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#361 PorygonZRocks

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Posted 17 March 2017 - 08:30 PM

That issue in the czerka mining facility in bos:sr on android can easily be solved just by renaming a few modules. You can skip that floor and play through the other floors and the rest of the mod and it will work fine. Dont remember exactly how i did it, but if you want me to, i could check it out again.


Really? You can play the whole thing, including Solomon's Revenge? Could you check it out? Playing full BOS:SR would be cool.

#362 DarthNonOriginalName

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Posted 18 March 2017 - 03:40 PM

As i said, you will only skip a few levels of czerka mining facility, but the rest of it is playable.
So, how do you do it...

Step1 - open the modules folder and delete bos_czerka.mod (thats the one that cant load and causes the game to crash)

Step2 - rename bos_czerka3.mod to bos_czerka.mod (now clicking on the door that previously caused crashes will take you to the residental floor insted of main floor)

Step3 - COPY (not just rename) the module named bos_circle.mod and rename the copy of it to bos_czerka3.mod (this is to make sure that you can get back to the ebon hawk after you finish the mod)

Step4 - enjoy

#363 PorygonZRocks

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Posted 18 March 2017 - 08:43 PM

As i said, you will only skip a few levels of czerka mining facility, but the rest of it is playable.
So, how do you do it...
Step1 - open the modules folder and delete bos_czerka.mod (thats the one that cant load and causes the game to crash)
Step2 - rename bos_czerka3.mod to bos_czerka.mod (now clicking on the door that previously caused crashes will take you to the residental floor insted of main floor)
Step3 - COPY (not just rename) the module named bos_circle.mod and rename the copy of it to bos_czerka3.mod (this is to make sure that you can get back to the ebon hawk after you finish the mod)
Step4 - enjoy

Thanks! I'll have to try that.

#364 N-DReW25

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Posted 20 April 2017 - 01:48 PM

If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed?


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#365 Sithspecter

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Posted 22 April 2017 - 07:27 PM

If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed?

 

Since I have saved all the ASCII files for Sleheyron, this would be possible, but I have no plans to port Sleheyron to TSL or allow others to.


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#366 Canderis

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Posted 25 April 2017 - 11:37 PM

Wouldn't there be texture issues with it as those would have to be ported?



#367 disbeliever

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Posted 02 May 2017 - 01:51 AM

Looking good Sith



#368 ariankoochesfahani

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Posted 11 May 2017 - 06:24 PM

Re an earlier suggestion, I'd like to volunteer to help with the writing. I've worked as a professional writer, a writing consultant, and a graduate philosophy TA. I've published a paper in a peer-reviewed philosophy/literature journal and I happen to enjoy writing dialogues. Go-to references for me include the lesser-known The Writer's Art by Kilpatrick. I would be pretty focused on creating a seamless narrative experience between the original and new dialogue. Mods that add dialogue tend to be less immersive because the dialogue diverges in style from the original dialogue. Anyway, I love KOTOR and well-written stories, and I would be stoked to help.



#369 ScottLucrei

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Posted 19 May 2017 - 06:53 PM

On the above note, If you're looking for volunteer voice acting at any stage I'd be happy to contribute.
Please contact me at *snip* pm me



Moderator Edit: Please don't post your email address. Welcome to the forums! --Canderis






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