-Matale feud, I believe the game spawns the corpse of Casus in the Matale Ground area. If you find it, you will notice how the game identifies it as "Dead Settler" and you can find his possession to return to the father. What is weird is that if you go speak with his father before you pick Casus' datapad and then check back where the body was, there will just be a generic Remains, with the backpack instead of the corpse. Now, I have been wondering why that happens and whether or not it'd be possible to make Casus' body there permanent, rather than swapping it with the backpack.
  6. Thank you for your suggestion! Do you know if there might be other similar incompatibilities between the two modifications?
  7. Hello, Sithspecter! I noticed that Zaalbar's bowcaster seems to be unchanged after installing your modification. I am just guessing here but perhaps the relevant files are w_bowcstr_03.mdl/mdx/tga? I do have them in my override folder but they were likely put there by Fallen Guardian's Weapon Model Overhaul Texture Rework. Do you think that is a possibility? Thanks!
  8. Hello! Thanks for your help, JCarter426 and DarthParametric. Yes, I was trying to decompile k_ptat_raceone. I didn't even consider the possibility that the source might have been available. I swapped it with k_ptat_racechamp because it does make more sense to me. It seems the camera quirk won't happen with the "1" value.
  9. Hello! I tested it on the same OS. Same result (crash at splash screen). Thanks!
  10. For my current game I had installed 1 and 2. Fallen Guardian's modification was installed via TSL Patcher though. Why would I need to install it manually? I have just unzipped the whole content of your HQ Blasters into the Override and replaced around 120-130 files. Note: I suppose there would not really be any difference with the new version you uploaded that uses the TSL Patcher? Would this procedure cause any kind of issue, in your opinion? Thanks again!
  11. Sithspecter, first of all, thanks for creating this pack. I have a question: does it replace all the models included in Toasty Fresh's Total Weapon Overhaul/Fallen Guardian's Weapon Model Overhaul Texture Rework or would there be a reason to have both? Thanks!
  12. Thanks for the suggestion, guys. Unfortunately in the case above the failure was total. If any can also shed some light on the camera being on the player when it shouldn't and whether or not my work around is safe, it'd be nice.
  13. Hello! First of all, a very simple question: is DeNCS the best tool for decompiling .ncs files? I tried KotOR Scripting Tool but did not manage to make it work. DeNCS has always worked fine but the amount of failure (partial and not) when decompiling is pretty high. Is DeNCS no longer maintained by anyone? I was checking the tat17_10czerk_01.dlg and there I found a Iine I suspect is never triggering rarely triggering... The conditional script associated with it cannot be decompiled though so I cannot verify. I am talking of: E1 <k_ptat_raceone> "Hello again. I hear you've made an impression down at the swoop track. Czerka Corporation wholly supports local events." <> It triggers only if the Player has won the first tier. I swapped the <k_ptat_raceone> with <k_ptat_racechamp>, which seems more appropriate (beating the first tier does not make an impression, becoming champion does). Also, I noticed that there are several dialogues where the camera is on the player even when the speaker is someone else (it happens often when party members are interjecting but not only... There are three such instances also in the .dlg file above mentioned). I can usually correct this by changing the camera angle from 0 to 1... Is this something that might cause any further problems? (I think not, but I want to be sure...) Thanks!
  14. What's confusing is that the game does not explicitly tell the player that each operator can be used once. The dialogue should be tweaked in such way that when you choose an operator, you cannot choose it again for the next number.
  15. Nevermind, it is working perfectly! I just forgot to also drop into the override the CM_Tseriesdroid.tga and CM_Tseriesdroid.txi files!
  16. Too bad it seems my experiment was unsuccessful. Using the renamed (to p_t3m3_01.dds) p_t3m4_01.dds file does not produce any result. The skin is still the original one. Has anyone any idea why? Darth_Sapiens, could you provide me with the .tga version of the file in case it would work? Or is there something I am not seeing? Thanks!
  17. I'm all with Malkior in this, of course. But my point was: has TSLRCM upped the difficulty of this encounter or not?
  18. Okay, I just completed Korriban and I wanted to give my feedback about this modification, hoping Fallen Guardian will find it useful. I installed the extended version of the modification. First of all, very good job... My compliments also to Paddy Garcia and Zhaboka who did well with the voice over. Technically I found it to be very well made although narrative wise, it did not feel like a great addition. My biggest problem though was with the quality of the dialogue... Overall, it felt a bit awkward and contrite, especially in its formatting, sometimes not faithful to the spirit of the game (example: there is a line when the Exile ask if Dustil needs "food or money"... food is not a factor in the game and the word "Money" is never used - they speak of "Credits"...). The biggest offenders were, in fact, the lines spoken by the Exile. There is also a clear mismatch between VO and text. Once Dustil speaks thus: "Beating around the bush won't help either of us" while the text shows: "Please just tell me - what happened? What did I do?" Said that, thanks for the hard work in creating this nice modification. With a little more polish, it will make for a good addition to the game.
  19. Hello! I have a question for the TSLRCM developers. SPOILER ALERT! I just confronted Revan and the dark side version of me in the final part of the Korriban tomb and I must say I found the difficulty of the fight completely disproportionate to the rest of the game, considering I am playing on the "Easy" difficulty level (the only other part of the game so far that was really tough and required some measure of metagaming was Nar Shaddaa with Mira alone fighting a whole army just after having fought against Hanharr). I was defeated by the vision of my "evil twin" and to my surprise, the game did not end but I sort of resurrected with one fourth of my HPs more or less. Next I was immediately faced with another battle that I survived only because some times I could hide from Revan to cure myself and buff myself further with stimulants and energy shields. Considering that my force points were not generating I found the fight to be very tough, despite being very well equipped and at level 24 or even higher. At this link I found someone saying that TSLRCM has upped the difficulty of this fight. I just want to know if that is the case and say that if it is, it was a clear mistake because I found it totally unbalanced.
  20. Hulas has g_i_medeqpmnt06 in his inventory when you fight him on Tatooine. Isn't he going to drop it? I seem to remember I noticed the discrepancy just because I got that very item among his remains and noticed the strange value.
  21. Well, I have met a whole bunch of walkthrough doors returning to the refugee landing pad with Atton, Mira and T3-M4 from the dock. All the doors are fake closed and the doors around Tienn Tubb where I am going to have the ID signature of the Ebon Hawk changed. Again, saving and reloading fixes this issue. There must be something wrong with the first loading of the level, just like it happened at the Jekk'Jekk Tarr...
  22. Hello! I was checking this two files and I noticed how they are both Advanced Medpacs with two different market values: g_i_medeqpmnt02 has a cost of 80 while g_i_medeqpmnt06 a cost of 249. I was wondering if any of you knows why. Thanks!