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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.

  • Like 33
  • Thanks 6
  • Light Side Points 3
  • Dark Side Points 1



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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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Hello guys, this project is amazing.

I am new to modding and to this site. I have been having an issue when attempting to install this mod.

It appears that whenever I attempt to use Holo Patcher, the program crashes. Might I be doing something wrong?

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Hello @DarthParametric! Thank you very much for your response.

At your suggestion I downloaded the newest holo-patcher from that link and attempted to run the installer several times unsuccessfully.

It generated two text files which I attached here per your request. If you think of any of other suggestions I will be happy to try them :)

 

installlog.txt errorlog.txt

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We'll need to wait for the authors of HP to chime in on the technical side of things, but it looks like you're trying to reinstall it over a previous installation. Don't ever do that. K1CP needs to be done over a clean, unmolested copy of the game.

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There's definitely something weird going on. It's complaining about the ini lacking things that should be there. Can you confirm what version of K1CP you have?

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I am having a very serious issue with this mod.... i have found the old face on ass texture glitch.... 
i threw out every file in my override folder and tracked the problem down to the listed files below. 
when i threw them out it fixed the glitch no more ass face. lol
 

"K1 community patch v1.10.0

texture glitch involving files...

l_commf.mdl
l_commf.mdx
l_commm.mdl
l_commm.mdx

npc will walk around with major bug on entire character
usually very dark blue no face...
the face will be relocated all over the body 
and the face will also be across the back of 
the skirt/longshirt thing... 
the famous "ass face" glitch "

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11 hours ago, ACrock21 said:

I am having a very serious issue with this mod.... i have found the old face on ass texture glitch.... 
i threw out every file in my override folder and tracked the problem down to the listed files below. 
when i threw them out it fixed the glitch no more ass face. lol
 

"K1 community patch v1.10.0

texture glitch involving files...

l_commf.mdl
l_commf.mdx
l_commm.mdl
l_commm.mdx

npc will walk around with major bug on entire character
usually very dark blue no face...
the face will be relocated all over the body 
and the face will also be across the back of 
the skirt/longshirt thing... 
the famous "ass face" glitch "

Is there a texture in your Override called "n_comm_low_m" with either a "tga" or "tpc" extension? There might be a number at the end of it, for example "N_Comm_low_M3", "N_Comm_low_M3b" or "N_Comm_low_M4" etc.

 

If there is, those textures might be causing the incompatibility here.

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On 1/16/2025 at 5:47 PM, N-DReW25 said:

Is there a texture in your Override called "n_comm_low_m" with either a "tga" or "tpc" extension? There might be a number at the end of it, for example "N_Comm_low_M3", "N_Comm_low_M3b" or "N_Comm_low_M4" etc.

 

If there is, those textures might be causing the incompatibility here.

i have n_comm_kid but none named n_comm_low_m ect

On 1/16/2025 at 6:35 AM, DarthParametric said:

It's not a "glitch", you just broke your install with incompatible mods.

nah i tossed those files out... problem solved.

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I would like to argue for the removal of the Sentinel-Consular Skill Swap Mod. I don't think it should be forced down people's throats as part of the patch. Frankly, I see it as a tumor.

The problem with the skill swap mod is that it while it may give Sentinels more things to spend their extra skill points on, it's still ultimately trading one Jedi class having the wrong skill list for two Jedi classes having the wrong skill list. darthbdaman's assessment that "The Jedi Sentinel and Consular classes appeared to have their class skill assignments swapped" is completely wrong and fundamentally misunderstands the actual problem with the vanilla game. The real problem is that the Sentinel class has a duplicate of the Guardian class's skill list, rather than having its own unique skill list like every other class in the game. The mod is therefore based on a gross misunderstanding, and screws over Consulars (as things stand in vanilla, Consulars having so many class skills and Sentinels too few is offset by the size of their point pools; the same is not true with the lists swapped, and Consulars decidedly get the worse end of the deal) in the name of quasi-fixing Sentinels.

