All Activity

This stream auto-updates     

  1. Today
    Not sure what till will look like until I encounter it, but hot damn does this fix the issue. My lightsaber doesn't look like a galvanized metal pipe anymore! YAY!
  2. Yesterday
  3. Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
  4. https://deadlystream.com/topic/11840-looking-for-this-female-character/#comments
  5. Hello Dark Hope, how are you doing? Do you plan on releasing this female PC head in the future? the ginger girl
  6. shadongo

    Belt icons

    Is the PC character available for download? never seen her before
  7. If you post them, I can show you how to manually merge them. Kind of hard for you to learn otherwise.
  8. Last week
  9. Fair enough (@DarthParametric), nor would I expect you to. It's really not a big deal anyways. If at some point in the future I get knowledgeable enough to do it myself then I will, but otherwise it's all good. I haven't seen any other posts about this either so clearly this is bottom of the priority list.
  10. I actually have a couple follow up questions. I doubt that the lip sync files will cause any real problems for me. The main conflict here is the Mission as Jedi mod, it uses some of the same lip sync files as the Sleyheron Story Mode mod. My solution to this is to simply not use the lip sync files from the Mission as Jedi mod. My thinking is that all this will do is make it so that the conversations added by that mod don't actually have lip syncing, so the audio will play and the text will show, but the NPC's mouth won't move. Am I correct about that? If so it's a small sacrifice and I can certainly live with it. The more important question however concerns dlg compatibility. The creator of the Sleyheron Story Mode mod was kind enough to create me a unk41_mission.dlg to make the Spare Mission and Zaalbar mod compatible with theirs, which was very kind and saved me a lot of trouble. However, the community patch has 2 module files that conflict with both the Mission as Jedi mod and the Spare Mission and Zaalbar mod. The files in question are danm14aa.mod which has dan14_jon.dlg packaged with it and unk_m41aa.mod which has unk41_mission.dlg packaged with it. I know that I could simply delete these modules, but then I would miss out on all the other changes these files make. My proposed solution is to simply open these module files with the Holocron Toolset, remove the dlg files in question, and replace them. So I would replace dan14_jon.dlg with the one from the Mission as Jedi mod, and unk41_mission.dlg would be replaced with the one that SAO1138 made for me. It's an easy change to make, and I think it would work just fine, but I'm no expert. So all I'm wondering is whether or not packaging these modded dlg files into the modules from the community patch would cause any issues with the module itself, or if it would work completely fine. If it would work completely fine, would I still need these dlg files in the override folder or would having them packaged into the modules be enough? Of course all the other relevant files would be in the override and obviously this setup would only work with this particular mod build. But if my solution is good, then others could use this information to make these mods compatible with their own builds. Thanks in advance for any assistance provided. EDIT: For anyone reading this who is wondering the same thing, I think I may have found the answer to my question from something DarthParameric said in another thread: DarthParametric: "The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution." So I think my idea of merging the dlg files into the relevant module files is the correct way to go in my case. As I said above though I'm no expert, so if one of the more experienced users on here could confirm this for future readers (and for me) that would still be great.
  11. Hello guys. Is it possible for the Ravager Rewrite Mod by Zybl2 to reveive an update, that makes it compatible with TSLRCM? Because I really like the restored scenes between Visas and Mandalore and while TSLRCM doesn restore them too, it is very obvious that they were part of an abandoned alternative Ravager plotline in it. However, while I do have the TSLRCM tweak pack, I also don't necessarily want to remove with them because the dialogue itself IS really interesting. I dunno if Zybl2 is still active in the modding community or if someone else would be down to update the Ravager Rewrite mod to make it more TSLRCM compatible, and be it only with the TSLRCM Tweak Pack as a condition, but I would really appreciate it if that were the case

  12. N-DReW25

    GenoHaradan Legacy

    Make sure TSLRCM is installed first before the K2CP. In Kotor II the restored content mod is the "base" mod that all other mods are installed onto, whereas in Kotor I the K1CP is the "base" mod. I am currently experimenting with adding more dialogue wherein NPCs/party members acknowledge the GenoHaradan. Should a dialogue changed by PartySwap also be changed by GL then I'll be sure to include a compatibility patch. These mods take place in the end game after the GenoHaradan content ends. I am not adding a Darth Traya GenoHaradan predicition using AI in this update so these two mods are fine. I'm fairly certain the GL won't touch Korriban and I'm sure the UTTP mod is too specific in its features to cause any real problems. These mods should be safe. GL won't touch the remote. This mod is safe. GL won't touch the prologue. This mod is safe. GL won't touch robe models or Daralaa's merchant inventory. This mod is safe. GL probably won't touch T3-M4's dialogue, though if I do I'll include a compatibility patch. This mod is safe. This drops in the Telos Academy, right? GL won't touch the Telos Academy. This mod is safe. GL is an added content mod, it won't touch character stat progression. This mod is safe. Whilst the Nar Shaddaa arrival intro is under consideration, Korriban's arrival intro isn't. This mod is safe. GL won't retexture Mira. This mod is safe. GL won't retexture Chodo Habat. This mod is safe. GL won't touch the Handmaiden Sisters. This mod is safe. That is an interesting question. Usually you install TSLRCM first, M4-78EP second if you are going to use it, and install the bigger content driven mods after that before going to the smaller ones. In your install order, I'd say install TSLRCM, K2CP, and then GL. If you were to somehow experience bugs in your future playthrough, report them to me and I'll see whether or not they're my fault or if there is an unknown incompatibility somewhere.
  13. I've noticed that different armors give you different heights. You are slightly taller in normal robes than you are in Jal Shey type armors. Jal Shey armor shrinks your character, and you can't even hold a weapon properly.
  14. Kätzchen

