Jump to content


Photo
* * * * * 2 votes

Mod Compatibility with TSLRCM 1.7 (Discussion)


  • This topic is locked This topic is locked
345 replies to this topic

#1 Markus Ramikin

Markus Ramikin

    Jedi Knight

  • TSLRCM Crew
  • 359 posts

Posted 23 October 2010 - 10:09 PM

Improved AI by Stoffe - while it mostly works, it cause some problems with one scene on Nar Shaddaa.

I can't imagine playing without this one. Are we talking about the scene where it interferes with choosing a third companion for Atton+Bao, for their fight vs mercenaries? Or is it something more serious/gamebreaking?

If it's just that, it would be a real shame if this entry stopped people from playing with it.

Edited by Markus Ramikin, 23 October 2010 - 10:12 PM.


#2 zbyl2

zbyl2

    Evil Overlord

  • Administrators
  • 572 posts

Posted 23 October 2010 - 10:28 PM

I can't imagine playing without this one. Are we talking about the scene where it interferes with choosing a third companion for Atton+Bao, for their fight vs mercenaries?

Yeah, that's the "problem" I was talking about.

#3 Working Class Hero

Working Class Hero

    Jedi Padawan

  • Premium Member
  • 111 posts

Posted 23 October 2010 - 11:26 PM

Yeah, that's the "problem" I was talking about.

Except the ai mod doesn't cause this problem. I just played through 1.6a with it and this problem didn't occur.

The only time it's happened I've had 90sk's supercontent mod installed, so I'm leaning towards that being the culprit.

Edited by Working Class Hero, 23 October 2010 - 11:28 PM.


#4 Markus Ramikin

Markus Ramikin

    Jedi Knight

  • TSLRCM Crew
  • 359 posts

Posted 23 October 2010 - 11:48 PM

I have no idea what the supercontent mod is and I've had this problem. The list of mods I have is very short.

I'm sure it's AI because the problem is simply that Bao-Dur rushes off to fight these guys before you can make your dialogue choice. So it must be the script governing his behaviour (= AI).

Perhaps compatibility could be achieved if the Zhugs were moved away a little, so that that they wouldn't be in aggro range. Not in the scene where they talk (which is earlier and other things happen in the meantime), just right before the fight, when you're making that choice. No idea if it's practical.

Or maybe: start the scene without Bao, and only make him show up together with the third party member, once you've chosen.

Edited by Markus Ramikin, 23 October 2010 - 11:52 PM.


#5 Hassat Hunter

Hassat Hunter

    Beta Testing Monkey

  • Administrators
  • 2,843 posts

Posted 24 October 2010 - 12:18 AM

Or just have them be neutral until the convo is over, like most battles in the game, instead of already having them hostile, apparently triggering the AI-mod, but not the regular AI.

#6 Markus Ramikin

Markus Ramikin

    Jedi Knight

  • TSLRCM Crew
  • 359 posts

Posted 24 October 2010 - 02:39 AM

Or that :) please make it so!

Edited by Markus Ramikin, 24 October 2010 - 02:42 AM.


#7 luke92

luke92

    Jedi Initiate

  • Registered
  • Pip
  • 2 posts

Posted 25 October 2010 - 07:18 PM

Am I now going to have to reinstall KOTOR2 to get rids of mods now I've installed 1.7 and been using Ulic's Peragus fix? (wasn't aware it was incompatible until I signed up to here and read this thread). Using 14 mods in total including TSLRCM.

Edited by luke92, 25 October 2010 - 07:22 PM.


#8 Markus Ramikin

Markus Ramikin

    Jedi Knight

  • TSLRCM Crew
  • 359 posts

Posted 25 October 2010 - 07:27 PM

Also, where's WCA [Workbench Crystal Attunement] on that list :p

Edited by Sith Holocron, 27 October 2010 - 04:31 AM.


#9 ShinDangaioh

ShinDangaioh

    Jedi Apprentice

  • Members
  • PipPip
  • 24 posts

Posted 25 October 2010 - 11:22 PM

I ran into one oddity. I'm not sure it's a mod, but KSE(the savegame editor) doesn't work for me when I have 1.7 installed.

#10 Guest_Darth Paulus_*

Guest_Darth Paulus_*
  • Guests

Posted 26 October 2010 - 06:15 PM

Also, where's WCA on that list :(


What is "WCA"?

Also, compatible is "Remote Tells Influence".

#11 zbyl2

zbyl2

    Evil Overlord

  • Administrators
  • 572 posts

Posted 26 October 2010 - 07:31 PM

I'd like to remind you that if you want to see a mod added to first post of this thread, you need to post a link to said mod. Thanks.

#12 Markus Ramikin

Markus Ramikin

    Jedi Knight

  • TSLRCM Crew
  • 359 posts

Posted 26 October 2010 - 08:14 PM

What is "WCA"?

This:
http://www.deadlystr...hp?do=file&id=7
Compatible!

