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Everything posted by Salk
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Oh yes, of course.
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[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
The final revision of this restoration is done. Huge thanks to @PapaZinosfor help with room modelling. SithSoldiersBoarding.mp4 -
Hello, InSidious. Thank you for a commendable effort. But from what I understand dumping .are files in the override seems really a bad choice. I am no TSL Patcher expert but couldn't you just ship the modification with .mod files for each module whose .are you are changing and let the TSL Patcher patch the .are files inside them? Cheers!
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JC, I was wondering if you could possibly further improve the K1R compatible option of your modification by spawning Carth in the apartment (since you have already made the area substitution) and have the camera on him so that the two voiced lines he speaks would not just be on a completely black screen and then run a pretty long (4-5 secs) fadeout by the end.
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What's preferred and what's different???
Salk replied to SetJudgment's topic in KotOR1 Restoration (K1R)
Well, personally I find K1 CP to be the one and only true mandatory modification for KotOR (possibly together with a good dialog.tlk replacement - there are several available). Because it is actually a patch and the number of bugs it fixes is astounding. DarthParametric is the current maintainer and he's done and is still doing as today an excellent job at making the game run as good as it can be. K1R is a much older project which is unfortunately no longer updated and it does include its own share of bugs so choosing K1 CP over K1R is a no brainer. But there is lots of good restorations in K1R as well and the good news is that N-DreW25 is working on a "lite" version which is compatible with K1 CP. -
Hello! Does anyone know (DP, JC?) if GetIsInConversation() works properly and if it returns true for both the object starting the conversation and the target of the conversation? Thanks!
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[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
Thanks to precious input and help from @brents742I have come to a possible final version of this. There is space for further improvement (better camera placements, additional props / creatures roaming the hangar) but I think this is already a big improvement over the original restoration. Here's a video of it I uploaded on my YouTube channel. -
[K1 - Done] Help with adding props to empty hangar
Salk replied to Salk's topic in General Kotor/TSL Modding
The Ebon Hawk doesn't need to show up there. It's been boarded so it's off camera. I just need to have a proper hangar rather than a bare, empty floor and a missing wall at the horizon. -
Hello! I was wondering if someone could help me improve the looks of what supposedly should be a hangar room by adding appropriate items (including a wall, I guess) to it. The room was created by the K1R team for the Sith's boarding of the Ebon Hawk on the Leviathan. While it serves its purpose it is extremely bare and is in need of some renovation. I post a couple of images here and then the .mdl/.mdx file of the room in case someone might want to lend a hand with this (working with models is not my thing). I have already made some quality-of-life improvements to the K1R scene which I am showing in the video so I just need a visual upgrade for the room in order to call this restoration complete. Star Wars_ Knights of the Old Republic 2022-09-20 07-35-02.mp4 New room for ebo_m40aa module.7z
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The best thing to do is report the issue to the author of Holocron toolset in the proper thread. This is a very promising and very actively maintained tool we're talking about, with an author that's been very present and receptive to feedback since start.
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Hello, N-DReW25! I was checking this interesting modification of yours and I wanted to ask you a question. What needed fixing in the Sith Apprentice Soundset?
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
Salk replied to DarthParametric's topic in Mod Releases
I have been glad to use this modification for quite some time but I did notice how the flowing cape animation pales compared to the cape animation used in JC's K1 Imported Supermodel. So my question is: would it be possible to replace the current cape animation for those robes with the better one? I suspect it may be quite the work, if it is even possible at all, but I thought there was no harm in asking. -
KnifeMaster, I forgot that I believe I have fixed the issue at a later stage, actually, by switching the party leader twice during the process. I'm not 100% sure though I will be able to confirm it once I do my next playing test (might be far away).
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eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
It's weird since I am quite confident that many modders here are using the tool on Windows 10 without needing to go through any extra process. I notice that the version I use is 2.3.2 though so it may be that. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
Salk replied to Gimmick5000's topic in Work In Progress
Hi! When you speak about DLG_Edit do you mean the DLG_Editor tool? Because I am using it without any kind of issue on Windows 10. If DLG_edit is another tool please disregard this comment. -
This function should return a string but it seems to return an integer instead. // 538: Get the tag of the key that will open the lock on oObject. int GetLockKeyTag(object oObject); I guess that makes it completely useless and unusable?
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Hello again. In short, it checks on the distance between the party leader and the henchmen, if there are any, and then if some specific conditions are met, the henchmen jump to the party leader. The condition being several, including checks for no party member being in combat and no "combat zone" nearby, no solo mode activated, and no conversation taking place. The drawbacks are in the execution: 1) I could either choose to make the jump a "cutscene" or not. The first one would make it a bit less jarring but it'd slow down the game pace and the frequency of it would become an annoyance. The second (which I went for) doesn't really pause the game for the jump but rather triggers a short fade out / fade in and a short message when a party member jumps. 2) It may happen that the jumping party member and the party leader get "stuck" against each other (I suppose they "share" the same coordinates or something similar). If that happens, the player needs to switch party leader back and forth and the party members "disentangle" from each other automatically. It is not game breaking and it doesn't happen often but it surely is quite bad. Because of the issues I'd not call it an improvement over the stock game. Of course if somebody more capable than me could work things out to remove those issues then I guess you could say it'd be.
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Hi! I have been bothered by this and tried to find a solution to the problem of one party member being left behind (and not only that...) and my current remedy works somewhat fairly but is not perfect. I tweaked both the k_hen_spawn01 (and Canderous's custom version k_hen_candspwn) and the k_hen_heartbt01 scripts to try to accomplish my goal.
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Oh right you are. And no, I think it is perfectly reasonable to require that at least K1 CP is installed first.
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N-DReW-25, thanks for this new interesting modification. But I think you need to include the .mod files else the TSL Patcher won't be able to make the necessary .utc changes for users that do not have such .mod files already in their /modules folder.
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[KotOR] GetNearestObject() / GetNearestObjectByTag() question
Salk replied to Salk's topic in General Kotor/TSL Modding
I can but test for possible solutions then. Much appreciated, DP. -
[KotOR] GetNearestObject() / GetNearestObjectByTag() question
Salk replied to Salk's topic in General Kotor/TSL Modding
Alright, thanks. -
Hello! Can someone tell me if any of the function above could be used by an object to return itself? Ex. heartbeat script for one door: void main() { object oDoor = GetNearestObject(OBJECT_TYPE_DOOR, OBJECT_SELF); SignalEvent(oDoor,EventUserDefined(20)); } or void main() { string sDoor = GetTag(OBJECT_SELF) object oDoor = GetNearestObjectByTag(sDoor, OBJECT_SELF); SignalEvent(oDoor,EventUserDefined(20)); } The reason I am investigating this as opposed to simply using OBJECT_SELF is that it seems like doors in one area using the same name and sharing the same script don't identify themselves properly.
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This is not a restoration, it's a tweak that allows you to make Duncan a party member.
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- deadeye duncan recruit
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- recruit deadeye duncan
- recruitable deadeye duncan
- recruitable
- kotor 1 mods
- kotor 1 mod
- kotor 1
- kotor
- kotor1
- two-fingers
- gerlon
- gerlon two-fingers
- ice
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- duel
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- deadeye
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- work in progress
- custom party member
- deadeye duncan party member