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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.

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

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This looks great. Me and many other KOTOR vets thank you for your service. Will you plan on doing a KOTOR 2 version of this?

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This looks great. Me and many other KOTOR vets thank you for your service. Will you plan on doing a KOTOR 2 version of this?

 

Yes, after I take care of more of the "known bugs" list :)

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This is very nice job. Fixes are always welcome. I'm wondering how will it run with my mods, gonna check this out. In a case of some bugs, I'll let you know. 

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This is very nice job. Fixes are always welcome. I'm wondering how will it run with my mods, gonna check this out. In a case of some bugs, I'll let you know. 

Thanks!

 

This is most likely compatible with most mods. Just install this last and you should be good :) Definitely let me know though!

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If I may ask, what makes this mod incompatible with K1R?

 

Edit:

I would highly recommend getting into contact with LordDeathRay to see if you could incorporate some of his KOTOR Improvement mod into your patch (https://www.nexusmods.com/kotor/mods/562).

It seems to cover a few of the bugs that you mention: (namely Shaardan with a sword, Czerka employees on Korriban). 

 

Edited by RLG

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1 hour ago, RLG said:

If I may ask, what makes this mod incompatible with K1R?

 

Edit:

I would highly recommend getting into contact with LordDeathRay to see if you could incorporate some of his KOTOR Improvement mod into your patch (https://www.nexusmods.com/kotor/mods/562).

It seems to cover a few of the bugs that you mention: (namely Shaardan with a sword, Czerka employees on Korriban). 

 

As far as K1R compatibility, there are a number of .dlg files that replace the same field (and I haven't checked to verify whether or not the values that are replaced are the same, or which should be overridden). The other (and bigger) issue is that there are a number of script files that both mods modify. I'm delaying going through and checking them with a hex editor (or other means) until I consider this mod in a complete state so that I only have to do it once (and I make sure to get everything when I do).

Thanks for the link to that mod! Looking over it, although it does fix a few of the issues, it looks like there's a huge amount of changes made that I don't think fit in this patch. It will probably be easier for me to create the fixes on my own rather than cherry-pick them from that mod. However, when I get a chance I'll look over the mod and see how hard it would be to take what I need, and if it doesn't look too hard, I'll get in touch with the author about permission :) (Hard in terms of amount of work compared to doing it from scratch, not in terms of actual difficulty).

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Theanks a lot for the version 1.64 of community,  but i hope fixes some bugs on planet kashyyyk when you return from dipper shadow lands some of the wookies trying kill your characters and when you killing them will not allow to get up i hope fixes with v1.64

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8 minutes ago, chrispap said:

Theanks a lot for the version 1.64 of community,  but i hope fixes some bugs on planet kashyyyk when you return from dipper shadow lands some of the wookies trying kill your characters and when you killing them will not allow to get up i hope fixes with v1.64

Yes, the latest version should fix all issues in the Shadowlands on Kashyyyk. If there are still any issues, PLEASE let me know! :)

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When I've installed it (after BoS SR and after K1R) I've got 43 warnings,
Most of them:
• Warning: A file named k35_vic_torture5.ncs already exists in the Override folder. Skipping file...

Others like:
• Warning: A file named ebo_m40ad.mod already exists in the Modules folder. Skipping file...

Others like:
• Warning: A Field with the label "CameraID" already exists at "ReplyList\43\", skipping it...

And others like:
• Warning: No changes could be applied to GFF file man26_enter6.dlg.

Well, I've started a new playthrough and almost complete the Spiral of Endar without problems. After that I used a Savegame included with BoS SR (saved
Inside the Ebon Hawk in Korriban, which permits initiate the main quest of the BoS SR in very little time) and has worked with no problems the few minuts
I've been playing following the quest (including changing planets twice, talks and combats). I hope it runs so well with a real and complete playthrough of K1

Absolutely is not a deep testing work but, at least, now I know that it "could" work...

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I was under the impression that K1R and BoS:SR weren't compatible with each other, but I may be wrong lol.

Those warnings should be safe to ignore, although it's possible using the BoS:SR save could cause problems (just cause using saves that didn't have mods installed when you DO have mods installed will generally cause issues).

Definitely let us know how it goes though, and thanks for testing! :)

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3 minutes ago, A Future Pilot said:

I was under the impression that K1R and BoS:SR weren't compatible with each other, but I may be wrong lol.

Those warnings should be safe to ignore, although it's possible using the BoS:SR save could cause problems (just cause using saves that didn't have mods installed when you DO have mods installed will generally cause issues).

Definitely let us know how it goes though, and thanks for testing! :)

The posts and info at the page of BoS:SR says that they're compatible ALWAYS that you install FIRST BoS:SR and AFTER K1R (in fact, I did the same process mentioned in my previus post before install the Community Patch).

 

I agree with the comment about the save, I had in my mind, but I wanted to try it.

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Really useful mod!

It's great to see someone managed to merge blennus' and danil's patches together finally in addition to all the other fixes added.

I had a question though... A few of the changes made to character appearances are not to my liking and I would prefer them to go back to being default.

Specifically, I'm not a fan of the changes that N-DReW25 made to Vrook and Zhar's robes, and I don't like the change from Sith Uniforms to Dark Jedi Robes for the Sith Academy Students and Faculty (Uthar, Yuthura, Jorak, Shardan, Lashowe, Mekel, etc.) in JCarter426's portion.

Is there any easy way to revert these NPC's back to their default appearances? Is it a matter of just deleting the corresponding .UTC files or would that cause complications? I'm familiar with editing .UTC files myself, so any help or a nudge in the right direction would be greatly appreciated.

