N-DReW's Bug Fix Collection for TSL 1.4

   (1 review)

1 Screenshot

About This File

N-DReW's Bug Fix Collection for TSL
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.4.0 Release Date: 25.11.2024


Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.

It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.

This mod is divided into two parts, the TSLPatcher component and the Override Component.

To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.

To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic.

WARNING: 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.


Description:
My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could.

 

Contents:

Spoiler

Content:

Universal
* Restored the unused Sonic Land Mine icon.
* Mercenary soundsets have been reworked. Male low-Ranking Mercenaries will use Male Commoner soundsets, male mid-ranking Mercenaries will use Republic Soldier soundsets and male high-ranking Mercenaries shall use Republic Officer soundsets. Female mercenaries shall use Female Commoner soundsets regardless of rank.
* Mercenaries now have consistent armor across the game. Low-Ranking Mercenaries will wear Light Battle Armor, mid-ranking Mercenaries will wear Battle Armor and high-ranking Mercenaries shall wear Heavy Battle Armor. Special Mercenaries like Azkul are unaffected by these changes.
* Droid Warfare and Battle Upgrade items no longer give Prerequisite feat, thus preventing T3-M4 & G0-T0 from equipping Blaster Rifles.
* Restored the unused K1 textures for Heavy Battle Armor, Powered Battle Armor and Verpine Zal Alloy Mesh.
* Restored Calo Nord's Battle Armor texture for the M'uhk'gfa Armor.
* Restored Darth Bandon's Fiber Armor texture for the Mandalorian Combat Suit.
* Restored the Baragwin Shadow Armor texture for the Echani Shield Suit.
* Restored the Jal Shey Neophyte Armor texture.
* Blasters now use the same textures as they did in K1.

Peragus
* Generic Peragus Miner's shall no longer use PC heads.
* One of Coorta's thugs will no longer use the Peragus Dock Officer's head as they are two different characters.
* The "Lite" Sith Assault Troopers who board the Ebon Hawk now use the normal, higher poly Sith Soldier appearance.

Harbinger
* On the Bridge, Admiral Cede wore a Soldier's uniform and was named "Republic General" instead of "Admiral Cede". This has been fixed.
* On the Bridge, the Republic Medical Officer is named "Republic Doctor". This has been fixed.
* In the Crew Quarters, the Republic Medical Officer wore a Soldier's uniform unlike her appearance on the Bridge. This has been fixed.
* The male Republic Soldier who appears in Sion's escape recording was supposed to be the aforementioned female Republic Medical Officer. This has been fixed.


Telos
* In the Citadel Hangar, the Twi'lek Czerka Officer who tries to bribe you in the docks is named "Exchange Leuitenant". This has been fixed.
* The Thugs who attack you in the Hangar are described in both the journal entries and the modified hold out blaster as being masked. They now used a Devaronian and PC heads to show their masks.
* In the Citadel Cantina, Corrun Falt has an Ithorian soundset which can be heard at the end of the TSLRCM "Corrun Falt" sidequest. This has been fixed.
* As part of TSLRCM's "Corrun Falt" sidequest, a Czerka Twi'lek speaks whilst a Czerka Commander accompanies him without any dialogue. Now the Czerka Commander speaks whilst the Czerka Twi'lek accompanies him instead.
* Restored an unused medpac icon for the medical supplies that Samhan.
* When the player follows Corran Falt to his home he is totally unarmed. Since he has a concealed Blaster Pistol during TSLRCM's "Corrun Falt" sidequest, this fix will give Corran Falt his concealed Blaster Pistol for this path.
* Chodo Habat has a new, higher quality texture.
* If you used Stealth to obtain the Bachani plant without disabling the security system, the Ithorian will comment on it but the dialogue is silent as the Ithorian dialogue was never set. The Ithorian dialogue has now been set and you will now hear the Ithorian speak.
* The TSF Lieutenant involved in Samhan questline used a TSF Soldier's uniform whilst the TSF Bay Control in the Ebon Hawk's Hangar used a TSF Lieutenant's uniform despite not being a Lieutenant. Their appearances have been swapped.
* The TSF Lieutenant involved in Samhan questline was previously unarmed. She has been given a Blaster Pistol.
* In the Exchange Office, Luxa has a female Twi'lek soundset. This was swapped for a female Commoner soundset as Luxa isn't a Twi'lek.
* The Czerka Mercenaries who attack the Ithorian compound now have the same appearances as the Czerka Mercenaries who attack the Czerka Headquarters.
* The Czerka Mercenaries who attack the Czerka Headquarters now have melee weapons as they do in the Ithorian compound.
* The Mercenary Bodyguard who accompanies the Mercenary Leader says "Sir, we have some visitors" when the player arrives to save Jana Lorso, but this Mercenary is silent during the similar scene with Chodo Habat. The Mercenary Bodyguard will now say the same line when the player arrives to save Chodo Habat.
* The Czerka Mercenaries on Telos' Surface wore mask items such as Breath Masks though you could not see them as these Mercenaries used K1 generic heads. These Mercenaries have been given Player Heads so you can now see their masks in-game.
* The Sentry Droids on Telos' Surface used the same appearance as the unique Sentry Droids in the Underground Military Base. They have been given generic Sentry Droid appearances that were seen in K1.
* The Warbots on Telos' Surface are visually equipped with Repeating Blasters yet shoot Sonic bubbles at you. Their Sonic Rifles have been replaced with Repeating Blasters so that their blaster shots match the weapon they are holding.
* The Telos Sentry Droid has a new, higher quality texture.
* The Militia who fight in the Battle of Telos are called "Koonda Militia". They have been renamed to "Militia" to be consistent with the Militia on Dantooine.

