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Showing content with the highest reputation since 12/21/2020 in all areas

  1. 8 points
    Ive taken a break from modding for couple month to keep things fresh, however, there have been improvements for K2 that ive not shown yet. A lot of research regarding a noise - friendly Implementation of reflective surfaces has been done - now the "shinyness" of textures is not "in your face" anymore like in the k1 complete overhaul series but depending on the surface itself - e.g. shine on brushed metal spots that are visible through a worn, rusty texture can now be selected easily in most complex patterns & appearances. Secondly, with that development added to the repertoire i redid Peragus completely and applying the method to places like Nar Shaddaa as well. Due to model editing every area looks different but planetwise conform. I try also to maintain the original games color scheme when possible: Some screens from the reworked Peragus: New "Mustafar" wall concept: Nar Shaddaa is also receiving treatment: Before: after: New console: Before: After: Tell me what you think, also about the Peragus "Mustafar" walls.
  2. 7 points
    Hi everyone I know a few of you have been asking about the status of the KotOR Level Editor (KLE) project. I'm happy to announce that it's finally ready for a (very early alpha) release. I've made the KotOR Level Editor GitHub page public - please remember it's in early alpha. That said, hope some of you find it useful Find the repo at https://github.com/lachjames/NorthernLights/ My goal is to post this to DeadlyStream in the near future, but for now you'll need to download and install it via GitHub. If you'd like to try it out, please follow the instructions on the linked GitHub page's README. Feel free to DM me, reply to this post, add an issue, etc. if you have issues. For those who are new to KLE, you can find an introductory video listing the features of KLE on YouTube (included below). There is also a (work in progress) KLE guide, as well as a general KotOR/TSL modding guide, at https://github.com/lachjames/KotOR-Modding-Guide Thanks everyone for your help - hopefully this is just a taste of what is to come regarding both KLE and the Northern Lights project in general - with the amount of support I've received so far from you all, there is no doubt in my mind that this is the case.
  3. 6 points
    I've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.
  4. 5 points

    Version 1.61


    Content Pack: Feats And Powers (TSL ver) Version 1.61 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor2.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR II:TSL. -It contains 26 new feats, in 15 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill
  5. 5 points
    That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  6. 4 points

    Version 1.0


    Pretty Good! Icons for KotOR 1.0 by ajdrenter Description: This is a complete set of vanilla equipment icons for high resolution UI scaled configurations. Future updates will include mod specific icons. This mod is intended to be used with "KotOR High Resolution Menus" by ndix UR. The goal of this mod is not to fix any consistency issues or design oversights of Bioware's icons, rather it is to replace them as seamlessly and accurately as possible. Installation: Just drag and drop either the tpc OR tga files to your override. I recommend the tga version for maximum compatibility, as you may want to mix and match with other mods. Credits: Darth Tomer, SpaceAlex, and ebmar for "Three-tiered Dark Jedi Robe". A couple skins from this mod were used to more closely match the vanilla icons. Bioware and Lucasarts for all original assets. Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets.
  7. 4 points
    It is explained that after Revan disappeared, nobody was powerful enough to control the Star Forge: The existence of one academy does not preclude the existence of other academies for other purposes. The Sith have multiple training facilities in the first game: Korriban, Lehon, Manaan, Taris. There is no reason they couldn't have had another on Malachor, assuming it was even active after Malak took over. Chronicles of the Old Republic implies that it was abandoned at some point and reestablished by Kreia after the events of the first game: Although that source is riddled with continuity errors. I don't know where you got this from. The only character in the first game who explicitly mentions having trained Revan is Zhar: And that implies that Zhar was not Revan's primary master, just as in the second game, it is said that Revan had many masters: You disagree with the villain of the story's point of view. And this is a problem how? I thought this was an explicit reference to Jango Fett's death in Attack of the Clones. The only mentions of Malachor in the first game are: This seems consistent with the second game's depiction of the events to me, in as much as it can be consistent with so little existing information.
