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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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  • Thanks 6
  • Light Side Points 3



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Quote

 

Having Issues with the mod on the Android version it works but the conversation doesnt automatically go to the dialogue have to wait for 3 seconds so the npc stay silent at the end of the dialogue.

Plz reply I love this mod only using its previous patch 1.7 on my android version of the game. Only issue is its latest patch 1.8.1

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Is the running animation fix changed in the patch, or just the walking? Because for some reason the running animation has changed for me and it's killing me.

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Should only be the walk animation. ZimmMaster's original mod transplants the vanilla K1 running values to TSL. It should be noted that in either case the animation isn't actually changed. Just the distance values used when translating the character (which is why it's an appearance.2da edit and not a model edit).

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I'm not sure what you are referring to exactly. The only thing close is that a couple of heads had wrong bone names, so they wouldn't blink and such. And a few cutscene stunt animations got tweaks to address various minor issues, the most notable/extensive being the LS ending ceremony.

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6 hours ago, DarthParametric said:

I'm not sure what you are referring to exactly. The only thing close is that a couple of heads had wrong bone names, so they wouldn't blink and such. And a few cutscene stunt animations got tweaks to address various minor issues, the most notable/extensive being the LS ending ceremony.

I think it was the head models. I think some other models might have their own problems, similar to the ones @JCarter426 fixed in his Supermodel Fix where characters freeze due to misnamed animations. I've noticed a couple in the past few days, most notably HK-47, Malak and the Aqualish/Walrusman model. What's weird, HK-47 seems to have the issue only when he's wielding a heavy weapon and tries to use actions like Sniper Shot or using a special weapon. Not sure if those were seen before though.

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Love all the camera angle and small animation changes in the latest version, guys! The Twi'lek slave actually running out of the room and your PC facing the right direction in the duelling chambers breathe even more fresh life into this gem of a game.

20200825153229_1.thumb.jpg.330acc2ccf3bf40b278dd94107299560.jpg20200825153332_1.thumb.jpg.6cbb73f9df8fabc3b4df0bd3adb36be4.jpg

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The only possible issue I've found so far, (though this could be a PC moderation responses glitch - first two mods on a fresh reinstall) is this kerfuffle whenever you have a dream scene. Dreaming of that sweet, sweeet dark side cruelty! Delicious...

20200827180428_1.thumb.jpg.d3104cb6ae96fa4ad9e4ef6fa18cf012.jpg

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Any TLK mods like PC moderation definitely need to be installed before K1CP or you will get all sorts of broken StrRefs. But it looks like you're using @JCarter426's vision sequence mod there, which may be the problem.

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One of the dialogue nodes in that vision scene references line 35598, which is an empty string in the original dialog.tlk. Some other mod has edited that.

I thought I removed it anyway from the last update of my Vision Enhancement, though.

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5 minutes ago, DarthParametric said:

Any TLK mods like PC moderation definitely need to be installed before K1CP or you will get all sorts of broken StrRefs. But it looks like you're using @JCarter426's vision sequence mod there, which may be the problem.

Yup, manually replaced the TLK first thing before the community patch and the vision sequence had no issue on my last playthrough so perhaps it and this patch don't work so well together.

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I'm not sure if this is a known issue, but apparently the patch's corpse placeables can be crazy and T-pose. It's especially prominent with Calder. I've heard it's an engine issue. Is it possible it happens only under certain conditions?

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I don't think it is an engine issue, per se. What we use there is used throughout the game, namely spawning a creature with the k_def_spawndead OnSpawn script. The murder mystery quest is seemingly in some sort of Bermuda Triangle though, as there have been a number of odd quirks with it. I have encountered that particular issue myself before. I had thought it might be linked to skipping through Bolook's lines. I did make some changes to address that possibility, but it seems that was insufficient. I'll reactivate the issue for it on the repo and we'll look at it again at some point in the future.

I would also add that this issue proved in the past to be difficult to reliably reproduce. As I recall I was only able to do so when playing on an XP machine, not on Win 10. If anyone can reliably reproduce the issue, please volunteer yourself for guinea pig duty.

