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Ussernnamee joined the community
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Teppes joined the community
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solarin joined the community
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Tecoloteowl69 joined the community
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Sadly, these two files didn't help to levitate the problem , but I got screenshots, here take look. It hard to see, but you can see, not only black lines on the bottom checks, but also strange round white lines on the second yellow character here. doesn't happen with default female character. Also is it me or back of 1 blue character, and 3 dark yellow a bit broken in someway?
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- terentatek
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shadowwarrior519 started following GenoHaradan Legacy
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Trihne joined the community
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[TSL] Kreia's Assorted Robe Collection TSLRCM Patch
dachaunmcgee@yahoo.c commented on Lily's file in Mods
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[TSL] Kreia's Assorted Robe Collection TSLRCM Patch
dachaunmcgee@yahoo.c commented on Lily's file in Mods
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[TSL] Kreia's Assorted Robe Collection TSLRCM Patch
dachaunmcgee@yahoo.c commented on Lily's file in Mods
- Yesterday
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jisku joined the community
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nyxthenyx joined the community
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The baked in normals should have been stripped out of the underwear model already with the Kotor 2 version, so it's likely just that the polygons aren't super smooth, if that's the model you're talking about. You can try downloading these 2 files and replacing the ones in your override folder, but I suspect that it will not help. N_TwiUnd.mdxN_TwiUnd.mdl 1. Let me know if that helps. 2. If you can post a picture, that might help me figure out what you're seeing. 3. If anyone reading this has thoughts on smoothing out KotOR model geometry to make the normals look better, I would love to hear it.
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Neptune_Blues joined the community
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jc2 started following Rakata ModInstaller
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ati joined the community
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shadowwarrior519 started following M4-78 Enhancement Project and Echoes of the Republic - an unofficial expansion
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shadowwarrior519 joined the community
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This is great, it has fixed the grass issues. Don't know if you can do anything about this but here goes. I had an Ebon Hawk retexture installed, but the outside of the Hawk goes completely black after installing the standalone driver fix. I can still enter it and the inside looks fine, it doesn't seem to cause any other issues except for the skin on the outside, tried playing around with settings for a while to no avail. https://www.nexusmods.com/kotor/mods/1559
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Keep up the great work! Can you make a mod with Bastila joining early outside the Enclave on Dantooine, in order to access her dialogue with master Nemo? There's also an unused dialogue for the Council if you visit the ruins early and some unused voice lines for Nemo to teach the player the Jedi code.
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fleger started following High poly PFHA05
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I have an inquiry. I am having a bit of trouble following Dr. Snuggly's Github as well as your Google Doc because I am not really sure what I am doing and cannot commit much time because of my day job, and, I was wondering that, like this file package and files available on GBATemp for KOTORII, are there any ready-to-use file mods for this original KOTOR aside from this one and the portair and character texture? I know this is a super ultra niche but I am lately interested after seeing what was done with KOTOR2. Thank you in advance for your response!
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Elwood288 started following Rakata ModInstaller
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An mod that did the (a couple of years ago) impossible. He solved one of the most pertiment bugs for the K1 users, the enabling of Soft Shadows, Frame Buffer Effects and all the bugs in the metalic surfaces, reflections and all. To me even the Standalone version of this mod is mandatory. Congratulations goes to the modder
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That's a fair question, and it comes down to a couple of things: At the moment the ModInstaller only has the ability to manage loose file mods, of which there are still a fair few out there! (maybe 60% of the mod builds are loose file mods) Unlike on Windows: loose mod installs on Linux are a bit of a nightmare and require a lot of prep-work, and careful consideration to make sure that case mismatches (This vs this) aren't an issue. For example: to get a mod prepped at the moment you'll need to extract it somewhere, ensure all of the files are the same case, make sure whatever is inside your override folder is the same case so that if you expect to overwrite something you can, and then you can install the mod. And even once you do that, there's no easy way to undo or restore any backups unless you're doing them all yourself. Next: you also need to make sure you're using a pre-release version of HoloPatcher to make sure it also doesn't mess up the case on any files.. The ModInstaller handles the loose file mod side of things: it's able to track loose file mods you've installed as well as handle collisions when there is a naming problem (only really an issue on Linux). It also opens mod archives directly, so you don't even need to extract them somewhere. (You can also handle tpc and tga duplicates too!) So the idea at the moment is to give Linux users (and Windows/Mac users too!) the ability to manage loose file mods in a more convenient way. Now to your point about TSLPatcher or HoloPatcher support: That is part of the final plan, but there is a lot more work to it than just integrating holopatcher and being done with it. Rakata (the library that I built, and what the the organiser is built on) only supports K1 at the moment, and it is almost ready to actually be able to support having a patching engine built on top of it, but it isn't quite ready for prime time yet. The plan is to build out support for Cortisol's Kotor Patching Language. Then write adapters for both old style TSLPatcher mods and HoloPatcher mods, so all variants can be supported properly. What this means is that loose mods and patcher mods will both able to be managed by the same application, and would give you the ability to uninstall/reinstall disable, etc. quite easily. Early days! But things are looking pretty positive. Keep an eye out for my saveeditor that is also almost ready to release as an initial version. It will support live session editing (when paired with a patch via KPM) and a plethora of other useful features (including rakata-lint, a verification engine that is designed to catch crashes before you deploy mods or in the future, edit game assets)
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