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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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2 hours ago, DarthParametric said:

It's possible some other mod broke it. List the other mods you have installed and attach tar_m02af.mod from your Modules folder.

Here's the mods I'm using: KOTOR Mods

And here's my tar_m02af.mod file: 

tar_m02af.mod

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Your mod list attachment is broken. It's a dead link.

I can see that Bastila's conversation with the player after the initial scene with Carth doesn't have the edited StrRef that K1CP makes, indicating interference by another mod. The script that fires between the DLGs is K1CP's though, hence the movie playing. Edit: Actually it's not the hideout module. I forgot that the switch to HoloPatcher meant we just edit the existing StrRef directly now rather than appending a new one.

I'll also need tar_m03af.mod from the Modules folder.

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1 hour ago, DarthParametric said:

Your mod list attachment is broken. It's a dead link.

I can see that Bastila's conversation with the player after the initial scene with Carth doesn't have the edited StrRef that K1CP makes, indicating interference by another mod. The script that fires between the DLGs is K1CP's though, hence the movie playing. I'll also need tar_m03af.mod from the Modules folder.

Here's my mod build: 

https://docs.google.com/document/d/1jNwfIsnNDpSm-xYtRcepYK_YDqmBnrxbWI9PpNWEAi4/edit?usp=sharing

tar_m03af.mod

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Yes, another mod has replaced the script that fires at the end of the conversation with Bastila after the fight on the swoop platform, adding back the the movie. Based on the presence of "jc_slavebast" in the script, this is caused by @JCarter426's Slave Bastila for K1 mod.

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14 hours ago, DarthParametric said:

Yes, another mod has replaced the script that fires at the end of the conversation with Bastila after the fight on the swoop platform, adding back the the movie. Based on the presence of "jc_slavebast" in the script, this is caused by @JCarter426's Slave Bastila for K1 mod.

Thank you very much! 

This is thankfully a minor bug. Any way to fix it? Also, I was thinking of using Kaidon Jorn's KSR 2022 mod. N-Drew told me that it should work with his K1 Loot Overhaul mod, but if KSR is installed after the loot overhaul, it'll just replace the loot from that mod with it's own. I did use KOTOR Tool to edit some of the inventories. 

Also, Brejik initially attacks me unarmed but does pull out a vibroblade when Bastila attacks him. Also, if I move away from Brejik, he gets out the Mandalorian Blaster. Why is it that he pulls a blaster at the end of the cutscene when he's equipped with a standard pistol, but not with a Mandalorian Blaster Pistol? 

 

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4 hours ago, JasonRyder said:

Also, Brejik initially attacks me unarmed

He shouldn't be unarmed, he should start equipped with a blaster pistol. Again it sounds like some other mod interfering since that problem has never occurred in testing/development. It's not K1CP's job to fix compatibility issues with other mods.

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4 hours ago, JasonRyder said:

Thank you very much! 

This is thankfully a minor bug. Any way to fix it?

JC has to fix it in a bug fix update for his mod.

 

4 hours ago, JasonRyder said:

Also, I was thinking of using Kaidon Jorn's KSR 2022 mod. N-Drew told me that it should work with his K1 Loot Overhaul mod,

I'm not sure when I told you that, but I'm going to say you probably shouldn't use KSR 2022. The reviews for that mod state there are bugs with the Bolook quest and since the mod hasn't been updated since 2022 you're going to have problems with that mod regardless to whether or not you're using multiple mods or just KSR 2022.

 

4 hours ago, JasonRyder said:

Also, Brejik initially attacks me unarmed but does pull out a vibroblade when Bastila attacks him. Also, if I move away from Brejik, he gets out the Mandalorian Blaster. Why is it that he pulls a blaster at the end of the cutscene when he's equipped with a standard pistol, but not with a Mandalorian Blaster Pistol? 

Not only is DP correct, it isn't his responsibility to ensure compatibility with other mods... but you've already reported this to me. It is my mod that is the problem and it is my responsibility to fix it, and since I'm busy with both irl responsibilities and other mods I'll get around to fixing it when I get around to it.

 

You aren't going to get any help from anywhere except from me, and my help requires patience.

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Welp, looks like it's unfortunately time for me to be my complaining self again.

A lot of the changes listed are objectively good, like all the tidying up of wonky camera-work, misaligned textures, etc. And the more logical clothing choices, and correcting Bolook's skin color, and so on and so forth. However, the readme, the changelog, and the description give no indication that this is anything other than an all-or-nothing patch. And because of one of the changes, "Swapped the class skills for Consular and Sentinel", that unfortunately makes it a complete writeoff in my eyes (unless someone's made mods to revert that and some of the other subjective stuff?). That's not only a major warp of the gameplay, it's also a subjective one: not everyone agrees with the notion that "Zomg they mixed up the Consular and Sentinel class skills" (I for one have no idea where the actual hell people got this from, and I think those who preach it are straight-up wrong; personally I think it would be better to give Sentinels Stealth and Security as class skills instead; by default, no Jedi class has those as class skills and the Sentinel getting them would be in line with the Sentinel answers to the quiz questions - especially Security). That change is not a "fix", it's a subjective opinion,  and it should therefore be an optional add-on rather than forcibly lumped in with everything.

Lesser subjective things include removal of the screen blur when using Force Speed (some people actually like visual flavor like that, and it's not like this is a competitive PVP shooter so idk why anyone was moaning about it enough for it to be worth removing in the first place), and speeding up the spacewalk and the seafloor walk (I will withhold my opinion on the people who asked for this, and instead simply say that not everyone minds the slowness; for my money, it adds to the immersion).

There's probably other things I missed on this first pass of the changelog that probably shouldn't be all-or-nothing, but those are what particularly stood out at this time.

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I'm on android and i can't use Holopatcher because Exagear does not support it so i replaced it with tslpatcher instead but for some reason the installer can't find danm13_bastila.dlg and stopped the installation outright.

Is tslpatcher not supported anymore? If so then is there a way for android users to mod the game without the usage of holopatcher? I can't download the older versions that have the original tslpatcher method so i'm kinda stuck here rn

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