I apologize to anyone who has dealt with confusion or issues with the models for my recently-released 'Movie Mandalorians' mod that ported Deadman's Mandalorians to K1. I hadn't tested it enough and the model been imported incorrectly into Kotor Blender where I worked on it, which resulted in clipping issues between the arms and shoulder-plates. I didn't realize this until afterward and had to manually tweak and adjust the model in blender a few times before I could fix that in a way that gave satisfactory results. The issue seems to have been fixed, but please let me know if anyone who has downloaded it has run into any additional problems.
I just made an additional opening sequence for the BioWare logo for whenever the game starts. It incorporates both the Malak short video from Unreal Cinema's now-cancelled Kotor series, and updated logos for both BioWare and Kotor. I would appreciate feedback on this idea and I plan to release this as a small mod.
Rune Covered Pillar Crystal
I put a Sapith Crystal into the Rune Covered Pillar on the Rakatan World - Temple Exterior, because i always felt like it needed one.
The mod only works if you haven't visited the Temple Exterior yet.
Thank you very much. I'm still very confused though. In the savegame, it looks like HKs appearance was correctly set, so I don't get why he's invisible. I will have to look into this in more detail and try to replicate the bug myself.
For now, you can try just removing drdparts.dlg and continuing the game. It's effect is only visual and everything else should still work. But I would recommend that you make saves before completing HK and everytime before you repair him.
The starting conditional sets whether the branch is available or not. But k_con_fperslow is actually easier, since it checks for the PC having either FORCE_POWER_AFFECT_MIND or FORCE_POWER_DOMINATE, whereas k_con_fpershigh requires FORCE_POWER_DOMINATE. In other words, the two scripts should really have been labelled "easy" rather than "low" and "hard" rather than "high". Unlike with skill-based Persuade, there's no DC check with Force persuade. You can either do it or you can't. The outcome is entirely dependent on the DLG itself. In this case, it's one of those "illusion of choice" type situations. There's no branch for success because you were always being railroaded into a fight. The only option to do what you want would be to replace that branch with all new custom VO that leads to a new exit node.
So if I click fast enough, the model just disappears without crashing my game as I said. Then in the empty space where the model used to be, I can still click it to start dialogue. This shows up, and then after I click past this line of dialogue, the came crashes.
Also, the save file was larger than the file size limit, so instead I've compressed the folder and sent it that way.
000005 - Game4.7z
For additional clarity, this is what happens:
1. There is HK-47 on the Ebon Hawk. I have the chassis and I'm coming here to install it.
2. I initiate dialogue to install the piece.
3. I click option #1. The model then disappears as shown in this screenshot below.
4. If I click through past this dialogue, the game crashes to desktop.
If I click all the dialogue options very quickly, I can avoid crashing the game, but the model still disappears, as shown in this screenshot down here:
At this point, I can still talk to the invisible model, but if I do the game crashes too. If I leave the area and return, or save here and load, the model is still gone and I can't interact with it anymore.
I hope the screenshots provide some amount of clarity. Thank you for your help.