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M4-78EP Unofficial Patch - A Development Thread
N-DReW25 posted a topic in M4-78 Enhancement Project
The M4-78 Unofficial Patch mod is a mod that players will install after M4-78EP 1.5 to fix all of the bugs found within M4-78EP 1.5, thus allowing you to play the mod from start to finish without getting soft locked due to bugs and/or broken content. As this mod will essentially make the M4-78EP mod viable to play again I am making this thread here in the M4-78 section as this mod is essentially a spiritual 1.6 update. However, as this thread will act as a WIP/Development Thread for a mod which is an addon for M4-78EP I welcome the Admins to move this thread to the WIP section should they deem it necessary to do so. When it comes to cut content, there are a few things we the players yearn for - Sleheyron, Bao-Dur's Sacrifice, Disciple's Holocrons. We yearn for these things because we currently cannot experience these things today as no one has made the mods to restore them yet. Two decades ago, the legendary Droid Planet of M4-78 was part of this list of cut content we once yearned for as it too wasn't made available to us back then. First came the mid 2000s knock-off restorations such as Darth Shan's Droid Planet mod in 2006, followed by Stoney's M4-78 in 2008, followed by the M4-78 Enhancement Project in 2012. When version 1.2 of M4-78EP was released in 2015, it can be seen by many of us today as being the "last" stable version of the mod. You could play it from start to finish, though it had two massive problems: horrible droid VO and agonizing lag in the Industrial Zone. Update 1.3 fixed the droid VO (though it was a Steam Workshop exclusive until 1.5 was released) and update 1.5 fixed the lag in the Industrial Zone (update 1.4 was skipped as the devs forgot which version the mod was on at the time). If you played M4-78EP 1.2 followed by M4-78EP 1.5 today you would appreciate the new VO and the fixed Industrial Zone lag but you'll quickly realize that efforts to fix the mod has made the even more choppier to play than it was before. * The new dialogue on the landing pad's intro cutscene, whilst not being spliced, can be strange at times (as a horribly spliced HK-47 line is still present). * Teleportation during the radiation side quest is ridiculed for being jarring. * Dividing the Industrial Zone into 3 modules is ridiculed as the area transitions are badly done. * The new Kaah Ohtok dialogue in the Environmental Archon chamber is of lesser writing quality than the old 1.2 dialogue. * Objects containing quest items were removed by accident thus breaking side quests. * Vash is now killed by Sith Assassins instead of Archon M4-78, whilst on paper this may seem like an improvement the scene is actually of lower quality when compared to the highly cinematic M4-78 kills Vash cutscene from version 1.2. When you install the M4-78EP Unofficial Patch mod on top of M4-78EP 1.5, all of the above problems and problems you've never noticed will be fixed. * More new dialogue has been added to the landing pad's intro cutscene to make it flow more naturally. No new splices have been used and the old splices have been removed. Not only this, but the dialogue added in 1.5 has been preserved and has been rearranged to feel more natural in-game. * The teleportation added during the radiation side quest has been removed, however, the Security Droid cutscene that was removed in version 1.5 has been restored. Plans for restoring the bonus side quest in a future update is also being considered. * The Industrial Zone is now divided into 2 modules instead of three, and in the laggy module in particular a lot of the droids which were removed to fix the lag have been restored though the lag is still not present. * The old Kaah Ohtok dialogue in the Environmental Archon chamber has been brought back, however, the new dialogue has been mixed in with the old dialogue so that nothing has been removed. * Objects containing quest items which were removed by accident have been restored thus fixing the previously broken side quests. * The old ending from version 1.2 has been restored, Vash will now be killed by Archon M4-78 once again. Overall, this mod currently fixes around 150 problems from the original mod. Now, you might be thinking to yourself - "If the mod is finished, why is there a WIP thread for it?" The reason is simple, even though the bulk of the mod is finished I do intend to add optional install components to further fix the M4-78EP mod to make the mod more enjoyable. Below in this spoiler box are some of the plans I have for hypothetical future content updates: Of course, some of those plans may not come to fruition and some might even be added to the main mod, but those are just an idea for some of the things I have planned. I would like to dedicate this last bit of this WIP thread to my fellow modder, @Thor110, for his extensive collaboration with the project. We worked extensively together before he went on hiatus, many of the bug fixes found within this mod were not only done by him but couldn't have been done without him. Things like the extensive model fixes and corrections and the work done to re-merge the Industrial Zone from 3 to 2 modules can be attributed solely to him and, without him kickstarting the project with these difficult fixes, this completed mod would never have seen the light of day. Thor110's early work can be found in the M478EP Level Fixes mod but, as he points out, that mod is broken. The M4-78 Unofficial Patch contains the core fixes from that mod, alongside a boat load of new fixes. The full changelog can be found here in this spoiler box: And some screenshots: Do I feel this mod will make M4-78EP the best mod ever made, one that will make you go from hating M4-78 to loving it? No, I do not. However, I hope that this mod will give M4-78 a fair chance for new players who may be experiencing the planet for the first time. People will inevitably hate the idea of playing 3 hours worth of fan made content with little reward to show at the end of it, however, instead of experiencing a bug filled mess future players will now be able to judge M4-78 for exactly what it offers and what it tries to accomplish. The download link, when it is approved, shall be found here. Feel free to let me know your comments and your valuable suggestions on the mod here in the comment section down below: -