  8. 4 points
    I am not sure I would call all of TSL's writing crap, but it's definitely lacking here and there. Honestly I would say if you wish to go through 130,000 lines of dialog and improve them, rewriting them as well as finding a way to fix the Audio around them, crack on. Or otherwise good luck finding a team do so, I myself have had thoughts of changing all sorts of things, though I cannot say that the writing was heavily one of them, other than perhaps typos or out of place lines. There is also one huge thing to consider, which is compatibility and interest, compatibility for something like this will be practically non-existent and I suspect interest would be lacking also, though I can also say that on the other hand if done right interest would be huge, so all in all good idea, huge undertaking, I would say make a start on it, or form a team and make a start on it, or start by heavily improving the writing of just a single area in the game to showcase your suggested improvements.
  9. 3 points
    Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
  10. 3 points
    Thanks. I cant agree more! Compared to todays standards i cant even watch the old Kotor /especially TSL anymore. The levels look so bland and unlike Star Wars, and even modded its harsh when you switch from e.g. Control to K2. To aim for a realistic look i tried to emulate a lot of assets from the Mandalorian series lately , which seems to be the better choice to get a natural looking result than when orienting on games like BF2 & FO. The Trayus Academy will be last on the list, but i dont think it would be more difficult to pull of than the other planets.
  11. 3 points
    What is your evidence for this? It is by no means said in KOTOR 2 that Malachor is the only place to make Jedi fall to the dark side, or even the first: It seems likely that Lehon had the same property: Malachor is perhaps the most important of these three locations in KOTOR 2, but that is in KOTOR 2, when it is the only one of the three that has not been discovered and attacked by the Republic. If your alternative is that there is no choice and other people should not be allowed to make a choice that you disagree with, in a roleplaying game, then I cannot be convinced this alternative is inherently better. Yes, because it was the source of the infinite fleet. The Trayus Academy was not. Later, the Sith lost the Star Forge, but still had the Trayus Academy. No, this is not true: There is no definitive answer given in the game, and it is speculated that they had already begun to fall before discovering the Star Forge. You said the game gave you no opportunity to counter Kreia's argument, and I showed you a quote in which Kreia literally says "you were right." I don't know what more you want. Do you want another example of Kreia saying you were right? Yes, Canderous attributes the Republic's victory at Malachor to Revan's strategy. So does everyone in KOTOR 2. However, other people were there and did things that Revan personally did not do. There is no indication of any connection between Exar Kun's Sith and Revan's Sith in the game beyond this one line. I think it's a relic from an earlier draft of the game in which Bastila was Vima Sunrider and the game followed up more closely on the events of the Great Sith War, but that is only speculation on my part. On that note, though, you are willing to accept connection between Exar Kun's Sith and Revan's Sith in order to explain this continuity error, but you are not willing to accept a connection between Revan's Sith and the Sith of KOTOR 2 who were explicitly written to be survivors of Revan's Sith?
  12. 3 points
    But here's is the thing: that's not a suggestion. It's not a plan anyone can work with. You only give vague details in the story you disagree with. "Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) Okay, what does rebalance even mean in this context? What good counterarguments? Tone down what? Where? How? Change the story how? Where specifically? You're asking for a completely different game and expect others to flesh everything out, I.E. doing the actual hard work. In your walls of text you're only underlining details where the two games disagree with each other. Sure, but that's what always happens in every sequel to a work that was made without a sequel in mind: it has to recontextualize parts of its predecessor (in most cases a complete three act structure) as the first act of a larger structure. Some details will always suffer because of that. For me, there's just nothing in your posts to engage with. I just don't like this details first, drama last that most people (Star Wars fans in particular) seem to have, which is also why the reception of TLJ was such a mess, but that's a completely different story for a completely different thread I always sound smug btw, don't take it personally. It has to do with English being my second language, I guess. There's some humor lost. Good luck on your quest!