#13 ShinDangaioh

ShinDangaioh

    Jedi Apprentice

  • Members
  • PipPip
  • 24 posts

Posted 26 October 2010 - 08:50 PM

Okay KSE does not seem to work for me:
http://knightsoftheo...uage_Only;68852

#14 CommanderShepard

CommanderShepard

    Jedi Initiate

  • Registered
  • Pip
  • 3 posts

Posted 27 October 2010 - 01:39 AM

KSE has been working fine for me. I've used it multiple times on multiple save files for every imaginable reason. I have the following currently installed:

1.0b patch
HQ movie patch
HQ Music patch
TSLRCM 1.7
Unofficial 1.7 Fix
Shem's Ultimate Sounds Mod
Realistic Nar Shaddaa Skybox by Sharen Thrawn
Goto's Window Fix by Darth Insidious
Cyan Lightsaber Fix by Marius Fett
Coruscant Jedi Temple by DeathDisco
Better Male Bodies by Trex
Movement animation fix
Any Spell Mod
Shem's Realistic Visual Effects
Sion's Arrival to Peragus Fix 2.0 by zbyl2
Telos Shuttle Crash Movie Fix

All of them linked on the OP or downloadable here (well, except for the official patches, anyway)

#15 MrPhil

MrPhil

    Working as programmer in a metal company.

  • Premium Member
  • 747 posts

Posted 27 October 2010 - 03:29 AM

For some reason, I cannot modify force powers with KSE. It resets all of 'em to nil.

#16 CommanderShepard

CommanderShepard

    Jedi Initiate

  • Registered
  • Pip
  • 3 posts

Posted 27 October 2010 - 04:55 AM

For some reason, I cannot modify force powers with KSE. It resets all of 'em to nil.


I haven't tried that, since i have the "Any Spell Mod" (link on OP) for just that purpose. I've used the KSE to successfully edit PC and NPC attributes, inventory, and influence. No hitches so far.

#17 Hassat Hunter

Hassat Hunter

    Beta Testing Monkey

  • Administrators
  • 2,843 posts

Posted 27 October 2010 - 08:14 AM

Well, I added Battle Precognition to do that 200 WIS test, and that was with 1.7... so it all seems fine to me.

#18 Guest_Darth Paulus_*

Guest_Darth Paulus_*
  • Guests

Posted 27 October 2010 - 04:28 PM

zbyl2> Sorry, the Remote Tells Influence mod's entry is here: http://knightsoftheo...Influence;87769

#19 Starfighter08

Starfighter08

    Jedi Initiate

  • Registered
  • Pip
  • 8 posts

Posted 27 October 2010 - 08:39 PM

Hello, everybody. I just found out about this project, yay.

I have a few newbie questions regarding mod compatibility, sorry if this is not the right thread to ask them.

1) In the download section there's a compatibility mod for the Ultimate Sabre mod. Unfortunately I don't understand this part of the instructions:

"copy and paste all the files from within the USM_mod’s Override and Streamvoice folders (just the files not the folders) into this patcher’s tslpatchdata folder (IMPORTANT NOTE! DO NOT LET IT OVERWRITE ANY FILES ALREADY WITHIN THE tslpatchdata FOLDER) THEN JUST RUN THE .EXE FILE"

Where exactly am I supposed to put the files? What is "this patcher's tslpatchdata folder"?

2) The movie jedi master robes mod is also compatible with tslrcm but I remember having to do some tweaking to make it compatible with the Sabre Mod. Unfortuantely I did this several years ago and have forgotten how to do it.

Basicly I'd like to use TSLRCM + Ultimate Saber Mod + Movie style Jedi Master Robes. What do I have to do?

Help in this matter would be greatly appreciated.

#20 valiantofficer

valiantofficer

    Jedi Apprentice

  • Registered
  • PipPip
  • 34 posts

Posted 27 October 2010 - 10:59 PM

Hello, everybody. I just found out about this project, yay.

I have a few newbie questions regarding mod compatibility, sorry if this is not the right thread to ask them.

1) In the download section there's a compatibility mod for the Ultimate Sabre mod. Unfortunately I don't understand this part of the instructions:

"copy and paste all the files from within the USM_mod’s Override and Streamvoice folders (just the files not the folders) into this patcher’s tslpatchdata folder (IMPORTANT NOTE! DO NOT LET IT OVERWRITE ANY FILES ALREADY WITHIN THE tslpatchdata FOLDER) THEN JUST RUN THE .EXE FILE"

Where exactly am I supposed to put the files? What is "this patcher's tslpatchdata folder"?

2) The movie jedi master robes mod is also compatible with tslrcm but I remember having to do some tweaking to make it compatible with the Sabre Mod. Unfortuantely I did this several years ago and have forgotten how to do it.

Basicly I'd like to use TSLRCM + Ultimate Saber Mod + Movie style Jedi Master Robes. What do I have to do?

Help in this matter would be greatly appreciated.


Same question.




2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users