Nar Shaddaa
* In the Pazaak Den, a Quarren patron has a K1 "Lite" NPC model. This has been fixed.
* The Twi'lek Majordomo looking for dancers had an inconsistent appearance between the Cantina and the Docks. This has been fixed so that his Dock appearance is used in the Cantina.
* The blue Mandalorians in the Apartments have several barking lines but only one could be heard as their dialogue lacked the randomizer conditional. This fix adds the randomizer conditional so you can now hear all three of these barking lines.
* Even though Atton didn't kill them, the Twin Suns drop loot in the Entertainment Promenade. This fix will remove the loot drops and the XP from this fight, you'll get the loot on the Visionary instead.
* Stripped the Twin Suns of their Energy Shields and Medpacs in the Entertainment Promenade, they instead have these on the Visionary.
* The Twin Suns had almost no feats on the Visionary, thus making them push overs when the Exile faces them. With the aforementioned loot changes, the Twin Suns should be more of a challenge on the Visionary.

* The Bith Scientist's severed arm holding clearly belongs to a human. This placeable has been reskinned to resemble a Bith's arm.
* The Zhug Brothers had a graphical error on their hands, this has been fixed.

Dantooine
* All the Kath Hounds on Dantooine had too much vitality. This has been fixed.
* Due to a mistake in the appearance.2da, Dillan's Militia Armor was portrayed as Czerka Clothing. This has been fixed so her Milita Armor will appear as intended.
* Suulru claims he owns a Blaster Rifle, yet uses a Hold Out Blaster in the Battle of Khoonda. This fix gives Suulru his Blaster Rifle.
* The Mercenaries accompanying Azkul in Khoonda use player heads, this results in these NPCs showing a Dark Side transition. These NPCs now have generic heads to hide this.

Dxun
* Outside the Sith Tomb, a Boma had a female Twi'lek soundset. This has been fixed.
* Outside the Sith Tomb, a Turret lack a proficiency feat thus disabling it's weapons. This has been fixed.
* Inside the Sith Tomb, a Sith Officer had too much vitality. This has been fixed.

Onderon
* Onderon NPCs shall no longer use player heads.
* When interacting with two specific terminals in the Merchant Square, a Soldier NPC at each terminal will tell you to back away from the terminal but when you speak to the same two Soldiers afterward they'll use generic Soldier VO whose voice does not match the terminal VO. This fix will remove the generic VO.
* Kiph's Twi'lek girlfriend (Not canon) seen next to Kiph in the Cantina is wearing a dancer's outfit despite being a Cantina patron and not a dancer. This fix will give her some proper clothing.
* Jonna Far, the Twi'lek Vaklu Supporting Swoop rider, is also wearing a dancer's outfit despite not being a dancer. This fix will give her some proper clothing.
* During S-0D3's recording cutscene, S-0D3 is incorrectly named SOD3 if you checked the message feedback log. This has been fixed. 
* During the Onderon Civil War, Dark Side players would meet Vaklu Soldiers in the Merchant Square who are supposed to several barking lines, however, the dialogue lacked the randomizer conditional thus locking the dialogue so that only one line fires. This fix adds the randomizer conditional so you can now hear all three of these barking lines.
* When looting the Onderon Palace Museum, if a player keeps the game paused whilst clicking on the Museum Treasure it's possible to gain multiple items per click (Allowing the player to gain infinite Museum loot thus gaining infinite credits/components). This fix will ensure the player only gains 4 items from the museum as per the original design.