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It didn't, but it should now. Try this version. Dantooine I-Wing (Tangent Space).zip
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View File Borderless Fullscreen and Skip Splash Screens DLL Sets the games window to Borderless Fullscreen most modern games have, also skip the BioWare and Obsidian logo screens on startup. Made for the Steam version of Star Wars: Knights of the Old Republic II - The Sith Lords. Installation Download and extract the mod. You need dinput8.dll and dinput8.ini. Copy both files into your KOTOR II game folder, the same folder as swkotor2.exe: ...\steamapps\common\Knights of the Old Republic II\ Launch the game normally through Steam Important: turn off overlays before playing or process that attach to the games process!!! If you don't disable the discord overlay it will crash the game or the window wont appear at all but it works with steam overlay Disable the Discord overlay Settings → Game Overlay = Off Settings → Registered Games → Turn off Toggle detection and Toggle overlay Built and tested on the latest Steam version only. Not tested on GOG, disc, or older Steam builds. github Submitter xXRatPieXx Submitted 06/05/2026 Category Mods TSLRCM Compatible Yes
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Well, it's just an idea. At the end of the day, I don't know her character as well as he does, so I'll leave the brainstorming to you two lol. Speaking of SAO though: @SAO1138 Remember when you mentioned that the vanilla companions still don't acknowledge Vima in the recent updates? Well, it ain't much but I think that Zalbaar at least could work out. I also have an idea of what such an interaction could look like: Vima tells him that he reminds her of a Bantha, causing an indignant reaction on his part. I could see that making some players giggle at least. Also, also: @SAO1138 Leilukin wants to patch her Revan Romance Redux Mod for Kotor 2, to make it friendlier towards a Vanilla Kotor 1 playthrough. If you like and if Vima's VA is up for it, why don't you consider a similair small project that gives a romanced Vima, light -or darkside, a cameo appearance in Kotor 2?
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xXRatPieXx started following Borderless Fullscreen and Skip Splash Screens DLL
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Version 1.4.0
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Sets the games window to Borderless Fullscreen most modern games have, also skip the BioWare and Obsidian logo screens on startup. Made for the Steam version of Star Wars: Knights of the Old Republic II - The Sith Lords. Installation Download and extract the mod. You need dinput8.dll and dinput8.ini. Copy both files into your KOTOR II game folder, the same folder as swkotor2.exe: ...\steamapps\common\Knights of the Old Republic II\ Launch the game normally through Steam Important: turn off overlays before playing or process that attach to the games process!!! If you don't disable the discord overlay it will crash the game or the window wont appear at all but it works with steam overlay Disable the Discord overlay Settings → Game Overlay = Off Settings → Registered Games → Turn off Toggle detection and Toggle overlay Built and tested on the latest Steam version only. Not tested on GOG, disc, or older Steam builds. github - Yesterday
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In case anyone is interested, here's the second in my series of biblical case studies of Knights of the Old Republic: https://youtu.be/rjcAIT7A_0k
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Bastila getting her battle meditation from Nomi would indeed make sense ! This one is a great idea imo. The "doomed hero" though, after having reviewed Nomi's full story on Wookiepedia, doesnt really seem to fit her, although Sao, who's read the comics, would probably give an even more useful insight.
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My idea was based on a character archetype, that I really like, which is that of the "Doomed Hero". A character who is in the process of dying or facing a fate that to them is akin to or worse than death, leading to them using their remaining time for something they deem meaningful, so that they can leave the world without regret (in her case, finding someone with the talent for battle meditation, leading to Bastila learning that ability from Nomi). All Star Superman's Superman, MHA's All Might, ASOIAF's Jon Connington, Pedro and Whitebeard from One Piece and so on just to name a few examples of that archetype. And as to the when, I would've said the beginning of the war. Nomi leaves Coruscant to aid the Republic during the first battles, Revan uses HK or lures her into a trap (creating a parallel to what the Jedi will later do to him/her) or both. At the end of the day however, that's just my idea based on my preferences. I obviously can't tell you two what to do and I admittedly never read her comics, so I don't know what exactly would make sense for her character.