    GenoHaradan Legacy

    Oh, that's neat. Thanks for letting me know One last question: Besides MVE, I currently have the following mods installed: 1. K2CP 2. TSLRCM 3. PartySwap 4. Extended Enclave (plus compatibility patch for Party Swap and EE as well as EE Tweaks) 5. TSL Expanded Ending 6. Unofficial TSLRCM Tweak pack 7. Dustil Restoration (using pure restoration component) 8. Lonna Vash Mod for TSLRCM 9. Remote Tells Influence 10. Prologue Item Recovery 11. Juhani Item Pack for TSL 12. Consistent Bastila Recognition 13. Vao Armband Drop 14. TSL Character Start Up Change 15. Extended Korriban Arrival 16. A reskin for Mira's Basic Clothes 17. A reskin of Chodo Habat 18. JC's Handmaiden Sisters Do you think that any of these mods would cause compatibility issues with the finale version of GenoHaradan Legacy? And if I was to do a new playthrough with said final version installed, once it comes out, would I have to install GL immidiately after TSLRCM or would it be okay if it was installed last?
  15. Ok so there may be compatibility problems. I'll just have to see what happens, and if there's a problem then I'll have to remove a couple of mods. I can live with lip sync issues, but if the dialog files cause any progression issues I'll definitely have to remove a couple of mods, mainly the Mission as Jedi and Save Mission and Zaalbar mods 😟. This is the first time I'm using the Sleheyron Story Mode and Manaan Pazaak Tournament mods, which are the main source of the conflicts. Hopefully all will be well but if not it is what it is. I had just never seen that warning in the past and was wondering what it was. Thanks for the replies. As for DarthParametric's question I generally install games to my desktop if it won't create an issue, for Kotor 1&2 I have the GOG versions.
  16. N-DReW25

    GenoHaradan Legacy

    So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
  17. You're trying to install a mod that's modifying files in Modules (ERF/RIM/MOD) but are rendered completely ignored due to a higher priority file that exists in your Override folder. Check if the mod you're installing is compatible with whatever you already have installed.
  18. Per @th3w1zard1 , co-author of pyKotor and HoloPatcher: It's a rare unused feature of TSLPatcher that's off by default. HoloPatcher has it enabled. Basically tells you if a mod installs to a module directly (.rim/.erf/.mod) when it'd be 'shadowed' by a higher priority file existing in Override. See: https://github.com/th3w1zard1/PyKotor/wiki/Explanations-on-HoloPatcher-Internal-Logic#the-patch-loop Part of step 5. In other words, a mod has injected a file into a module (MOD), but a file in the Override will supersede it. On an unrelated note, why the hell is your game installed in the Users folder?
  19. Just a quick question. I've encountered this warning from TSL Patcher / Holo Patcher: A resource located at 'C:\Users\Name\Star Wars - KotOR\Override\file name' is shadowing this mod's changes in modules\filename The files in question are dialog and lipsync files. Some of the files in question come from the Mission Jedi Mod but files from other mods have given this same warning. Shadowing implies making similar or identical changes, so I'm just wondering if it's safe to ignore these warnings or if this will cause an issue. Thanks in advance to anyone who can answer this.
  20. Manual merging shouldn't be that arduous. But I can't be assed to dig through the mods in question and find the relevant scripts. Post their source and I'll take a look.
  21. Leaving it up will be better. Might save someone else from getting their hopes up.
  22. That's a shame, I didn't know that those utilities weren't capable of this. On my latest reinstall I decided to use the no fighters mod but noticed a conflict between Bastila On Korriban and also with the Sleheyron Story Mode Mod. Oh well, there's an old mod by Darth333 that makes the mini game easier (and thus quicker), I'm using that on the current build. Maybe an admin can delete this thread since what I've suggested can't be done.
  23. Been chatting with a few community members, and I've been asked to share some of the other binaries I've come across. Attached below are the binary executables for Kotor 1 Mac, Kotor 2 Mac, Kotor 1 Android, Kotor 1 Xbox XKOTOR KOTOR2sub libKOTOR.so default.xbe
  24. Any word on when we can get new instruction sets? Going K2 spoiler free.
  1. Load more activity