Korriban
* During the post-Sion duel, Kreia telepathically communicates with the player as she usually does, however, she is visibly inside the Academy when she is supposed to be inside the Ebon Hawk. This fix will make the camera show the exit of the Academy with a telepathic screen effect, this way it does not suggest Kreia is physically inside the Academy.
* Inside the hidden Sith Tomb, Darth Malak has a male Dark Jedi soundset even though the Darth Malak soundset exists. This fix gives him his own soundset.
* During the Dxun Vision in the tomb, the player will do a "Talk_Sad" react when listening to the Republic General, based on the VO for this General I have a gut feeling the player's "Talk_Sad" reaction was meant to be applied to the General. This has been fixed so that the General uses the "Talk_Sad" react animations.

Ravager
* On the Ravager's deck, the Mandalorians had male Dark Jedi soundsets. This has been fixed.
* On the Ravager's deck, the male and female Sith Officer's had Sith Soldier soundsets. These were both swapped for male and female Commoner soundsets as per consistency with the rest of the game.                                                                                                                                                                                                                                                                                     


Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.


Incompatibilities:
Please report any incompatibilities!


Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.


Thanks:
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4!
Everyone who downloads the mod!


Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


What's New in Version 1.4   See changelog

Released

* The mod has been split into two sections, the TSLPatcher component and the Override component. Some old features have been moved from the TSLPatcher component to the Override component section and are now installed via drag & drop into the Override.

 

Universal
* Mercenary soundsets have been reworked. Male low-Ranking Mercenaries will use Male Commoner soundsets, male mid-ranking Mercenaries will use Republic Soldier soundsets and male high-ranking Mercenaries shall use Republic Officer soundsets. Female mercenaries shall use Female Commoner soundsets regardless of rank.
* Mercenaries now have consistent armor across the game. Low-Ranking Mercenaries will wear Light Battle Armor, mid-ranking Mercenaries will wear Battle Armor and high-ranking Mercenaries shall wear Heavy Battle Armor. Special Mercenaries like Azkul are unaffected by these changes.
* Restored Darth Bandon's Fiber Armor texture for the Mandalorian Combat Suit.
* Restored the Baragwin Shadow Armor texture for the Echani Shield Suit.
* Blasters now use the same textures as they did in K1.


Telos
* As part of TSLRCM's "Corrun Falt" sidequest, a Czerka Twi'lek speaks whilst a Czerka Commander accompanies him without any dialogue. Now the Czerka Commander speaks whilst the Czerka Twi'lek accompanies him instead.
* If you used Stealth to obtain the Bachani plant without disabling the security system, the Ithorian will comment on it but the dialogue is silent as the Ithorian dialogue was never set. The Ithorian dialogue has now been set and you will now hear the Ithorian speak.
* The TSF Lieutenant involved in Samhan questline used a TSF Soldier's uniform whilst the TSF Bay Control in the Ebon Hawk's Hangar used a TSF Lieutenant's uniform despite not being a Lieutenant. Their appearances have been swapped.
* The TSF Lieutenant involved in Samhan questline was previously unarmed. She has been given a Blaster Pistol.
* The Czerka Mercenaries who attack the Ithorian compound now have the same appearances as the Czerka Mercenaries who attack the Czerka Headquarters.
* The Czerka Mercenaries who attack the Czerka Headquarters now have melee weapons as they do in the Ithorian compound.
* The Mercenary Bodyguard who accompanies the Mercenary Leader says "Sir, we have some visitors" when the player arrives to save Jana Lorso, but this Mercenary is silent during the similar scene with Chodo Habat. The Mercenary Bodyguard will now say the same line when the player arrives to save Chodo Habat.
* The Czerka Mercenaries on Telos' Surface wore mask items such as Breath Masks though you could not see them as these Mercenaries used K1 generic heads. These Mercenaries have been given Player Heads so you can now see their masks in-game.
* The Sentry Droids on Telos' Surface used the same appearance as the unique Sentry Droids in the Underground Military Base. They have been given generic Sentry Droid appearances that were seen in K1.
* The Warbots on Telos' Surface are visually equipped with Repeating Blasters yet shoot Sonic bubbles at you. Their Sonic Rifles have been replaced with Repeating Blasters so that their blaster shots match the weapon they are holding.
* The Militia who fight in the Battle of Telos are called "Koonda Militia". They have been renamed to "Militia" to be consistent with the Militia on Dantooine.

