Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I've fixed several issues in the past weeks. One was a preexisting issue, while the others were introduced in v2.0.0. This was mostly down to me not having save files with Class-Based Properties and therefore not testing those as thoroughly as I ought to. If you installed one of the Class-Based Properties options before v2.0.4, follow these steps to fix any issues: 1. Install the latest version. You don't need to uninstall the previous version. Make sure to install the same option you installed before. If you are using another mod which edits the workbench dialogue (and is compatible with this mod) restore wrkbnch.dlg from the backup created. If you haven't started the game yet or haven't acquired the crystal yet, you should be good to go. If you have, continue with the remaining steps to fix your save file. 2. Make sure you have a save file with the crystal item in your inventory (i.e. not in a lightsaber). 3. Download the KOTOR Savegame Editor (KSE) if you don't already have it. 4. Count how many levels of each class you have to determine what your crystal's class number should be using the table below. Whichever one you have the most levels in wins. 0 Jedi Guardian/Jedi Weapon Master/Sith Marauder 1 Jedi Sentinel/Jedi Watchman/Sith Assassin 2 Jedi Consular/Jedi Master/Sith Lord 5. Use KSE to replace your crystal item. Find which item you currently have; quest crystals start with qcrystal. The items with two numbers are the crystals with standard properties. The crystals with class-baseed properties have a third number. item you should have has an extra underscore followed by the class number. Remove the existing item, then add the correct item. For example, if you have currently have qcrystal_2_3, and have majority Jedi Sentinel/Jedi Watchman/Sith Assasssin levels, you should actually have qcrystal_2_3_1. 6. Use KSE to correct the global number 000_Quest_Crystal. This can be fund under Globals > Numerics. The number should have the same digits as the numbers in your crystal item, but in reverse. For example, if your crystal item is qcrystal_2_3_1, your global number should be 132. Don't include a leading 0. For example, if your crystal item is qcrystal_3_4_0, your global number should be 43. If you are still having trouble, you can reach out to me in the #tech_support channel of the KOTOR Discord.
  3. Today
  4. I actually brought HK with me to help me there, I expected he would need to translate for the Tusken. I definitely think this side quest could use an update, maybe involving a translation component, some additional speeder parts scattered throughout the temple, and maybe a reward on completion. This mod is amazing by the way, what an amazing thing it is to actually play this module with fleshed out content and I really liked how the story worked. As far as the story goes, the only thing I thing I can think of that could benefit from an expansion of the top of my head would be giving that Rakatan droid a bigger role in the quest. If I had any gripe with the mod, the one room with the Rancors is definitely a beginners trap. Carbonite turrets, T3 as one of your needed party members (thankfully you can switch party members in the module for combat), the hardest beast animals in the game, and Tatooine often being your first planet post Dantooine? That was a little rough. Made the fight with Calo Nord a few minutes earlier look like an absolute breeze.
  5. Perfect 👌! I cannot wait to see the future of this mod!
  6. I want to open up the conversation about potential changes and fixes for later versions of this mod here! I've actually already started working on the next version. Right now I'm focusing on compatibility with popular mods. Currently I have a version of the mod that does the following to improve compatiblity: -reverts unique NPC appearances (Gammorean_Desert and Rakata_Darkside) to vanilla versions, removing all changes to the appearance.2da file -rewrites the dialogue for the Jawa and terminals to function without T3-M4 in the party My next task is testing this version of the mod with the following mods: K1R (already tested, compatible) K1 Community Patch + Restored Content Demo Sleheyron Story Mode Brotherhood of Shadow: Solomon's Revenge Version 1.1 will be purely a compatibility patch, but I plan for more changes and additions for gameplay to be added in future versions. Here is a list of planned changes and restorations: - Repair walkmesh, model geometry and skybox - Restore Desert Swoop Race Track (m45mg) (as a means of returning to Anchorhead after completing the main quest) - Restore Bantha Corpse placeable - Create cutscene camera and ambient audio for the central pit chamber - Create new archeologist datapad placed inside the Sandpeople Territory - Create new dialogue for Rakatan Elders on the Unknown Planet JM
  7. There is a little bag in the Rancor room containing a belt item that activates the speeder, though said belt may be hidden underneath a dung heep placeable if my memory of my exploration of the Temple via Holocron Toolset is correct. I do believe that this is meant to serve as an absolute bare bones attempt at a bonus side quest, hence why it's confusing in its vagueness (not throwing shade at JuniroModder ofc).
