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  2. Bark bubbles require you to have some form of minimap for the module. So you need a file called "lbl_mappa1" in your override, probably lbl_map101PER just copied and renamed.
  3. Hi, I came across some problems with a module cloned from "101PER". I named my cloned module "pa1" and changed all relevant strings, ids and names to the new name. The game doesnt seem to properly find my custom .wav in "streamvoice/pa1", but they work if placed directly in "streamvoice/". Also bark bubbles doesn't appear even though the audio and lipsynch is playing, the text is missing. The .dlg is configured properly with no replies and conditional displaying of entries. Is it some conflict with the vanilla module? Do I have to manually add this new module to some in-engine database like specific .2da? Video Game Saves My custom npc works on original modules and the bark text is displaying. Maybe I'm missing something crucial with setting up such a cloned module? I edited .are and .ifo, .lyt, and .vis to match "pa1". The rooms and models inside .erf, .lyt and .vis are still named 101PERxxx instead of pa1xxxx if this is important. Warp commands, scripts e.g. patrol, animations, normal dialogues are working fine on the cloned module, but I suspect a conflict between the vanilla module "101PER".
  4. Today
  5. dasd

    Revan's Jedi Robes

    You sir, are amazing! Thank you!
  6. Can someone tell me how to use kotor patch manager with the Steam version of Kotor 2? I tried to get this patch to work with the Steam version, but I am unable to launch the game directly from the patch manager. The patch also does not work at all if I just start the game directly from Steam. Any help would be appreciated.
  7. Again, I'm not tech savvy enough to know anything about this. My problem is I can run the base game on AMD, but the base base game is crap, as soon as I mod it with anything other than textures, like the RCM, it won't play. It crashes after the intro movie. This didn't happen before with my Nvidia graphics card and I've done everything to find out why and what mod may be causing it and it seems to be anything that mods the game beyond the superficial.
  8. I found some old Pre Release TSL Videos on swkotor.ru swkotor_sithlords_telos.mp4 This one is from E3. I've never seen it before. kotor2_e3.mp4 More from restoration zone. kotor2_gameplayfootage4.mp4 Also, I never noticed this robe model from promotional renders and art is actually a mix up of "PMBIM" and "N_DarkJHiM".
  9. K1R is not compatible with K1CP, so it's kind of one or the other. And no, it's best to do KPM before TSLpatcher files, from what I've found. But it probably doesn't matter that much, as long as you're doing it pretty late in the build.
  10. I don't see any reason mods like that would be incompatible. I basically just extended the Level cap and gave them an XP value, I'm not messing with how vanilla feats work (in this mod... watch for what's coming soon lol)
  11. Safe to say I doubt this’ll be compatible with LanguageWriter123’s level cap to 50 mod? And Feat Every Level mod? Prestige Powers mod? I've been using these so just wondering on compatibility. Thanks
  12. Cool, thanks! That’s my only ‘mandolorian’ mod.
  13. What bars someone with AMD from playing TSL? I'm not sure I've heard of any issues playing TSL at all with AMD. Also, what would a recomp do about it? Confused, it's already native to PC architecture.
  14. I use the K1CP and RC-K1CP. Not sure if that makes a difference from K1R? so it’s best to do KPM at the very end?
  15. Unfortunately I haven't even tried the game without the mod... so if, I get a chance to do that I will update.
  16. With the whole boom of game recomps happening lately with help from LLM tools, is there any incentive for Kotor recomps? For me, there is. Especially Kotor II. I don't even like the game but having swapped to AMD recently essentially barred me from ever playing it. It seems such an antiquated problem now with recomps. I'm not the most tech savvy person, else I'd lead this project myself, but I'd like to hear what others think about this.
  17. Yesterday
  18. Really glad to hear you liked the mod! The base install should include an original style version. It's basically just one of the female player character portraits but hair recolored. I attached it to this post if you want to download it here. I'd really love if I could get ahold of a portrait in that style but without being exactly the same as a recycled main game portrait. But I have yet to meet a talented artist interested in doing that. po_pvima.tga
  19. RIP Sir Patrick Stewart you will be missed 😢

    Your mod is the prime example of how the Restoration mod should be alongside the Sleheyron mod! 10/10
  20. Should be! This mod doesn't override the full-armor textures for the "default" Mandalorians.
  21. What I've figured out from trying to perfect my collection (available for download on NexusMods lol) is basically this: First dialogue fixes, then K1R. Then my collection install, which handles basically all of the visual stack, plus whatever just gets dropped into override. Then I run KMRP / KPM. Then TSLpatcher files. (And then my KPM mods which run off a separate install because it's generally best to install them late).
  22. Amazing work as always! It's impossible to resist the urge to add your mods to my build. BTW Your male Twilek reskins look amazing, especially Griff, since he finally looks like he could actually be Mission's brother, I assume the release has been delayed due to other priorities? Would it be possible to post some of the completed ones?
  23. Great mod! Any chance we could get a Vima portait in the original style but more HD? I don't particularly like the drawn one and AI one, because they look so different from the other character portraits
  24. View File Handmaiden Braids Fix Hello everyone! This mod makes Handmaiden’s braids visible beneath the hood of her default outfit; the braids are present on the model, but by default, the "render" flag is not enabled for them. Credit for the improved base model of Handmaiden, which I used for my mod, goes to RedRob41 for the mod: "2x Upscale+ Character Textures & Model Fixes for TSL." Submitter FF97 Submitted 10/28/2026 Category Mods TSLRCM Compatible Yes  
  25. Dumb question, but do you install this mod first or last? I have a pretty extensive mod install.
  26. Looks cool. Is it compatible with VURT'S MANDALORIAN NEO-CRUSADERS?
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