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  1. Past hour
  2. Right click on the source child node, Copy Node, right click on target parent node, Paste Node as Copy:
  3. Alright. Well I'll take a second look at it in there and see if it works out. Thanks!
  4. Today
  5. Yes, that's tk102's. FS just mirrored it here because the original host LucasForums/SWKnights went down.
  6. I do not know. But the one I am talking about was one I downloaded from this page when I went on a search to download tons of modding tools for this project. I made a second post on this (this one was an accidental post when I was editing it). If this is the one you are referencing, either I am blind or just didn't see it.
  7. Hey everyone, I’m Rever$e (or Rever$e Studios — I use both names across most platforms). I’m relatively new to KOTOR modding, and I’m currently working on a small‑to‑medium sized expansion mod for KOTOR 1. It adds new questlines, a new character, custom items, and a few new modules. Right now I’m stuck on a problem with dialogue editing for a computer console in one of my custom ship modules. The console begins in a broken state, and after repairing it as part of a small side quest using custom plot items found in the module, it becomes a systems terminal that displays status information and quest‑related data. It functions similarly to the camera terminals in the base game, but text‑based instead. The issue I’m running into is specifically related to “Return” replies — the options that take the player back to a previous menu node. The Problem I’ve used FairStrides’ (tk102's) DLG Editor before, but it doesn’t have the linking features I need for this particular dialog. It works better for simple back‑and‑forth conversations. Because of that, I switched to Holocron Toolset, which includes a “Paste Entry as Link” feature. Edit: (I was told that it actually is able to link so I'll take a second look at it)
  8. You mean tk102's? I'm not aware of FS making any dialogue editor. DLGEditor can absolutely do node links.
  9. Yes, change the TXI files as well.
  10. The T3 skins mod requires the player to start a new game, so I'd like to make sure things are done correctly, otherwise the skin mod for T3 probably won't work.
  11. Managed to get a fixed version of the artistic Vima portrait. Sorry for the wait. po_pvima.tga
  12. Okay, thank you for responding to my issue. I'll try to change the file name as you suggested. Thanks again! Okay, I changed the file names to t3m3 as you suggested. What about the files ending with .txi? Do I need to change them too?
  13. interesting, might be worth posting an image of it in game
  14. Yesterday
  15. View File Bastila HD Head HD head for Bastila. (Recommended to use it with the Party Model fixes and HD Bastila mod by redrob41.) Submitter GearHead Submitted 06/22/2026 Category Knights of The Old Republic Mods Used K1R Compatible Yes Does this mod/file/content use AI? Yes If you use AI, please describe how it is used. I generated the texture with AI then did some minor edits to the picture like color correction ect...  
  16. JasonRyder

    K1 Alien Pack

    I'm playing through KOTOR and I noticed the brown Ithorian (alien_Ithorian_04) skin isn't appearing on the Ithorian mechanic that explains swoop racing to you. The picture indicates he would look like that. I'm also using Lasat's Characters Revisited and I installed the K1 Alien Pack AFTER that mod. Also, the Duros that you meet outside your apartment on Taris has two different appearances. In the apartments, he's blue with a white jumpsuit. In the Sith base, he's green with an orange one.
  17. Are they correctly named "P_t3m4_01.tga"? Kotor I has T3's texture file named as "P_t3m3_01.tga" so if you're installing Kotor I mods into Kotor II they aren't working because Obsidian changed the filenames for T3. Simply renaming them to "P_t3m4_01.tga" will most likely work if they're called "P_t3m3_01.tga".
  18. I've tried all the workarounds suggested by the internet. I'm on an Android phone, I can get the skins mods for T3-M4 for KotOR 2 to work. Can I please have some help? If I can give my email address to whoever wishes to assist me, it would be very helpful also. Have a pleasant day. Sorry for the typos in my previous post. I meant to say I can't get the skins for T3-M4 to work.
  19. No worries, the other folder's version has it working for me. Thanks for your assistance and your mod! For others, until it gets fixed, the filepath one I used: OPTIONAL AI textures\New Companion Portrait\po_pvima.tga
  20. Ah dang it, I'm sorry. I knew that one was bugged, and I'm only just now realizing that I never uploaded my fixed version of it. I meant to get that online three weeks ago. Worse yet, I accidentally deleted my working copy of it too. I've reached out to DarthKhrono and see if they can pass me a copy of the working version. For now, would you be willing to just use the basic version of the party portrait? You can change it out later once I have the working version for you. Really sorry about that!
