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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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4 minutes ago, DarthParametric said:

K1CP does add it, but that doesn't mean another mod installed afterwards couldn't have replaced it. That was the most likely culprit, given the trigger was right where you were crashing. There's nothing else that really jumps out as being potentially at fault.

I removed it, but game still crashes at same point

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On 4/18/2022 at 1:39 AM, DarthParametric said:

Looking at the layout, I can see a trigger for the party member "XYZ looks like they have something to talk about" scenes just before you hit the fire. Are you getting past the fire? Have you triggered Carth's next batch of whining?

I'm beginning to wonder if I might have unintentionally (or accidentally) deleted a necessary file somehow...Is there a way short of a complete wipe and reinstall, to check for missing files??

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Does anyone know which script causes clothes to be automatically equipped in the Sand People Enclave? I know it was introduced by K1CP, I just don't know which one it is.

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There are two primary scripts that handle it, depending on whether you choose the hostile or friendly approach. For the hostile approach, it's an added script cp_tat20_strip which uses a function from the K1CP Tatooine include cp_inc_tat. For the friendly approach, it's a modified version of the vanilla script k_ptat_meetchief, again using the same include function. Note that you should also refer to the other related scripts listed in both those, since some of these work in conjunction with the stripping.

There was also a restructure of the DLG for the initial entering scene (tat20_09first_01.dlg) in order to better mask the switch.

It should also be noted that this wasn't so much of an introduction by K1CP as a restoration of the original intended function by Bioware. My take on it is that they removed it because of all the issues I encountered when re-implementing it, with t-posing and the like.

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Ah. So, I'm assuming there is no viable method for removing this particular restoration? I'm having an issue where I'm having clothes equipped instead of my Jedi robes.

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The problem is there is no way to know what the party was wearing prior to equipping the disguises, at least two modules previously. The game doesn't store that information, and there's no real practical way to implement doing so either unless you forcibly equip the disguises in a cutscene before entering the Sand People Territory. Even then, K1 is not really set up to store strings. There is a SetGlobalString function, but the nwscript.nss comments say it was not to be used without explicit permission from Preston Watamaniuk, so that sounds dicey. You could get around it by using a series of ints and SetGlobalNumber, but it would be kind of messy.

So you either leave them in their underwear, you equip clothing, or you just equip random gear from the player's inventory (presumably the best available based on the character's class and skills). You could look at Bioware's k_inc_tat include function EquipBasicClothing, which has a commented out section for equipping robes to Jedi classes for an idea of how to implement a basic version of the latter.

If you want to revert it altogether and leave the party in their underwear, you could edit the scripts listed in my previous post and switch CP_StripDisguise to the vanilla k_inc_tat function DestroySandpeopleDisguise.

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I would but I have no way to decompile the scripts. My decompiler stopped working out of nowhere. I get "Error: Couldn't initialize the NwnStdLoader."

Otherwise, I'd try to make the edits myself.

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I literally linked to the source files. You don't need to decompile them. The source for every K1CP script is in the Github repo.

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On my end, hovering the cursor over the party's portraits no longer shows the XP remaining to level up. Was that always like that in K1? Just started a new game after a fresh install, and just a couple mods besides the community patch. Congrats on the update, by the way.

Edit: Can confirm this was me messing with the settings and toggling something off by accident.

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It's a problem on your end. The mouseover summary works perfectly fine for me with v1.9.2. It's not something K1CP would ever alter. Or could even if we wanted to I suspect.

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As should be evident from the version number, it will be a new version (1.10.0), not a hotfix to the current version (1.9.x). It's highly unlikely to release this year.

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On 10/29/2022 at 7:20 PM, Leilukin said:

Yes, but you need to hack your Switch and use the KotOR Switch Modding Framework to install KotOR mods. K1CP has been tested and confirmed to work with the framework.

Thanks. Last time I tried to install it I got five errors. I'll try again but maybe the switch modding framework being on my SD card had something to do with that. Tried to install it again and got the exact same errors.

installlog.txt

Edited by RevanShan

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I haven't had this problem in the past with this mod but I'm getting a weird error in the TSL patcher.

Error loading CResRef field, string is too long! (GFF-8)
 

Does anyone know what could be causing this?

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The log file indicates that you are trying to install the mod over the top of an existing K1CP installation. DO NOT EVER DO THIS. You must always start with a completely clean fresh installation. Since you are obviously using the Steam version, go into the game's folder (C:\Steam\steamapps\common\swkotor in your case) and delete the Override and Modules folders. Then in Steam, right-click on the game's entry in your library, select Properties, Local Files, and click the "Verify integrity of game files" button. Then start the entire mod installation process from scratch, including replacing the exe and patching it for widescreen, assuming you were doing that (in which case you probably just want to save a backup of the patched exe first).

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That's odd. Because I hadn't installed K1CP for this go around. I had installed a couple dialogue mods but that was it. Either way, I just did a completely fresh install and it worked. Thanks for the help. I'll be sure to do this in the future.

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It adds new TLK entries. Those should still work, albeit they are in English. But I have no idea what the impact would be for languages that use two TLKs like French.

There are also some voice over edits/changes as well, which are in English.

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