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About This File

The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and some 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 too long to be included in this post, however you can view a detailed breakdown of each author's contributions in the included readme file.

 

List of Contributing Authors (alphabetical):

A Future Pilot

blennus

danil-ch

darthbdaman

DarthParametric

ebmar

Gimmick5000

jc2

JCarter426

Kainzorus Prime

Kexikus

KOTOR 1 Restoration Team/Fair Strides

Leilukin

LiliArch

Markus Ramikin

N-DReW25

ndix UR

R2-X2

Red Hessian

Salk

Thrak Farelle

ZimmMaster

 

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. Due to the size and complexity of the patch, installation may take a few minutes, depending on your system specs. Please be patient and allow it to finish.

 

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 completely incompatible.

At this time, the KOTOR 1 Restoration (K1R) mod has not been tested with K1CP v1.8. While prior versions were compatible, this is highly unlikely to still be the case with the numerous changes made in the current version. As such, using K1R is done so at your own risk. In future a compatibility patch may be developed (but no promises).

These are the currently known bugs/issues with KOTOR (or K1CP itself) that are being worked on for the next release:

https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues

If you find any others, especially with changes/additions K1CP makes, please report them so they can be fixed as soon as possible. Be sure to include as much information as possible, including a list of all the other mods you have installed and screenshots, if appropriate.

 

Uninstallation:

Given the complexity of this mod, a clean install of KOTOR is recommended. However, you can check through the installation log file if you wish to undo the changes made.

 

Permissions:

Due to this mod being a compilation from many different authors, please do not rehost/distribute it.

 

Acknowledgements:

  • All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you!
  • Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier.
  • Stoffe for TSLPatcher (with updates by Fair Strides) which enables such a complex mod to be installed while retaining some level of compatibility with other mods
  • Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations
  • danil-ch - For the original info.rtf template
  • Fair Strides - For bundling up his tools and making them available
  • Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports

 

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 1.8.1   See changelog

Released

Corrected unintended re-triggering of Messenger conversations in front of the Ebon Hawk on Dantooine.

If you're already using 1.8, just download the v1.8.0 to v1.8.1 Update zip file, and copy the contents of the Override folder into your Override.

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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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Also, I've heard it fixes misnamed animations if I'm not wrong. Are there any ones specific that are fixed?

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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

20200827001827_1.thumb.jpg.d387860d0e05e9e6fb3e54c798dbc637.jpg20200827002053_1.thumb.jpg.563e8167221ebae2f688b563225f1148.jpg20200827002104_1.thumb.jpg.14bcaff263ece10561e81e315b25fb80.jpg

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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