  13. 3 points
    -> calls something crap -> doesn't give any productive suggestions themselves Enough internet for the day
  14. 3 points
    The implication of the dark side ending is that the Republic is destroyed. Obviously there had to be some semblance of a status quo for a sequel to happen and for the Republic to exist in the films. Revan's disappearance allows for that while also at least giving some recognition of players' choice in the first game. Even if Malak had access to the Trayus Academy, it was not his center of power. The Star Forge was. On the other hand, and I know you take issue with this, the Sith of KOTOR 2 did not have the Star Forge. In the wake of their civil war, their center of power moved. I don't understand what this means. The Sith in KOTOR 2 would not exist without Revan. Of course the Trayus Academy was connected to him or her. The Sith governor you meet was still being trained. Presumably, there, but that is beside the point. There were multiple training facilities. Korriban was not unique. Again, the idea that Revan had multiple masters was established in the first game. Zhar says that Revan had a master other than himself, and we are never told who this is. KOTOR 2, as a sequel, introduces us to a character that must have existed, but that we had never met before. You are given every opportunity to disagree with Kreia in dialogue, and the very nature of the game, with you as the player and Kreia as the final boss, forces you to oppose her ideologically. Kreia herself admits to her hypocrisy and that she has to be stopped: Nobody is forcing you to believe her point of view is correct. Chris Avellone has said that he wrote Kreia to raise questions that he had about Star Wars, but I think you are putting words into his mouth as much as he put into Kreia's. I'm not familiar with other Expanded Universe material relating to the Mandalorians from that time, so I can't comment, but this is a minor reference that players familiar with the films would understand and is irrelevant to the story of the game. I don't know how you inferred so much from a few sentences that say little more than "a battle happened." The Battle of Malachor V is a minor plot point that is barely mentioned in the original and elaborated upon in the sequel.
  15. 3 points
    To expand on what Thor said, here's specifically how to convert to a KOTOR II model. First, you'll need the s_female02 supermodel from K2. The files can be extracted with Kotor Tool, but they're tricky to find so I'll attach them to this comment. At this point, you can place the model and its texture into the override folder, but they won't work in-game. I assume that by replacing sentinel clothing, you mean replacing what default clothing looks like when equipped. KOTOR II uses commoner models for the PC's default clothing so you'll need to do some manual editing of appearance.2da. Kind of a lengthy explanation, but let me know if this works out for you. s_female02.zip
  16. 3 points
    Happy New Year to my favorite modding community! Thanks for making 2020 suck less and here's to hoping for even more awesome mods for KOTOR & TSL in 2021. 😇
  17. 3 points
    I honestly don't know, but that's the original author's decision to make. No matter how nonsensical something might seem, you still have to respect other people's wishes. Yes, it does. And there was never any bad blood on my part. I was simply concerned darthbdaman didn't understand the consequences: years of your work was wasted, people looking forward to the mod are left without, and a rift was created with some modders. Fortunately, you can create something else in its place. To you, as well, friend! I'm writing a tool that's even more proprietary than a mod, and I plan to release its source freely along with a detailed explanation of its design methodology. So, I agree with you in spirit. Still, if someone else has restrictions on their work I will respect those restrictions. If you think that's wrong then you need to discuss that with folks. That's just how life is.
