Guest MixSav

MOD:Kotor 2 unofficial patch

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Guest MixSav

Kotor 2 unofficial patch


===================================================
KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.1
===================================================

 

UPDATE:
--------
General Changes:
1. Permanent Fade to black when leaving Telos academy (first time). - FIXED
2. Broken Battle circle on Dxun. - FIXED
3. Visas body inventory slot locked.
4. (Wookiee Rage/Force Scream/Fury) spells does not use force cast animation any more.
5. T3-M4 and Mira will not have PC items during their solo missions.
6. Sith assassins will now use Force Drain.
7. Some movies are now on top of the loading screens.
8. Minor fixes to party members dialogs.

 

Ebon Hawk:
1. Party members will always wear there unique clothing.
2. Sometimes Party member gets angry or tired (Kreia) player need to re-enter the Ebon Hawk, or travel to another planet to reset his/her state.
3. Droids and Hanharr will not move, if player asked them not to, after re-entering Ebon Hawk.
4. PC did'nt unequipped all weapons and head gear after sparring with Handmaiden. - FIXED.
5. Visas (Departure from Ravager) cutscene moved.

 

Citadel Station:
1. Droid Intelligence quest: Unable to Enter the Docking Bay if picked up quest from Ithorians and then again from Czerka. - FIXED
2. Smuggling quest fix: Player allowed to escape the Citadel Station during Samhan escort quest. - FIXED
4. Added: A small chat between Chodo Habat and BaoDur.

 

Telos:
1. Broken HK-50 in the military base did not followed the player. - FIXED

 

Nar Shaaddaa:
1. "Galactic Reunification": After killing Lootra, Aaida can be freed. - FIXED
2. "Sold to the Hutts": After freeing, Adana initiates wrong conversation. - FIXED
3. "Sold to the Hutts": After killing Saquesh, journal did'nt update properly. - FIXED
6. Player can enter the Ebon Hawk after selling T3M4, but can not leave the Nar Shaddaa.
7. G0T0 will not be able to enter Vogga's chambers.
8. Skipped unnecessary sequence with Mira as player running through Jekk'Jekk Tarr if player is on the dark side.
9. Added: Party fight there way to Jekk'Jekk Tarr and again inside the flop house.

 

Dxun:
1. Possibility to add party members while fighting Davrel in the jungle. - FIXED
2. Sometimes Davrel spawned in the jungle after first visit to Onderoon. - FIXED.
3. Kumus' conversation trigger (near detonator) activates after visiting Onderoon, if player did'nt take "Missing Mandalorian" quest. - FIXED.
2. Now player can go to the merchant before sending a team to the tomb.

 

Dantooine:
1. Player will not be able to leave Dantooine after finding dead mercenaries in the enclave sub level (till the end of Khoonda conflict).

 

And tones of small bugs, which I did not kept track of (mostly on Nar Shaddaa).

 

-------------------------------------------------
I. Description:
---------------
This is a stand alone project and it will work only with vanilla english version of the Knights of The Old Republic 2: The Sith Lords. v2.00

 

This mod serves four main purposes:

 

1. Fixing quest issues:
- Fixing Broken quests.
- Removing available quest-related dialogue lines after quest was finished.
- Making quest more focused and difficult to break.

 

2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES):
- Unlimited respawn of hssiss creatures in a Sith tomb on Korriban.
- Unlimited creation of Handmaiden robe on Ebon Hawk.
- Duplication of Atton ribbed jacket and generic clothing on Citadel Station (first arrival).
- Unlimited spawning of a landspeeder on Nar Shaddaa.
- Characters, droids, turrets not resuming there animations after player initiated conversation with them.
- Cycled dialogues (HK50, T3M4, Atris).

 

3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES):
- Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk.
- Added medical lab table to all Ebon Hawk modules.
- Restricted mode on Ebon Hawk (no weapons and no head gear).
- Party members are always healed on the Ebon Hawk.
- Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One.
- Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player).
- Space suit will be equipped before going through the airlock on Peragus.
- Every time player is learning new force power or feat from party member the text box will appear.
- TSF officers will now patrol all modules not just Entertainment module 081.
- Added Some Pazaak players on Citadel Station cantina.
- Czerka utility droid will now weld instead of just being there.
- Bao Dur is using his 'shield breaker' animation when breaking force fields.
- Player will now actually shut down force cages on Peragus and Telos Academy.
- Speaking on comlink cutscenes changed.
- Atton and T3 playing pazaak cutscenes available.
- Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.
- Tobin, Nihilus cutscene is now available.
- Added Hangar doors to G-wing hangar on Dxun with map note.
- Added Caged beasts on Onderon.
- Added Kath hounds on Dantooine.
- Ratrin Vhek on Ebon Hawk.
- Opo Chano on Nar Shaddaa;
- B4D4, T1N1 on Nar Shaddaa;
- Adana on Nar Shaddaa will appear near her mother after releasing her.
- Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters.
- Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench.