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18 minutes ago, Ragnarök said:

Specifically, I'm not a fan of the changes that N-DReW25 made to Vrook and Zhar's robes, and I don't like the change from Sith Uniforms to Dark Jedi Robes for the Sith Academy Students and Faculty (Uthar, Yuthura, Jorak, Shardan, Lashowe, Mekel, etc.) in JCarter426's portion.

Is there any easy way to revert these NPC's back to their default appearances? Is it a matter of just deleting the corresponding .UTC files or would that cause complications? I'm familiar with editing .UTC files myself, so any help or a nudge in the right direction would be greatly appreciated.

3

My changes to Vrook and Zhar was done merely because the "Revelation" cutscene on the Leviathan depicted them with opposite robes than what they had in Vanilla. I do believe deleting files "dan13_vrook.utc" and "dan13_zhar.utc" from the override will remove my mod. 

 

To A Future Pilot: Perhaps make these two mods optional, or at least JCarter's mod as his mod is far bigger than my own.

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2 minutes ago, N-DReW25 said:

My changes to Vrook and Zhar was done merely because the "Revelation" cutscene on the Leviathan depicted them with opposite robes than what they had in Vanilla. I do believe deleting files "dan13_vrook.utc" and "dan13_zhar.utc" from the override will remove my mod. 

 

To A Future Pilot: Perhaps make these two mods optional, or at least JCarter's mod as his mod is far bigger than my own.

Thanks for the rapid response Drew, I had seen your reasoning when I looked at your mod when I was updating my mod folder last October. I'm just used to their old look. Love the rest of your additions here though and already had them individually downloaded.

With that part answered, hopefully someone else will know if I can somehow fix JCarter's portion to my liking, because there's a lot of good changes in there and I'd hate to lose the whole thing. 

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1 hour ago, Ragnarök said:

I don't like the change from Sith Uniforms to Dark Jedi Robes for the Sith Academy Students and Faculty (Uthar, Yuthura, Jorak, Shardan, Lashowe, Mekel, etc.) in JCarter426's portion.

The changes you're talking about are not part of the Community Patch.

Also, you're wrong. [Force Persuade] You do like them and their original uniforms are terrible.

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4 minutes ago, JCarter426 said:

The changes you're talking about are not part of the Community Patch.

Also, you're wrong. [Force Persuade] You do like them and their original uniforms are terrible.

I...I'm wrong...I do like th... Now wait just a minute!

So, the description was rather vague, what parts of your mod were included then?

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Just various other fixes. I posted the specifics somewhere but I forget where, so, the stuff I remember is some appearance corrections (Bandon's entourage being but not looking like Dark Jedi, for example), gender corrections (NPCs meant to be female but looking male, and vice versa, some with restored dialogue), some issues with NPCs that would loop animations but do a stupid spinning thing if you talked to them, and I think Shaardan missing his lightsaber in one area. Oh, and Dak's inventory being wrong in one area.

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Ah, that's great then. I read your changelog for Back in Black and I was hoping the Bandon's Dark Jedi part was one of the changes that carried over, that's a great idea since it was weird not seeing any proper Dark Jedi on Korriban. The rest was all stuff I agreed with, so I'll just have to fiddle with Shardan's inventory since I made a mod that added an Eralam crystal to it, making it available to LS characters.

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1 hour ago, Ragnarök said:

Ah, that's great then. I read your changelog for Back in Black and I was hoping the Bandon's Dark Jedi part was one of the changes that carried over, that's a great idea since it was weird not seeing any proper Dark Jedi on Korriban. The rest was all stuff I agreed with, so I'll just have to fiddle with Shardan's inventory since I made a mod that added an Eralam crystal to it, making it available to LS characters.

Looks like JC and N-DreW have already got you covered :) I included all of the adjustements and fixes in JC's mod, except for making the students and Uthar/Yuthura wear jedi robes. (Since as much as I like that, it doesn't fit in a patch). Deleting the files N-DreW mentioned will remove those adjustements, however just make sure no other mods have edited those files. If they have, you can remove them from the K1CP by editing the changes.ini file in the Part 1 folder in tslpatchdata. Remove the lines File22=dan13_zhar.utc and File21=dan13_vrook.utc from the [GFFList] section. Then remove any sections that begin with [gff_dan13_vrook...] or [gff_dan13_zhar...] from the rest of the file (remove the header and everything beneath it until you reach the next header). I hope that helps, and I'm glad you like the patch!

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15 hours ago, A Future Pilot said:

Looks like JC and N-DreW have already got you covered :) I included all of the adjustements and fixes in JC's mod, except for making the students and Uthar/Yuthura wear jedi robes. (Since as much as I like that, it doesn't fit in a patch). Deleting the files N-DreW mentioned will remove those adjustements, however just make sure no other mods have edited those files. If they have, you can remove them from the K1CP by editing the changes.ini file in the Part 1 folder in tslpatchdata. Remove the lines File22=dan13_zhar.utc and File21=dan13_vrook.utc from the [GFFList] section. Then remove any sections that begin with [gff_dan13_vrook...] or [gff_dan13_zhar...] from the rest of the file (remove the header and everything beneath it until you reach the next header). I hope that helps, and I'm glad you like the patch!

Thanks for the advice. I started the process of modernizing my mod collection last October so I'm fairly confident none of my other mods mess with Vrook or Zhar so all should be well. This patch really is a dream come true and will massively clean up my folder once all is said and done. Cheers.

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