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About This File

The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent.

A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file.

List of Contributing Authors (alphabetical):

  • A Future Pilot
  • blennus
  • danil-ch
  • darthbdaman
  • DarthParametric
  • Ebmar
  • Frykas
  • Gimmick5000
  • jc2
  • JCarter426
  • Kainzorus Prime
  • Kexikus
  • KOTOR 1 Restoration Team
  • Leilukin
  • Markus Ramikin
  • N-DReW25
  • ndix UR
  • R2-X2
  • Red Hessian
  • Salk
  • th3w1zard1
  • Thrak Farelle
  • WildKarrde

Installation:
Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.

Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first.

N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.

It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.

Translation:
The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal.

Traduction (Français - Harlockin):
Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude.

Переводы (Русский - olegkuz1997):
Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно.

Compatibility/Known Issues:
K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible.

K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know.

The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/

These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve:

https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues

If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder.

Uninstallation:
Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed.

Permissions:
Due to this mod being a compilation from many different authors, please do not distribute/rehost it.

Acknowledgements:

  • All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream
  • Fred Tetra - For KOTOR Tool
  • tk102 - For DLGEditor and K-GFF
  • JdNoa/Dashus - For DeNCS
  • stoffe - For TSLPatcher/ChangeEdit/TalkEd
  • bead-v - For MDLEdit and KOTORMax
  • ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+
  • seedhartha - For KOTORBlender fork for Blender 2.8+
  • Cortisol - For Holocron Toolset and HoloPatcher/PyKotor
  • th3w1zard1 - For additional customisation and feature improvement of HoloPatcher
  • Fair Strides - For various tools and updates to older tools
  • DrMcCoy - For Xoreos Tools
  • Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/
  • danil-ch - For the original info.rtf template
  • Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.

 


What's New in Version 1.10.0   See changelog

Released

You can read the full changelog at https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/CHANGELOG.md

Added French and Russian translation optional files.

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On 12/25/2020 at 5:45 AM, DarthParametric said:

Can you remember exactly where you were standing when starting the conversation that has Trask join you?

Somewhere between Trask and the box, wherever the pathfinding took me.  Basically, I just swung the camera around and clicked on the box, closed the dialog/menus, then Trask.  No actual movement.

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Hello everyone! Love the work in the community patch! 

I found what I believe is a bug (a very minor one), in the cutscene when you first meet Canderous and there is the two Vulkars speaking to the Davik agent. The Vulkar on the right sounds like he is using the same voice as a male Twi'lek instead of the proper voice. Like I said it's really just a minor immersion bug, and it may just be me lol. Wanted to point it out for you guys though.

 

Keep up the awesome work!

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Both Vulkars are using the Twi'lek male Huttese VO. There aren't really a lot of alternatives unless you swap them out for Rodians or something. And that's really at the point of being outside the scope of the Community Patches.

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It would appear the post I made about a year ago raising this issue got deleted, so I can't compare the original screenshots with these ones. Nevertheless, I do believe you can see the clipping eyelid very clearly in these. Apparently I need to install Fraps to get a bigger shot, but really anyone playing on a larger resolution should be able to see it.

Compare:

Spoiler

Eyelid.png.fe9b3af9e24a95bf8cb73b156861a535.pngEyelidwrong.png.dac83007b9f977cb9589f9f74ae86439.png

See that part of the eyelid with makeup as she frowns? It's going through the skin. I ain't really sure to what degree this is fixable, since this only takes place during the listen animation, but last time the problem was that it was not noticeable enough, so it couldn't be addressed.

This is simply a suggestion for the Community Patch's sake.

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8 hours ago, La Ingobernable said:

It would appear the post I made about a year ago raising this issue got deleted

It wasn't deleted. Your posts are in the WIP thread. If you want to report something and actually have a chance that someone (i.e. me) will actually notice/remember it, create an issue on the Github repo.  If it's not on that list, it's not going to get addressed.

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There it was. Yeah, these pictures are definitely better. All right, I can make an entry over there.

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Quick question. Does this mod make any changes to the Tarisian noble in Davik's estate that turns up dead if you give Christya 20 credits? Every time I've gotten to Davik's estate lately that noble has been alive and I know I gave Christya the credits.

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No. But interestingly I don't see any mechanism for killing him off in the vanilla files. The global set in Christya's Upper Cantina exit DLG is not referenced at all in the Davik Estate module, nor can I find any reference for destroying the noble/spawning him dead.

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That's weird. I know it was a thing in the past because I remember experiencing it. I wonder why I can't get it to fire anymore.

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Hey Guys!! I really wish you would tag mods on here that are either included(wholly or partially), or compatible with K1CP, as you do with K1R compatible mods, and include instructions for installing in the correct order to achieve compatibility...Thanks, it would really be a big help, and make the transition  smoother....😊

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Does this mod work on the Mac version of the game? my pc is out of commission for a bit but I can still run Kotor on my laptop 

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The mod uses TSLPatcher to install, which is a Windows executable. You'd have to run it under Wine or something similar. But structurally the game content should be the same.

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Like with the Consular/Sentinel class skill swap, is it possible that the feat progression and class skills of of the Combat Droid and the Expert Droid have been swapped?

Come to think of, there is a lot of weird going on with HK-47 in general. The Combat Droid class has a fast Fortitude progression and the suggested attribute is CON, yet it has 16 STR and 10 CON when the reverse would make more sense.

Would that one be under the jurisdiction of the Community Patch, or would that tread too much over the vanilla experience?

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KotOR0000.jpg.55464730288d63047372425d5aa9361e.jpg

I noticed this graphical error ever since I installed this mod on two different PCs. It only occurs at certain angles, only on the Ebon Hawk, and for some reason only when Grass is disabled. Enabling Grass fixes this.

Is anything packaged in the CP that might affect that?

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I am having problems with the installer itself. I am stuck on the screen that says [Status] Installation started. I have been stuck on that for about 45 minutes. Not sure what to do.

1 minute ago, Jaws00115 said:

I am having problems with the installer itself. I am stuck on the screen that says [Status] Installation started. I have been stuck on that for about 45 minutes. Not sure what to do.

It also hasnt let me choose an install location when I clicked Install Mod

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Dual monitors? The folder selection window is off-screen. Unplug your second monitor temporarily and it will appear on the primary monitor. It's a bug with TSLPatcher.

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18 hours ago, DarthParametric said:

Cause what? I have no idea what it is the picture is supposed to be showing.

The texture on the models discretely blacken/disappear from certain angles. If I were to move the camera a bit to the left or right, the textures would be displayed again, then disappear again after a certain angle. For some reason, it is tied to the Grass setting.

The unmodded game does not have this particular issue, but Grass is bugged in other ways like grass lacking transparency and/or very low performance (which is why I turned it off before installing CP). I assumed that one of the mods in the CP fixes these issues but causes this one when Grass is turned off. None of the ones listed in the readme seems to do that at face-value though.

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Grass rendering problems are a GPU issue. There shouldn't be anything in K1CP related to it at all, especially in the Hawk which doesn't even have grass in the first place.

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