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I think you misunderstand the dialogue, although it was indeed kind of clumsy. Right after the line you quoted, she called Yuthura her friend. Cant get clearer than that Regarding Nomi, I think Revan related wouldnt really make sense, because that would mean he infiltrated Coruscant after having become a Sith ? Or before ? But if it's before, when ? Because he only turns to the Dark Side after his encounter with Vitiate so it would make no sense for him to try to assassinate Nomi before. But if it's after, how to explain he succeeded in going to Coruscant ? Or Nomi would go off planet ? There's some of my ideas from my conversation with Sao : this war and her 2 lovers' deaths, especially that 2d one (Qel Droma), could be why she's very sad AND why she would potentially cut herself from the Force and go back to her first belief that she didnt want to be a Jedi at first, letting that to her daughter (Vima, who, contrary to her mother, genuinely wanted to be a Jedi) and focusing on rebuilding the Republic a little like Leia in the Thrawn legends trilogy
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I checked against a vanilla install, and this mod makes scoundrels lose one feat compared to what they'd otherwise have at level 1. Vanilla, if you count every level 1 feat including the pre-selected ones, it's 9 total feats to start (light armor, melee, blaster, rifle, crit strike, snipe shot, scoundrel's luck, sneak attack, free feat). With this mod, for some reason, I was only given 6 additional feats to play around with (besides scoundrel's luck and sneak attack), not 7.
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I personally would go with something Revan related. Kotor 2 established him/her as a cold, ruthless master tactician who commited acts like bombing Telos, one of the many Jedi bases that the order created in case of a necessary retreat, just to send them a message, one who used precise strikes of assassination and sabotage against the Republic to weaken it without crippling it's machinery and who prefered capturing and turning Jedi rather than killing them unless it was deemed necessary. So it stands to reason that for them, Grandmaster Nomi Sunrider would be a very valuable asset in the war against the true Sith-Empire yet the very power that makes her so valuable as a potential ally would naturally also make her a potential threat to Revan themselves. So I could indeed imagine a scenario were Revan either did something to her that would cripple her abilities for a certain periode of time without actively killing her OR that they tried to capture, torture and turn her like many other Jedi, but that the attempt failed and Nomi managed to get away, but that the event had an unintended side-effect of her connection to the force being damaged someway somehow, forcing her to eitherretreat and try to restore her abilities, while also trying to teach Bastila how to use battle meditation after finding out that she possesses the capabilities to learning and mastering that ability as well. How exactly Revan would accomplish such a thing, I dunno. In case of a genuin assassination attempt however, I could maybe imagine him trying to use a poison made from the blood of a force resistent creature such as the Terentatek (or something in that direction at least). As for Kantarra in @SAO1138's Sleheyron Mod, there is a throw away line were Kantarra mentions that she and Yuthura got forcibly separated by Omeesh by having Kantarra sold to Aratech and if asked, she says that the reason for it was that, I quote, "slave owners are not fond of pairings between slaves that cannot result in offspring. It is bad business for them". Here is a vid from the S:SM playthrough through which I encountered the mod. The aforementioned line comes at 21:25 @SAO1138
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I've been looking forever for a mod that finally acknowledges the fact that Juhani is, indeed, a romance option for a female lightsided Revan. And when I heared about there being a mod that allows you to select who Revan ended up with in the first game, I was really excited to try this mod out, thinking it would be exactly what I was looking for at last. Unfortunately, the Mod in it's current form isn't what I was looking forward to. Yes, it does indeed make sure that Juhani is finally acknowledged as an option for a female Revan, instead of me being stuck with the games assumption that my female Revan ended up with Carth. And while I am a bit iffy about the voice acting, the fact that the author managed to incorporate both a Hidden message from Juhani and a cameo appearance from basically nothing, is rather impressive. My issue arises with the fact that in it's current Version, the Mod also takes various romance mods for Kotor 1, Mods that remove gender locks for Carth and Bastila and /or enable poly-romances with them to be precise, and turn their "additions" into selectable options too. Which I would be fine with, if these were coming in the form of selectable components that people can choose to either install or skip. But sadly, they are part of the main install, with the only optional component being the aforementioned cameo Juhani appearance. Thus sadly leaving me stuck with a playthrough were K2 acts as if Revan charging up both Carths and Bastilas loading ramps simutaneously was an actual genuin option in an unmodded vanilla Kotor 1 game.
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