  18. 3 points
    To add, I am experiencing the exact same Dxun no cutscenes Issue. I've attached the install logs from my original playthrough w/ ~130 other mods, and the recent install log from today with only TSLRCM and M4-78ep, and HQ skyboxes. Although, from reading the above conversation, it looks like these warnings are all normal. Followed the uninstall instructions in the readme, and that did not help (maybe I missed a file, maybe it's not supposed to help. Idk) Did a complete uninstall of the game. Loaded a save from dxun, the cutscenes played fine. Installed TSLRCM 1.8.6, tested, everything was fine. M4-78ep installed, tested, everything fine. HQ Skyboxes installed third, no cutscenes. Was also unable to interact with the computer terminal for the droids on the crashed ship. I could loot bodies, talk to companions, and go through combat fine. I was able to play through Peragus/Telos/Nar Shaddaa without any issues. I think it may just be the first area on Dxun affected. Just went to the next module in the Dxun jungle and did get cutscenes and escorted to the base. 12-19HQSB2installlog.rtf installlog.rtf
  19. 3 points
    Greetings, ElMarfacho and Thercio (and anyone else reading this post)! I'm not going to call myself an expert by any means, but I just got this mod working on my 1600x900 display after running into the same problems you're talking about. I think I know what you need to do to get this mod to work. I'd already had UniWS's GOG file working correctly, but that's not the only patch you need for the mod to work correctly. The ReadMe file assumes you know you need to patch the swkotor.exe file twice, and I'm just going to chalk it up to my own ignorance. Here's what I did: First Patch Job - Widescreen fix with UniWS (if you patched this using 1024x768 interface to your new display size, you can skim past this part): Copy your game's original swkotor.exe file and save it somewhere as a backup. Additionally, if you're a Steam user, go find a usable "cracked" swkotor.exe file that you can adjust, since Steam's file won't work. Just Google/Bing/DuckDuckGo/etc. "Kotor no-CD" and that's how I found mine. Once you have a usable swkotor.exe file, save it somewhere else as a backup. In UniWS, patch your swkotor.exe file using the 1024x768 interface instead of the 800x600 interface. I know the file was patched because I got feedback from UniWS saying the patch was successful. In case you haven't, go ahead and run this swkotor.exe and make sure the game is running at the new resolution. Other posters in this forum have indicated you need the new resolution implemented in the game before installing this mod. Second Patch Job - Mod Prep (if your mouse is off and HUD boxes appear on the menu screens, this is probably what you missed): Copy the patched swkotor.exe file to the Hi-Res-Menu Mod folder Referencing the ReadMe file, we are now at "Step 1: Modified Executable swkotor.exe" Double-click hires_patcher.bat and enter the information. (Note: I did NOT have to Run as Administrator, but keep that in mind if you need to troubleshoot.) For my 1600x900 display, which is in the 16:9 range that ndix UR recommends adjusting the letterbox for, I entered 1600, 900, yes, swkotor.exe [well, I just hit Enter for this last one since my .exe file sitting in there is called "swkotor.exe"] After the patcher program finished, I verified that a swkotor.bak.exe file was created. That's the easiest way to see that your second patch job was successful. Installing the Patched .exe and Mod: Copy the new swkotor.exe file from the Second Patch Job (not the backup!) into your game folder Copy all the appropriate .gui files into the game's Override folder (for me, that's the 1600x900 gui files) Testing the Mod: The main menu screen will always work Start a new game and you'll know it's working if your loading screen is properly sized and not running off the screen like it would if you're using a single-patched instead of a double-patched swkotor.exe file. Go to any other menu and see if your mouse lines up with the buttons Until ndix UR or an impatient modder makes a patch for the map, the map will be small. I imagine you can remove that specific gui file from the Override (map.gui) and get the old map back, though I don't know if your mouse will line up with the map's buttons correctly. You might notice extra border lines at the top and bottom during dialogue. I imagine this is ndix UR's way of ensuring all the dialogue text stays on-screen. You might notice some bright blue borders that no longer match the image/descriptions. I definitely caught this on the Items menu, but it's not a deal-breaker for having a widescreen menu with more items-per-page. May the Force be with you! Since the Steam swkotor.exe file doesn't work, you have to go online and look for a "Kotor non-CD" file. I was able to find one just fine, but I think it's illegal for me to upload it here since it's not really my file. Not the expert here, but I imagine a manually hex-edited .exe would be fine. You'll still need to run it through the other patcher that you download with the mod, or your mouse won't line up with your buttons and you'll see HUD buttons in the submenus (as several in this thread have mentioned).