If one considers how the classes are described during the Jedi training and which answer in the aptitude quiz corresponds to which class...
Guardians are supposed to be built around direct combat; they have a limited skill list, but get combat feats the other classes don't (including the automatically-given Force Jump). Consulars are supposed to be built around Force use and alternatives to direct combat (in other words, "there are alternatives to fighting") and have a corresponding skill list. Sentinels meanwhile are supposed to be a mix of "balance between the two" and "detective", and should have their own unique skill list that corresponds to that.

For my money, Sentinels should have the following Class Skills: Demolitions, Stealth (which oddly and conspicuously, no Jedi class has as a class skill in the vanilla game), Security (also not a class skill for any of the Jedi classes in vanilla, yet the Sentinel answer to one of the aptitude questions is literally "pick the lock"), as well as the three common to all Jedi, and Consulars can lose Demolitions in trade to keep things balanced. This is very close to how Obsidian handled things in TSL, but they traded Computer Use to Sentinels instead.
Both Demolitions (placing traps for the enemy rather than directly engaging them) and Computer Use (hacking into computers to kill enemies with room traps) could fit under Consulars' "alternatives to fighting" schtick, so Obsidian's way also makes sense, but I personally think Demolitions has better synergy with Sentinels (especially with them gaining Stealth) while Computer Use has better synergy with Consulars (given they have Repair). Either would be better than the swap, which is a clumsy ill-conceived hotfix that ultimately just trades off which thing is broken. But which is better between my list and Obsidian's is a matter of taste, and therefore should be a matter of options.

So please, remove the skill swap mod. It's incredibly clumsy, it's based on a complete misunderstanding (which IMO negates the "closer to vanilla" argument responsible for it being included in the first place), and is arguably worse than just leaving things as-is; it's certainly too disruptive to be a forced part of an omnibus patch, and IMO is just as out of place as the custom "fat commoner" models. I think in the case of this particular problem, it's better to leave it alone and let individual players install the fix of their choice. Be it the clumsy hotfix skill swap mod, something more elegant, or even nothing at all.

  
Also going to address some things I saw while looking to see if I'd already commented, and while going through the changelog.

On 4/6/2024 at 6:59 AM, Alice Reyneke said:

Dudes, I want to say a warm thank you for the patch, fixes a lot of ridiculous things that BW and LA etc didn't bother to fix. I respect the gameplay and story part, dialog fixes, animations, etc, actually that's why I installed it. BUT why not make a small part of the patch optional? For example -high-polygonal npc models, I do not care about graphics at all, and my computer is ancient. I do not know the guts of the game, but on Taris after installing the mod began terrible lags, in all cantinas and the upper city. I could be wrong, but this patch replaced some wandering mooks with MC player, am I right?
I'd like to enjoy the story, not the graphical contrivances.
What do you think about that, hmm?

This is a good thought, honestly, both for performance and space reasons (especially important if someone is installing this on something other than a desktop computer) and the fact that any graphical tweaks beyond fixing mistakes from the vanilla game (including the extra mistakes from the PC versions) are a matter of subjective taste. Miscellaneous background NPCs using lite models specifically made for that purpose so that unimportant characters don't hog resources is not a mistake, it's an optimization.

  

On 4/7/2024 at 7:03 AM, DarthParametric said:

I believe N-DReW25 caters to your needs with the "Lite NPCs Restored" option - https://deadlystream.com/files/file/2081-unofficial-k1cp-tweak-pack/

While that caters to the NPC models, Alice saying "For example" implies that's not the only graphical enhancement they think is causing issues. Mind you, it can be a right nuisance to find the list of included mods. And the mod list/bug list in the readme is kind of a mess that doesn't always make it clear what was changed or if it's just a reported problem pending a fix.

"Changed the removal of the Dark Jedi corpse and its loot in Manaan Hrakert Station to a less intrusive implementation, refactoring the GIT's creature and placeable lists"
Why was it removed in the first place, out of curiosity?

Also wondering if it's really necessary to hide masks during all those conversations. And I think the "Unnecessary security UI" thing on so many doors may have been an intentional choice to tease the player? At least for doors that you ultimately open via other means.

Edited by ZeldaTheSwordsman

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On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

I would like to argue for the removal of the Sentinel-Consular Skill Swap Mod. I don't think it should be forced down people's throats as part of the patch. Frankly, I see it as a tumor.

You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely.

