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Hmm, are you trying to run the legacy or aspyr version?
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OldSchoolScrub joined the community
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Cloning modules via Holocron Toolset?
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
Thanks I'll check it out asap Does leaving models names (.mdl, .mdx, .wok) and rooms names in .lyt, .vis and .are with default 101PER prefix, even though my module tag and id is "PA1" can produce any other unpredictable behavior? Is manually copying the original module with MDLops and decompiling/editing/compiling binaries for each and every file, title etc. is overkill? Will Holocron clone suffice? Also why does the streamvoice folder gets ignored? -
Toby joined the community
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Cloning modules via Holocron Toolset?
vault13deathclaw replied to Stanlej95's topic in General Kotor/TSL Modding
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. -
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".
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FF97 started following M4-78EP Unofficial Patch - A Development Thread
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GHRE323 joined the community
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LightningBolt_1995 joined the community
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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.
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jmorenobothwell changed their profile photo
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jmorenobothwell started following Handmaiden Braids Fix
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xlbloodblitzxl joined the community
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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.
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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".
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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.
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durrman1337 joined the community
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Game/Audio stutter after 1.5hr gameplay session
CrispyJeb replied to CrispyJeb's topic in Knights of the Old Republic General
Unfortunately I haven't even tried the game without the mod... so if, I get a chance to do that I will update. -
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.
- Yesterday
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deadly-league joined the community
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LordK3vin joined the community
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joshuan777 joined the community
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warloc joined the community
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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
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- expanded universe
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Mekurukito started following Mods
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jmorenobothwell started following Blasters Reloaded
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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).
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fleger started following Handmaiden Braids Fix
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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?
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Taki17 started following Rain, Lightning and Thunderstorms on Telos , Scaled Kotor | Widescreen + UI Scaling and Handmaiden Braids Fix
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- 225 comments
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- expanded universe
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