  8. Matrik llk_Matrik.rar
  9. Added icons.
  10. I was also curious about the speeder. Was it supposed to take the player anywhere else? I would also love to help work on this mod if you’re willing to have others in the next revisions. We could definitely open a discord for it or host on the OpenKotOR server.
  11. Because it's a single model with a single texture that just plays two different animations.
  12. Great work on this one, too! If I may suggest a small improvement, I would like to draw your attention to the original PLC_HoloArt1a and PLC_HoloArt2a. Your HD retexture are identical, but the two original textures are slightly different. PLC_HoloArt2a had a swirl inside the white circle. Did you notice it and decided to not add it in your PLC_HoloArt2a version? Or perhaps it escaped your notice? I have attached an edited version of your HD texture to show what I mean. Cheers! PLC_HoloArt2a.tga
  13. I just installed Tatooine- The Lost Temple after installing Sleheyron Story Mode. And you use K1R? I didn't think many used that anymore. Or did you mean K1CP and RC-K1CP?
  14. Sleheyron is a "benchmark mod?" Well dang, that's flattering. Surely an easy fix is just make it so HK-47 can be used for the terminal? Or if you'd like I can send you over some scripts and audio lines for the Sleheyron companion that replaces T3, so that she can be used for the terminal as another option.
    An excellent little mod! Does feel authentically KOTOR. Had a good time with this one. Definitely going to keep it in my future mod builds, and really looking forward to seeing what changes the mod author makes. Really great, and ambitious, for a first time modder!
  15. I am open (eager even) to hearing everyone's thoughts and ideas regarding the story, lore details, any opinions they have for the mod. My #1 goal and wish for this project is for it to be something that feels like it is authentic to the original game and further expands the Kotor universe. And I have heard some people mention compatibility with Sleheyron in regards to the requirement of T3-M4 for the main quest. I originally wanted the player to be forced to use T3 because it would up the difficulty of the combat and prevent them from using higher power characters like Bastila. But I think it is a minor change that wouldn't affect the experience much and compatibility with the main benchmark mods should be a priority. So just keep all that mind, knowing this is the first version that will eventually be updated, but don't hesitate to tell me what you think ought be changed. I hadn't considered that the Rakata character shouldn't be using a lightsaber, I am neutral about that, I do want him to be a high level force user and challenging boss. And I want his actual identity and backstory to remain ambiguous and up to interpretation. So excited to see the comments! Thank you JM EDIT: I just installed KR1 and then Lost Temple afterwards and I can confirm that they are not fully compatible. Almost everything works but the changes made to appearance.2da conflict, resulting in some strange appearances for some of the NPCs. But thankfully I think there is a simple workaround for that.
  16. Show off some of the dialogue, the AI voice acting, any new areas?
  17. Hadnt something like this already been made by someone ? This one I think EDIT : My bad it's an improvement for this mod lol
  18. View File Twisted Rancor Trio (Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0) I created textures for the Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0 mod. 1. Download: DP_Holo.rar 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the .tpc files with the same name.. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 07/10/2026 Category Mods K1R Compatible Yes  
  19. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
  20. gerrting,i want to translate your mod to other language,do you mind it?
  21. Yesterday
  22. I tried the mod out and I think there are great ideas in there, but I’m sure it could be expanded more and there were some things that seemed odd (like the Rakata having a lightsaber). Above all the walkmeshes and broken models as well as possibly the light maps needs to be fixed because at times they made certain areas frustrating with the clipping. The potential is there and this is a mod many of us have wanted to for a very long time. A few revisions may be necessary before it is a must install but it certainly has the capability of being the next groundbreaking project for KOTOR 1.
  23. Version 1.0.0

    19 downloads

    I created textures for the Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0 mod. 1. Download: DP_Holo.rar 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the .tpc files with the same name.. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  24. Alright that's nice, thanks. I'll credit you for the texture. And congrats again for the mod.
  25. I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet... I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so.
  1. Load more activity
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.