  21. Last week
  22. I believe I did the Optional alternative \Optional alternative textures\Stylized new companion portrait (Drawn by DarthKhrono)optional > po_pvima.tga
  23. I agree that BOSSR shouldn't even be installed with Sleheyron anyways. I haven't tested the entirety of BOSSR with Sleheyron installed, but from what I could tell, when we had added rows to the placeables.2da (Have now been built into the .mdl instead since the lastest update), there were some missing trees and rocks for placeables in one of the BOSSR modules. That was just a small factor, since I would think most people wouldn't be playing with both Sleheyron and BOSSR. I just know if anyone does decide to install BOSSR, it should be after Sleheyron, theoretically. Any idea which improvements from K1CP aren't taken into account or become overridden with Sleheyron installed first? I would think other than the missing cantina & orange twilek issues, there may not be anymore 2da or 2damemory conflicts between Sleheyron and K1CP, so it should be okay to install it first. If there are other 2da conflicts between k1cp and sleheyron, then those could be have been tested previously. At this point though, I would think the only things affected would be anything from the Sleheyron patcher that hasn't had its 2damemory set properly, if there are any left. As for the placeables 2da, there shouldn't be anymore issues with that since no placeables were added. Just changed rows. Unless there's other issues with the established rows that I'm not aware of. Edit: After just testing the most recent version again with installing K1CP first, and then sleheyron second, it seems the red twilek appears just fine. So yeah it should be okay to install K1CP and the compatibility patch before Sleheyron, as originally intended. Again I apologize for the confusion. I just know that twilek issue must have been fixed since then (either a 2da or .utc thing). At this point, i'm not aware of any other .2da issues that could cause any conflicts.
  24. There might be something wrong with the Vima portrait if it’s causing a crash. There are three different options to use across the mod’s files. Which one did you try?
  25. You're very much right and that must be an oversight on our part during Holopatcher's configuration. I'd just taught Sao about 2DAMEMORies so it wouldn't surprise me.
  26. This sounds like an issue with Sleheyron's installer. The installer should be configured to store new appearance rows as 2DAMEMORY tokens so they can be reused for NPC appearances, rather than hard-coding specific appearance rows for NPCs. Brotherhood of Shadow is not compatible with K1CP, and changing the installation order will not resolve the placeables issue. Brotherhood of Shadow uses up almost all remaining placeable rows, making it incompatible with other mods which add placeables. The only way to resolve this is to patch the executable to increase the limit. On top of that, Brotherhood of Shadow just has a large scope and nobody maintaining it anymore so it is incompatible with a lot of mods in general.
  27. When I go to the Sheriff that then redirects me to the cantina to progress the story and get the new party member, once I click on the dialogue to go to the party selection screen, it crashes (CTD) and I never get to the point to select the party. Saw that you read comments on file page more often than file support page.
  28. First of all, BOSSR is and has always been incompatible with K1CP. Btw @SAO1138 I just read the description and you'll want to delete BOSSR from your recommendations or at least warn users about this. This particular mod has been designed to work with the vanilla game and that's it. Although I didnt try myself so no idea if it only brings small issues or game breaking bugs but I've seen testimonies of people who couldn't even complete the game with both installed. And that's not even talking about Sleheyron which brings a lot of new placeables. Even with K1R it breaks some placeables. BOSSR should be a mod played once, and if it were me I'd just advise to play from the savegame the author gave. And Sleheyron would've been the same if I didnt insist to Sao that we should make it compatibility friendly with an installer such as Holopatcher. Second, Sleheyron first brings many issues such as the ones you described but also others, like some of K1CP improvements not being taken into account, or even overriden by Sleheyron. Third, a compatibility patch is NOT needed if we do things right. And as Ndrew said very clearly, people are stupid so might as well do things smartly and in the simplest way possible for end users. Hm that's not what Sao told me. It's mostly because we didnt yet fix an issue with the Patcher regarding the 2DAMemories for the placeables.
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