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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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On 12/25/2020 at 5:45 AM, DarthParametric said:

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

Somewhere between Trask and the box, wherever the pathfinding took me.  Basically, I just swung the camera around and clicked on the box, closed the dialog/menus, then Trask.  No actual movement.

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Hello everyone! Love the work in the community patch! 

I found what I believe is a bug (a very minor one), in the cutscene when you first meet Canderous and there is the two Vulkars speaking to the Davik agent. The Vulkar on the right sounds like he is using the same voice as a male Twi'lek instead of the proper voice. Like I said it's really just a minor immersion bug, and it may just be me lol. Wanted to point it out for you guys though.

 

Keep up the awesome work!

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Both Vulkars are using the Twi'lek male Huttese VO. There aren't really a lot of alternatives unless you swap them out for Rodians or something. And that's really at the point of being outside the scope of the Community Patches.

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It would appear the post I made about a year ago raising this issue got deleted, so I can't compare the original screenshots with these ones. Nevertheless, I do believe you can see the clipping eyelid very clearly in these. Apparently I need to install Fraps to get a bigger shot, but really anyone playing on a larger resolution should be able to see it.

Compare:

Spoiler

Eyelid.png.fe9b3af9e24a95bf8cb73b156861a535.pngEyelidwrong.png.dac83007b9f977cb9589f9f74ae86439.png

See that part of the eyelid with makeup as she frowns? It's going through the skin. I ain't really sure to what degree this is fixable, since this only takes place during the listen animation, but last time the problem was that it was not noticeable enough, so it couldn't be addressed.

This is simply a suggestion for the Community Patch's sake.

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8 hours ago, La Ingobernable said:

It would appear the post I made about a year ago raising this issue got deleted

It wasn't deleted. Your posts are in the WIP thread. If you want to report something and actually have a chance that someone (i.e. me) will actually notice/remember it, create an issue on the Github repo.  If it's not on that list, it's not going to get addressed.

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Quick question. Does this mod make any changes to the Tarisian noble in Davik's estate that turns up dead if you give Christya 20 credits? Every time I've gotten to Davik's estate lately that noble has been alive and I know I gave Christya the credits.

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No. But interestingly I don't see any mechanism for killing him off in the vanilla files. The global set in Christya's Upper Cantina exit DLG is not referenced at all in the Davik Estate module, nor can I find any reference for destroying the noble/spawning him dead.

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That's weird. I know it was a thing in the past because I remember experiencing it. I wonder why I can't get it to fire anymore.

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Hey Guys!! I really wish you would tag mods on here that are either included(wholly or partially), or compatible with K1CP, as you do with K1R compatible mods, and include instructions for installing in the correct order to achieve compatibility...Thanks, it would really be a big help, and make the transition  smoother....😊

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The mod uses TSLPatcher to install, which is a Windows executable. You'd have to run it under Wine or something similar. But structurally the game content should be the same.

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