/s

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

The real problem is that the Sentinel class has a duplicate of the Guardian class's skill list, rather than having its own unique skill list like every other class in the game.

 

I'm going to make the argument for why I think this here was intended and why the Sentinel-Consular Skill Swap mod is part of the K1CP.

 

If we look over the Strategy Wiki which details all the class stats, you'll see that:

* Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

* Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

* Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills.

 

In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills.

 

However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills.

 

But as it stands in vanilla, the Jedi Consular is overpowered as they have a buff in both Force Powers and Skills, the Guardian only has a buff in Feats and the Sentinel, by comparison, becomes the weakest Jedi Class in the game as they don't have any advantage over the other two classes.

 

By swapping the Consular's class skills with the Sentinel, it gives the Sentinel class some form of advantage over the other two classes.

 

But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod.

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

This is a good thought, honestly, both for performance and space reasons (especially important if someone is installing this on something other than a desktop computer) and the fact that any graphical tweaks beyond fixing mistakes from the vanilla game (including the extra mistakes from the PC versions) are a matter of subjective taste. Miscellaneous background NPCs using lite models specifically made for that purpose so that unimportant characters don't hog resources is not a mistake, it's an optimization.

Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say.

 

You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on.

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

While that caters to the NPC models, Alice saying "For example" implies that's not the only graphical enhancement they think is causing issues. Mind you, it can be a right nuisance to find the list of included mods.

They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them.

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

And the mod list/bug list in the readme is kind of a mess that doesn't always make it clear what was changed or if it's just a reported problem pending a fix.

That's where you have to use something called "Common Sense".

 

There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues".

 

Now, why would someone as talented as DarthParametric fill the mod's readme with bugs that have both been fixed and bugs that have NOT been fixed and fail to distinguish between the two???

 

It is clear that DarthParametric personally fixed all the bugs listed under his name, and the users who reported the bugs and brought them to his attention over on GitHub were credited for their contribution to the project.

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

"Changed the removal of the Dark Jedi corpse and its loot in Manaan Hrakert Station to a less intrusive implementation, refactoring the GIT's creature and placeable lists"
Why was it removed in the first place, out of curiosity?

Because it's a Dark Jedi inside a top secret Republic research facility?

 

On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

Also wondering if it's really necessary to hide masks during all those conversations. And I think the "Unnecessary security UI" thing on so many doors may have been an intentional choice to tease the player? At least for doors that you ultimately open via other means.

It doesn't matter if it was necessary, the modders who made the mod thought so and so they added it.

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12 hours ago, N-DReW25 said:

You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely.

/s

While DP is the one who made the compilation and presumably who chose to include it, the skill swap mod was not originally their idea or design; it was darthbdaman's creation. You're right that I shouldn't have used the word "tumor" to express my frustration with the skill swap mod's inclusion. And I apologize for that.
Based on my own analysis of the game the skill swap seems like a clumsy hotfix that's not really as close to Bioware's intent as the team have convinced themselves it is, and it's an extreme change from vanilla gameplay; I feel its forced inclusion spoils what is otherwise a fine omnibus patch.

12 hours ago, N-DReW25 said:

 

If we look over the Strategy Wiki which details all the class stats, you'll see that:

* Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

* Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

* Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills.

 

In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills.

Funny you should mention Strategy Wiki, looking at that is how I realized that the core problem is two classes having a duplicate list.
But no. What I propose is that the K1CP team remove the skill swap as a forced component and let players choose how to fix the matter. I did describe my idea for what I think would be a more elegant fix (and by the way, it's not random; I made it with consideration to everything the game tells us about the classes, what Obsidian did with TSL, and what I think would synergize well), but I fully realize that my idea is subjective. Which is why I said the fix used should be left to individual players.

On 2/10/2025 at 12:45 AM, ZeldaTheSwordsman said:

I think in the case of this particular problem, it's better to leave it alone and let individual players install the fix of their choice. Be it the clumsy hotfix skill swap mod, something more elegant, or even nothing at all.

Maybe YOU should engage in this little thing called "Careful Reading".

12 hours ago, N-DReW25 said:

However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills.