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Hey!

 

Does this mod support mobile? No matter what I try on my iPad it just crashes on startup after installing. Extracted the kotor directory to my PC and installed the mod as usual

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As developing such support would require hardware and software that none of us have, we don't want to make any promises that we can't keep. I wouldn't rule out the possibility either, but don't expect it anytime soon.

  • Light Side Points 1

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Thanks for the answers guys. I was just curious, since people were running this on android supposedly. It looks like I managed to make it work with "merging" the files. Will see in the long run how that affects things. I started crashing when entering taris apt right after the Bastilla cutscene, but it might be the taris reskin I added. Ios is just very picky it seems.

Thanks for all the work you put in over the years.

Merry Christmas!

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I just completed a reinstall of K1 with a new game. After updating with widescreen mods/ui enhancements I confirmed all is working as expected, I then installed CP1.8.1.  Immediately after gaining Trask, the screen goes black, though the cursor is visible and music/fx continue to be heard.  Suggestions for troubleshooting?

Mods

UNIWS

High Resolution Menus

HD UI Menu Pack

HD MENUS AND UI Assets

1080P Loadscreens and UI Fixes

Main Menu Widescreen Fix

Widescreen Cockpit and Racking Track on Manaan

HD Icons Mod

Edited by Angelsfury

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5 hours ago, JCarter426 said:

Android runs on a Java Virtual Machine, so it doesn't have the same issue that iOS does. See here.

I already figured out he lower case thing after a few days lol. Without it the game would crash on startup. If its any help I used this the last few days to bulk rename lowercase everything http://www.spacetornado.com/Renamer/

I narrowed down the mods and the HQ skyboxes mod caused my crash at Taris. I guess it needs more vram or ram? Since other texture mods work. I dont think there is a resolution limit coded, but they were pretty big. So far everything seems to work, but I dont really know what to look out for. I installed the spoilerfree build and left out  few mods since I was getting crashes. 

You mentioned in the post you linked that the other files which are packaged and arent lowercase could be a problem. I would be glad to look out for bugs regarding that in my playthrough just tell me what to look for. Right now I have the dialog fix, comm patch, few texture mods, weap balance, and a lot of your mods installed :D Avoiding bigger texture mods.

Im on a fairly powerful machine. 11' iPad Pro jailbroken.

 

Edit: Is there a program I can edit those files myself? Unpacking the rim and mod files and repackaging them after renaming to lowerc. 

Edited by vishy92

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The tool for that is ERFEdit.

18 hours ago, Angelsfury said:

Immediately after gaining Trask, the screen goes black, though the cursor is visible and music/fx continue to be heard.  Suggestions for troubleshooting?

I don't know why this would happen, as it never happened during testing on at least four systems, plus all the ones since release, but the black screen should go away if you save and reload.

Never mind, that won't do. The problem seems to occur if you click stuff or button mash during the transition between Trask joining the party and the following conversation that is supposed to trigger. We'll fix it in the next release. In the meantime, you'll have to reload and be careful.

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15 hours ago, Angelsfury said:

Immediately after gaining Trask, the screen goes black

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

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On 12/24/2020 at 7:59 PM, JCarter426 said:

Android runs on a Java Virtual Machine, so it doesn't have the same issue that iOS does. See here.

Thanks! I didnt have much time on my hands, but I checked around 15 .mod files with ERFedit and the program eighter displays them all lowercase even when extracted, or there are very few files with uppercase letters packaged if any. Next week I'll have more time on my hands and check the remaining .mod files from the comm patch. So far Im about to leave taris and I didnt have any glaring issues other than some UI icons appearing as a black block for some reason. Even If I delete the blaster rework they still stay black with vanilla just different Icons lol. Have no clue if this is an actual bug on Ipad or not buts its not that distracting as I only came across 3-4 and mostly blasters.

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Based on the initial reports I've received, it seems like the names of files inside modules don't matter. It seem that only the names external files matter.

Which makes sense, since those are the only ones in the file system. I was worried that perhaps the game makes temp files in the background which could lead to the same case sensitivity issue, but it seems not.

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