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  2. No it won’t be possible, the dev console for JKA won’t be running within the kotor 2 process and getting JKA’s dev console working in kotor 2 isn’t currently in my design scope. After I get all the items done I’m currently working on I can give it a shot
  3. I also ran into this issue. Running KMRP, K1CP and K1CP Starmap Hotfix, even. I had the issue, reloaded saved before I opened the door, still had the issue. Loaded save entering the ruins and did it all again, still had the issue. That time I saved in the main room before opening the door before the door that triggers the cutscene, still had the issue. Reloaded multiple times, issue every time. Then I quit out and restarted the game. It worked from that quicksave without doing anything differently.
  4. Thanks for the report! Turns out I missed some conditional scripts, but I’ve now re-added them to the archive. I’ve uploaded an updated version, and the changes are retroactive, even if you’ve already trained your companions. Just pulled an update based on your reports. The issue has been fixed, please download the new version.
  5. Today
  6. Yep. Made Atton a guardian to try it out and the dialogue options to teach him force powers, feats and lightsaber forms never appeared. I left Mira as her default Sentinel class and there was no issue there.
  7. Thanks for the tip. I'm not going to mess with the heads, just going to stick with the vanilla KOTOR heads for now. At most, I'm only working on the parts from the neck down (depending on the armor model). I was only planning to do like a test run for something like adding/replacing custom armors. See how it would look like in the game, if the KOTOR animations mesh well, etc. Then, see where it goes from there.
  8. Can I use cheats of Jedi Academy in KOTOR? Is it possible?
  9. SMORIZ

    KOTOR High FPS Fixes

    Do you know if this works on Mac (Steam)? would be the absolute best thing if it did. thank you!
  10. Hi! Will this work for Mac? It would be the biggest help if it did! The Mac steam route goes through Knights of the Old Republic.app, rather than swkotor.exe
  11. I forgot to mention that I also plan to make Revan's lightsaber upgradeable
  12. Menu backgrounds won't be compatible but you can replace any of the icons. The HD UI mod would be redundant because I have made new hd textures.
  13. I haven't watched it, but judging from the thumbnail, probably. In specific regards to TOR models, expanding on what I said above you'll need to scale them by around 8 to 9x, depending on the target you're trying to match and rotate 180°. But the two big things are reposing the legs and arms, and adjusting the limb (specifically forearm) lengths. I usually found it was easier to just lop off the TOR hands/gloves and utilise vanilla KOTOR hands rather than try and reposition them. But that will probably vary a bit depending on the specifics of the source model and what rig you're targeting it to. As far as remapping skin weights goes, TOR heads use a lot more face bones, so those need to be condensed down to the nearest KOTOR equivalents.
  14. Oh, cool. You actually replied. I was hoping to ask if you have a Discord server. You're referring to something like this but for human scale?
  15. It’s something I still need to test, so I’ll update this post at a later point when I’ve done that and worked with the modders to make sure it works perfectly with Sleheyron. If you found it and installed it now, you’d just end up still with T3 being removed from the party.
  16. I think the TSLRCM cutscene already accounted for that, but regardless, yes--Handmaiden will not appear on the Hawk if she already left with Kreia.
  17. It seems that if a companion is a Jedi class other than their default, the dialogue scripts fail to recognize them as being Jedi, which means the dialogue options to teach them Force powers and fighting styles do not appear.
  18. Is it incompatible as well with HD UI and Menu Art?
  19. Yesterday
  20. Does this also modify it for the Handmaiden traveling to Malachor with Kreia because jealousy over Visas?
  21. This looks great, the clothing is brilliant
  22. Oh nice thanks for telling me, if this mod is ready where can i find this, like i need to check your account or name?
  23. Hey there! Great question that I'm actually really, really excited to answer because I've been meaning to address this. So first of all: The short answer is that PartySwap simply is not possible for KOTOR 1. KOTOR 2 has a hidden system (oddly, it's unused in the base game) that allows for temporarily "storing" a companion with their gear and stats saved to be later accessed. KOTOR 1 doesn't have that. During my attempts to make a PartySwap, I ran into the issue that it would lead to T3 losing all his gear and stats every time he was taken out of your party. I've spoken with a few other modders who had this same thing happen. Currently, the best option was to move all his gear to your inventory, and then re-equip and re-level him up every time you wanted him back in the party. That was a really slow and impractical process, though.... But I do have very good news! Thanks to some incredible work by some brilliant friends of mine, ShaolinGhost and Vriff, we now have two different mods that lift the party limit of nine! Soon these mods will allow players to have both T3 and the new companion at the same time (and many more from other modders)! Thank you, I'm thrilled you enjoyed it! Made my day to read this.
  24. I haven't tested this personally, so I can't say with 100% certainty, but looking at the installation code, I don't think the game will break. The mods share changes to some NPCs as well as the Mandalorian Heavy Armor and Assault armor, so depending on which you install first, you will see different appearances for the NPCs, and different stats for those 2 armors.
  25. Scale and position it to match vanilla KOTOR models, swap it to the KOTOR rig, remap UVs to fit it all on a single texture (at least if you want variants). TOR models use an A-pose, so you'll need to reposition the rig first before baking the changes. There are also a multitude of scale differences (like the torso and the arms), which typically makes fitting it to the KOTOR rig a pain in the ass.
  26. What's the process for porting armors to KOTOR 1&2? I have some assets from SWTOR but I have no idea what I have to do to convert and repack the files.
  27. I don't believe so. This mod only takes place on Malachor V, so as long as you have a save from before you arrive on Malachor V you should be good to install this mod. I would recommend creating saves from before and during Malachor V until you reach this scene. The mod replaces all of the vanilla audio with with new audio that applies a new hologram filter over the old lines so that the "make my sacrifice mattter" line with the hologram filter matches the other lines. If, hypothetically, the lines were mute and/or some lines don't work feel free to report this to me and I shall fix it (the save games you'd have made will be used if there is a bug fix update). I do know the "Steam Deck" version of Kotor II reportedly has issues with .MP3 files and audio formatting, and since I only use the Steam version of Kotor II on a Windows PC it's hard for me to get these things working right across various operating systems which I don't even use.
  28. Would this mod be compatible with N-DReW25's "Heart of Beskar?"
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