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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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  • Thanks 6
  • Light Side Points 3



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It has nothing to do with K1CP. You're boned because virtually all companion conversations require you to level up between entries, which you can no longer do once you are level 20. All K1CP does with Canderous is remove the requirement for his final conversation taking place on Lehon, and allowing it to progress if you are level 20. But it won't help if you are stuck on prior stages. You'd need to edit all those starting conditional scripts to change the level check as well.

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I thought the Davik convo wasn't a level restriction? I was under the impression it unlocked once the Leviathan was completed?

EDIT: I went through the .dlg file and it says that Canderous needs to have his state at 8 to unlock the dialogue about working for Davik. His state has been stuck at 7 since I completed Jagi's Challenge. Does that mean anything?

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k_hcan_state08 is the name of the starting conditional. The actual value it is looking for is

GetGlobalNumber("G_CAND_STATE") == 7 && GetHitDice(GetFirstPC() > GetGlobalNumber("T_LEVC") && GetGlobalBoolean("LEV_MALDREAM") == TRUE

The T_LEVC global is your level the last time you got one of his conversations. As I said, if you were already at level 20 at that point then you are boned because you will never pass this check (or any of the subsequent checks). This is vanilla behaviour, nothing to do with K1CP.

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Well... I loaded an old save from before I reached the Leviathan after editing my level back to 19. After beating it again, Canderous' dialogue remains unchanged.

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Lowering your level isn't going to help if the global was already set. Since this is a vanilla issue and not a problem with K1CP nor something we are planning to change, I'm going to have to ask you to take this to a dedicated thread of your own.

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Just a heads up, I still get the empty bark bubble when trying to leave the Unknown World. Could it be something another mod is overriding?

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Possibly, although I suspect doing so intentionally would be unlikely. You could check your Override for k_pebo_galaxytlk.ncs. Failing that, attach ebo_m41aa.mod from your Modules folder.

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On 4/9/2022 at 11:43 PM, DarthParametric said:

Possibly, although I suspect doing so intentionally would be unlikely. You could check your Override for k_pebo_galaxytlk.ncs. Failing that, attach ebo_m41aa.mod from your Modules folder.

ebo_m41aa.mod

Here it is.

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The script is correct, so the module itself shouldn't be a problem. You'll need to dump a list of what's in your Override. Run a command prompt in the folder and type in:

dir /b > override.txt

Then find the txt file in the folder and attach it here.

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On 4/13/2022 at 12:38 AM, DarthParametric said:

The script is correct, so the module itself shouldn't be a problem. You'll need to dump a list of what's in your Override. Run a command prompt in the folder and type in:

dir /b > override.txt

Then find the txt file in the folder and attach it here.

This should do it:Override.txt

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Is there any particular mod conflicts/incompatibilities that would crash the game when approaching the lower city sith guard at the undercity entrance??

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Crashes like that are usually a sign of a model or appearance.2da problem. By that point you would have already encountered multiple Sith Troopers, so notionally it shouldn't be that, but I suppose it's possible that a mod altered that particular UTC to point to a unique appearance. Alternatively, it could be something else nearby perhaps, like one of the placeables. But the view distance for all of that should be pretty far. At what point does it actually crash? Can you see the door, the trooper, the turrets in the distance, or does it crash before that?

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37 minutes ago, DarthParametric said:

Crashes like that are usually a sign of a model or appearance.2da problem. By that point you would have already encountered multiple Sith Troopers, so notionally it shouldn't be that, but I suppose it's possible that a mod altered that particular UTC to point to a unique appearance. Alternatively, it could be something else nearby perhaps, like one of the placeables. But the view distance for all of that should be pretty far. At what point does it actually crash? Can you see the door, the trooper, the turrets in the distance, or does it crash before that?

It doesn't crash until I get near the trooper, the door, the turrets, and sometimes around the burning refuse pile...

I can see everything from here, and it doesn't crash, but as soon as I get any closer to the door, it crashes..

2022-04-18.png

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Looking at the layout, I can see a trigger for the party member "XYZ looks like they have something to talk about" scenes just before you hit the fire. Are you getting past the fire? Have you triggered Carth's next batch of whining?

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4 minutes ago, DarthParametric said:

Looking at the layout, I can see a trigger for the party member "XYZ looks like they have something to talk about" scenes just before you hit the fire. Are you getting past the fire? Have you triggered Carth's next batch of whining?

Not getting past the fire, and Carth has already whined about Saul...I am running "Recruit T3 Early"...I thought it might be the latest update to it, but I removed the vanilla on enter script, but it still crashes around the fire...I am also running https://deadlystream.com/files/file/1983-k2-style-dialogue-for-t3-m4-k1/, could it be an issue with this??

 

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What script did you remove exactly? This was from the Override presumably? As per my instructions to StellarExile a few posts up, I'll need you to dump a list of what's in your Override folder. Run a command prompt in there and enter:

dir /b > override.txt

then attach the text file.

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21 minutes ago, DarthParametric said:

What script did you remove exactly? This was from the Override presumably? As per my instructions to StellarExile a few posts up, I'll need you to dump a list of what's in your Override folder. Run a command prompt in there and enter:

dir /b > override.txt

then attach the text file.

can't get it to work...

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16 hours ago, DarthParametric said:

You'll likely need to run the command prompt as an administrator, especially if the game is installed in Program Files.

I can get it to create the txt file, but can't get it to dump to it..

 

EDIT: Finally got it:override.txt

Edited by ConansHair

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The likely culprit is k_trg_partyinit.ncs (which I gather is from the T3 mod). Try removing it from your Override and see if you still get the crashes.

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13 minutes ago, DarthParametric said:

The likely culprit is k_trg_partyinit.ncs (which I gather is from the T3 mod). Try removing it from your Override and see if you still get the crashes.

Will do, but I do believe that particular script is from K1CP...It's the only instance of that file on my PC...

EDIT: it's not that one, still crashes...

The only other Mod that I'm running that affected that MOD file is https://deadlystream.com/files/file/1065-canderous-overhaul/, and I spoke with the author, and was assured it would work as long as I installed it AFTER K1CP, which I did, and played through Taris with no crashes....Here's the install log...

 

installlog.rtf

Only other installation afterwards was the K1CP 1.9.2 Hotfix...Here's that install log...

installlog.txt

Edited by ConansHair

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1 hour ago, ConansHair said:

I do believe that particular script is from K1CP

K1CP does add it, but that doesn't mean another mod installed afterwards couldn't have replaced it. That was the most likely culprit, given the trigger was right where you were crashing. There's nothing else that really jumps out as being potentially at fault.

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