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MrEMan575 started following Inquiries on Mod Compatibility List for TSLRCM 1.8.6
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bloodybob started following KotOR High Resolution Menus , K1 Cutscenes Rescaled , HD Pazaak Cards and 6 others
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On a different note: There is a bug with Carth's unique blaster textures. Whenever I have that option installed, everytime I open the equipment menu, Carth's Blaster icon only appears as a white square. I wasn't sure originally, wether this is due to a mod conflict or not but apparently a different user has already reported the same issue back in 2024, so it seems to be an older bug with this mod
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Huh. I will have to investigate this. Do you remember the exact moment the crash happened? I know I restored some Bastila lines during the cutscene but I do recall there were very specific crashes happening because of the K1CP mod due to its fixes of the Star Map model being incompatible with Mac or Linux or something like that. I have been in deep thought in regards to many of the restored appearances in this mod, and as such I do believe this might be a possibility going forward.
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Please drop any Lightsaber hilt mods you have created here
auroravenue replied to Untold Prophecy's topic in Mod Requests
Hello there! Super late to the party, but could you send me them? Thanks in advance!!- 92 replies
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- lightsaber
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FreightL02 model replacement
DarthParametric replied to Dark Hope's topic in General Kotor/TSL Modding
Damn, a decade since I did that thing. Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density. -
@MproutyUnfortunately I don't have any insight, but maybe see if any of the solutions in these threads work for you: https://deadlystream.com/topic/6052-tsl-patcher-cant-choose-game-folder/ https://deadlystream.com/topic/7481-tsl-patcher-freezes/ If it's some kind of random behavioral issue with TSLPatcher, you could also try installing with Holopatcher instead of the TSLPatcher EXE. There's a slight difference in how Holopatcher interprets the installation instructions, so you'll probably need to swap in the Holopatcher-compatible version of changes.ini posted a few comments up.
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Sure, I'll work on that next after I finish the Taris Freighter lightmaps.
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View File Multiple Twilek player skins player character twilek skins. shouldn't conflict with anything. Submitter Linkara Submitted 05/13/2026 Category Mods K1R Compatible Yes
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I'm having an issue that I've seen others report on other mods. When I run the installer, I am never prompted to choose the game directory despite the installer saying "user selected." Then, when I press Install, the installer hangs at "Installation started <timestamp>..." and never proceeds. Any idea what's causing this? My set-up is pretty normal; WIN 11, SteamLibrary on C drive root directory not Program Files.
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MOD:Auto-Pazaak (Simulate Pazaak without playing)
darthbdaman replied to HDR1's topic in Mod Releases
The way Suvams dialogue is setup makes him more difficult to work with. His dialogue conditionals are also different than any of the other players, which is likely why you are having issues. First of all, you are setting YAV_SUVAM_NUM to 10, and due to how the dialogue is structured, the game assumes that the last match must have been a practice game, as if that value is already 10, it is not normally possible to start a for money pazaak game against Suvam after 10 games. And Suvams scripts also check the last pazaak result directly (which shouldn't work according to scripts comments, but apparently does), which make this much more difficult, as the pazaak menu is being skipped. So it will require a little more engineering to make it work. First of all, in your simulator script, I would just change the variable to 9 instead of 10. Suvams pazaak count is not increased in an endscript like all the other players, it is instead increased in the first dialogue script after a win. This will allow the dialogue to naturally increase the value at the right time, and will skip the first dialogue branch, which is the current block. The next obstacle is yav47_suvam18, which is checking the last PazaakResult, which is not going to be a consistent value, as we have not actually played Pazaak, so this script will need to be edited. The easiest way to do this would be for you to set a local bool when you fire the simulator script. There are some unused ones as referenced here https://deadlystream.com/topic/3201-kotor1-local-booleans/. Then in yav47_suvam18, change this line int int1 = ((GetGlobalBoolean("G_Paz_JustPlayed") == 1) && (GetLastPazaakResult() == 1)); to int int1 = ((GetGlobalBoolean("G_Paz_JustPlayed") == 1) && ((GetLastPazaakResult() == 1) || (GetLocalBoolean(OBJECT_SELF, 57)))); and you can set your local back to 0 in this script as well. I've attached scripts with these changes. Quick test verified his dialogue plays normally. As an expansion to all of these scripts, you could forcibly restart the conversation with a delaycommand after closing the dialogue in the simulate script. This would improve the user experience, as they would not have to always re-converse with the npc, after doing the simulation As an aside, you should include all of your uncompiled source scripts with your mod, not just some of them. yav47_suvam18.ncs yav47_suvam18.nss simpaz_suv.nss simpaz_suv.ncs