Except that that pattern is not the full picture; it's just looking at numbers between the three Jedi. It overlooks that every other class has a unique skill list, making the fact that two classes share a list seem odd. It overlooks that Stealth and Security are conspicuously missing from the class skills of Jedi as a whole. It overlooks what the class choice lesson and quiz on Dantooine - the things that literally exist to explain to the player "Here are the three Jedi classes and what their deal is" - tell us about Bioware's intent for the three classes, including the fact that one of the Sentinel-coded answers on the quiz is "pick the lock." I don't see how people can look at that and not think Sentinels were intended to have Security as a class skill.

12 hours ago, N-DReW25 said:

But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod.

Obviously, installing another skill mod on top is a solution for my personally not liking it. But the reason I spoke out here is that between it being an extreme change and seeming to be a hotfix, I don't think the skill swap should be a forced part of the patch to begin with.

 

12 hours ago, N-DReW25 said:

Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say.

 

You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on.

Well, here's something the team should consider: System performance and storage aren't subjective. And even nowadays, plenty of people are stuck with worse.

Replacing the Lite assets from vanilla neither fixes any bugs, nor addresses any design or logic issues; it just looks prettier at the cost of taking up more system resources. That's fine for those of us installing the mod on a sufficiently beefy desktop computer, but it's the kind of thing that can definitely cause issues on weaker systems. That kind of extra fluff should be optional at installation, rather than being automatically included and requiring a separate patch to remove if it causes performance problems. This is hardly unprecedented in the software world (indeed, it used to be the norm) or even in the modding world. And it would be a more streamlined and accessible approach.

12 hours ago, N-DReW25 said:
Quote

While that caters to the NPC models, Alice saying "For example" implies that's not the only graphical enhancement they think is causing issues. Mind you, it can be a right nuisance to find the list of included mods.

They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them.

Not the list I was thinking of - I swear I saw a list somewhere on the website, hidden under a spoiler, that listed the included mods and only the included mods (and mentioned each only once). But I couldn't find it again, and maybe my brain was conflating a similar list on another mod's page.
I read through that entire readme before making this post, it's not the same as having a concise (well, relatively speaking) list of just the mods - it mentions some multiple times because it refers back to them for every individual thing, and it's also a list of assorted things the patch fixes (or intends to fix) directly. That's part of what I meant about it being messy.

 

12 hours ago, N-DReW25 said:
Quote

And the mod list/bug list in the readme is kind of a mess that doesn't always make it clear what was changed or if it's just a reported problem pending a fix.

That's where you have to use something called "Common Sense".

 

There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues".

1. I actually looked at the GitHub before posting, and some of the things mentioned in the current readme are still open there. Such as the backface culling issues in the Vulkar base, and some of the Vulkars not equipping weapons when they aggro; those were the two quickest to find again, but I believe there are more.

2. I was also talking about inconsistent presentation between individual members' sections of the readme. Some explicitly state that a problem was fixed, while some just state the problem.

 

12 hours ago, N-DReW25 said:
Quote

"Changed the removal of the Dark Jedi corpse and its loot in Manaan Hrakert Station to a less intrusive implementation, refactoring the GIT's creature and placeable lists"
Why was it removed in the first place, out of curiosity?

Because it's a Dark Jedi inside a top secret Republic research facility?

A top secret Republic facility... that we know the Sith suspect exists. And perhaps this particular Dark Jedi went down to the bottom of the ocean to investigate the Progenitor's psychic scream - that seems like something Force Sensitives might have noticed, even if they don't know what it was - and met their end at the hands of the crazed Selkath. Not arguing for it to be reverted, just offering a way it can make sense.

Know what sure as hell doesn't make sense though lol? Xor's second encounter when it takes place on a liberated Kashyyk. He somehow manages to conjure up a couple Czerka goons, and the Wookiee guards have zero reaction to him or them. His first encounter is questionable enough on a liberated Kashyyk, but the second one really takes the cake.
This is on my mind because in my current playthrough of K1, which is on Switch, I had to fly to a different planet to trigger Xor's second encounter because it's broken on Tatooine. And on a whim I chose Kashyyk, somewhere I'd never dealt with him before (I think in the past it's always been on Manaan; might have happened on Korriban once).

And now I find myself wondering if he can spawn on Dantooine.

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