Nar Shaddaa
* The blue Mandalorians in the Apartments have several barking lines but only one could be heard as their dialogue lacked the randomizer conditional. This fix adds the randomizer conditional so you can now hear all three of these barking lines.
* The Zhug Brothers had a graphical error on their hands, this has been fixed.
                                                                                           

Dantooine
* All the Kath Hounds on Dantooine had too much vitality. This has been fixed.
* The Mercenaries accompanying Azkul in Khoonda use player heads, this results in these NPCs showing a Dark Side transition. These NPCs now have generic heads to hide this.

 

Onderon
* During the Onderon Civil War, Dark Side players would meet Vaklu Soldiers in the Merchant Square who are supposed to several barking lines, however, the dialogue lacked the randomizer conditional thus locking the dialogue so that only one line fires. This fix adds the randomizer conditional so you can now hear all three of these barking lines.                                                                                                                                                                                                       

  • Like 7



User Feedback

Recommended Comments

On 1/12/2022 at 5:21 PM, StellarExile said:

Impressive! Is this mod compatible with Fixed Hologram Models and Admiralty Redux?

This is an assumption, but I think if you install Fixed Hologram Models and Admiralty Redux AFTER this mod it "should" work.

 

The most current version of the mod modifies a handful of Hologram appearances.

Quote

Peragus
* One of Coorta's thugs uses the Peragus Dock Officer's head despite the Thug and the Dock Officer being two different characters.

 

Harbinger
* In the Harbinger holograms, Admiral Cede is wearing a Republic Soldier uniform instead of a Republic Officer uniform. In addition, Admiral Cede was also called "Republic General" instead of "Admiral Cede".
* On the Harbinger bridge, the Medical Officer hologram is depicted as wearing an Officer's uniform whereas in the dormitories she is depicted as wearing a Soldier's uniform
* During Sion's jump out of the Kolto tank scene, the male Republic Soldier was intended to be the female Medical Officer. This can be justified as on the Bridge when you hear the audio of this scene you hear a female scream as the glass breaks.

 

This mod is mainly intended to be used alongside TSLRCM, but since the Hologram mod fixes those bugs (In their own custom content sort of way) it should work fine as long as you install the Hologram mod afterward.

 

My only concern is the last Harbinger bug fix, the one where the male Republic Soldier was changed to the female Medical Officer. That bug fix might not be in the Hologram mod, it definitely won't break your game but if you, or anyone, plays the Bug Fix Collection alongside the Hologram mod and the Hologram mod's Medical Officer doesn't appear in that scene then that might be a future update for the Hologram mod itself.

Share this comment


Link to comment
Share on other sites
17 hours ago, N-DReW25 said:

This is an assumption, but I think if you install Fixed Hologram Models and Admiralty Redux AFTER this mod it "should" work.

 

The most current version of the mod modifies a handful of Hologram appearances.

 

This mod is mainly intended to be used alongside TSLRCM, but since the Hologram mod fixes those bugs (In their own custom content sort of way) it should work fine as long as you install the Hologram mod afterward.

 

My only concern is the last Harbinger bug fix, the one where the male Republic Soldier was changed to the female Medical Officer. That bug fix might not be in the Hologram mod, it definitely won't break your game but if you, or anyone, plays the Bug Fix Collection alongside the Hologram mod and the Hologram mod's Medical Officer doesn't appear in that scene then that might be a future update for the Hologram mod itself.

Good to know! I'll definitely test them. Will this stuff be part of the next K2CP update?

Share this comment


Link to comment
Share on other sites
9 hours ago, StellarExile said:

Good to know! I'll definitely test them. Will this stuff be part of the next K2CP update?

I'm not sure, the whole reason why this mod exists is because the K2CP wasn't being updated and I figured I might as well fix these bugs myself (A K1 bug fix mod doesn't exist because I just report the bugs I find to the K1CP issues GITHub).

 

DarthParametric, one of the main K1/2CP devs, has stated in the past that he dislikes K2 because apparently there are so many bugs which cannot be properly fixed by K2CP (Either it cannot physically be fixed via modding or its something relating to the plot like how the TSLRCM ending still doesn't make too much sense).

Share this comment


Link to comment
Share on other sites

It's not that they can't be fixed, it's that I personally can't be assed to fix them because I don't give a toss about TSL (not because of bugs - I just don't like it period). K2CP is @JCarter426's baby, and he was AWOL for the last 12 months or so, hence why it hasn't been updated recently.

Edit: To clarify, TSL is fundamentally broken narratively, and that indeed can never be fixed. TSLRCM scratches around at the edges of it, but you can never make TSL complete solely through mods. But that is not the purpose of K2CP, so it's not particularly pertinent to this discussion.

  • Sad 1

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.