 

4. The last and the main reason is changing in-game cutscenes.

 

II. Installation:
-----------------
This was tested on a game version 2.00, and again IT WILL NOT WORK WITH ANY OTHER MODS INSTALLED!!!
It is required to start a new game. (Ebon Hawk tutorial is not touched by this patch).
Make a reserve copy of the original:
003EBO_loc.mod, 004EBO_loc.mod, 201TEL_loc.mod, 203TEL_loc.mod, 204TEL_loc.mod, 306NAR_loc.mod, 504OND_loc.mod, 602DAN_loc.mod and dialog.tlk
Extract all files to there matched directories in the game root folder. If your game root folder does not have an "Override" directory than just create it.
If you are using windows 8 or 10, than your "Override" folder is in:
C:\Users\<your user name>\AppData\Local\VirtualStore\Program Files (x86)\Star Wars - Knights Of The Old Republic - The Sith Lords\

 

III. Uninstall:
---------------
Return your reserved copies to there directories.
Delete everything related to this patch in Override folder.
Delete every related to this patch .mod file from the Modules folder.

 

IV. Bugs:
---------
I've tested it many times to make sure everything works properly. But i was working on this alone so it can't be perfect.

 

V. Distribution:
----------------
This mod may not be modified or distributed without the explicit permission of the author.

 

VI. THANKS:
-----------
Thanks to the Lucas Arts, BioWare, Obsidian Entertainment, to all people that took part in creating Kotor and TSL.

 

Thanks to all people that created modding tools:

 

Fred Tetra for Kotor Tool.
JdNoa and Dashus for DeNCS.
Jamezy91 for Kotor Scripting Tool.
tk102 for dlgeditor.

 

And very-very special thanks to Stoffe for making available k_003ebo_enter.nss and a_next_scene.nss.

 

This project would never happened if not for Stoffe so thank you so much!!!!

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.


  • Submitter
  • Submitted
    07/05/2016
  • Category
  • TSLRCM Compatible

 

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Some of the actual modifications here sound pretty cool, but incompatibility with TSLRCM makes this sort of....?

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Why not just use TSLRCM? A lot of what this does is in there.

 

Also, wouldn't you want to patch the game before doing a mod like this?

Considering your questions, why did you approve the mod?

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Some of the actual modifications here sound pretty cool, but incompatibility with TSLRCM makes this sort of....?

Which do?

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Why not just use TSLRCM? A lot of what this does is in there.

 

Also, wouldn't you want to patch the game before doing a mod like this?

 

Isn't version v2.00 of TSL the latest version of the game with all patches?

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Which do?

Primarily, I like the Hawk restricted mode idea + lab station (really handy for male characters when not using Disciple 4 Males or Partyswap) and the added NPCs (like the patrols in Citadel Station)

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Considering your questions, why did you approve the mod?

Because I didn't feel these were enough justification to not approve the mod. Now just asking the questions out of curiosity.

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lab station (really handy for male characters when not using Disciple 4 Males or Partyswap)

You mean, like TSLRCM?

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What I would like is a mod that combines TSLRCM and this unofficial patch together, so that we can be assured compatibility.

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What I would like is a mod that combines TSLRCM and this unofficial patch together, so that we can be assured compatibility.

Okay, seriously, what would be the point of THAT?

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So we can play BOTH mods together

TSLRCM came first, has been in beta (and therefore extensively tested) for years, and basically is the standard for KOTOR2. Considering that, I think the onus lays at MixSav's feet to make his mod compatible with TSLRCM and not the other way around.
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I could possibly see at least the cutscene alterations/enhancements here coming as a standalone TSLRCM-compatible mod. I can't imagine it would take too much effort to implement them using the proper files

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I could possibly see at least the cutscene alterations/enhancements here coming as a standalone TSLRCM-compatible mod. I can't imagine it would take too much effort to implement them using the proper files

 

Cutscenes like the one on Peragus where the Exile takes Atton out of the force cage? I would really like to see that implemented.

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I could possibly see at least the cutscene alterations/enhancements here coming as a standalone TSLRCM-compatible mod. I can't imagine it would take too much effort to implement them using the proper files

We STILL don't know all the changes his mod makes and if they are implemented in the game well. We haven't really seen comprehensive reviews of this thing.

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So we can play BOTH mods together

I'm still stuck on the question as to the "why"? What exactly are you looking for?

 

Cause all I see is bugs we already fixed and a few scenes tweaked that don't need it (like Visas in another module).

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I'm still stuck on the question as to the "why"? What exactly are you looking for?

 

Cause all I see is bugs we already fixed and a few scenes tweaked that don't need it (like Visas in another module).

Maybe you should do a playthrough using this mod.

 

A few changes include the Exile walking up to a computer console to manually turn off Atton's force cage on Peragus, the camera logs being more realistic for Peragus and the Harbinger (such as Carth's hologram disappearing when he stops transmitting to the harbinger, the Navigation Officer being at a bridge console when she picks up an unusual sound from med lab, and HK-50 walking to the Captain when he wants HK to check on the Exile), and other things that TSLRCM doesn't have.

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Maybe you should do a playthrough using this mod.

I don't really have the time to do playthroughs of other mods, rather use my own to find and fix issues there, not to mention update M4.

 

Vids would be nice if descriptions wont do.

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