  20. 2 points

    Version 1.8.6


    Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet Contact: PM us at Deadlystream Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6 1. Description: ---------- Welcome. Thank you for downloading and installing TSLRCM 1.8.6. This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL. Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be... Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources. http://deadlystream.com/forum/ http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet. http://deadlystream.com/forum/forum/4-tslrcm/ 2. Installation: ---------- 1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6. (Steam and GOG users, skip to point 4) 2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed! 3. If desired, apply the high quality music and/or movie patches 4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues. CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation. Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\ Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\ GOG default: C:\GOG Games\Star Wars - KotOR2 5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful. PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)! 7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme. ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T! * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect. A fresh new game is always the best option for the least amount of issues. 3.0 Changelist 1.8.5 Updated - 1.8.6 ---------- * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk 3.1 Changelist 1.8.4 Updated - 1.8.5 ---------- * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions) * Resolved some AR_Error generation with easter egg background and robes. * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped. * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size. * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices) * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line. * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any). * Fixed graphical glitches in cutscenes using widescreen resolutions. * Atris/Kreia convo intro improved as per gameplay developer comments * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch) * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable) * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion. * Force Persuading Terlyn will no longer require persuasion skill to succeed. * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene. * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure. * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1. * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line. * Malachor Core: Fixed Kreia repeated line by actually intended line. * Touched up Visquis call cutscene. (thanks to Danil_ch) * Fixed several missing awareness and persuasion checks. * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine. 3.2 Changelist 1.8.3B - 1.8.4 ---------- * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy! * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue * Slightly modified pre-Malachor cutscene * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47 * Fixed Remote "complaining" sound sticking around when it should not * Fixed 2 civilians who were lacking their animations in the Telos Cantina * Benoks goons will now always properly leave the cantina * Various fixes for the Telos Academy: ** Fixed some unskippable lines during intro-dialogue ** Fixed inproper fadeout during intro that showed character jump ** Modified Atris entrance ** Fixed a few issues with handmaidens removing PC ** Modified Atris exit * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!) * Modified JJT Tunnel sequences if Mira joins the party * Fixed issue with leftover enemy in arena during ending cutscenes * Various fixes with the Mandalorian Battle Ring: ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases * Added missing animation at start of Disciple cutscene (to match Visas scene) * Slightly improved Disciple warning Admiral cutscene * Added missing "lipsync" (eye flashing) for HK-Factory * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck. * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia. * Fixed Peragus Medical Officer speaking the station warning using the Workshop download. * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia. * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version. * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb. * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them. * Added eye-flashing of HK's to all HK-50 encounters. * Fixed infinite lightside and Atton influence exploit in the Telos Academy. * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game. Additional fixes thanks to Danil-ch; * Wrong Atton animation fix post-Peragus cutscene * Fixed too fast walking Sion on Peragus and Malachor * Improved Handmaiden vs. sisters intro-cutscene * Fixed animation issue with Atris using Force Lightning on Handmaiden 3.3 Changelist 1.8.3 - 1.8.3B ---------- * Additional restored lines for Kreia-Atris cutscene. * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker. * Telos Swoopracing; Traininglap persuasioncheck no longer automatically succeeds. Fixed trainingrun-dialogue not being properly triggered. Fixed several issues with 'improved' or 'deproved' time recognition. * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad). * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin) * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin) * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race. * Missing VO addded to installer. * Fixed the "forfeit" Swooprace-bug. * Added proper camerapoints to modified tutorial dialogues. * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch) * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch) * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading. * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it. * Modified Mira technique teaching slightly. 3.4 Changelist 1.8.2 - 1.8.3 ---------- Not all fixes are listed here (for size and many misc. small changes were made). Check here; http://deadlystream.com/forum/topic/2146-183-preview/?p=25588 for more (but not all) fixes from 1.8.2 to 1.8.3. General - Ebon Hawk; * Several more typo fixes in the dialog.tlk * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon) * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed. * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP). * Restored addition HK-47 lines. * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus). * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro. * Added Atton pazaak scene. * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch) * Extra camera points post-Peragus cutscene. * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced. * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now. * Added a missing Mandalore VO. * Improved quality Kaevee VO. (thanks to danil-ch) * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime) * Fixed issue with Rubat crystals dissapearing from lightsabers. * Fixed Crush sound effect. * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given. * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table. * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch). * Visas' lightsaber will no longer be sometimes invisible during training. * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. Peragus - Telos: * Fixed droids not skittering properly in 102PER * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too. * Fixed Harbinger missing if reloading a save after it docked. * Fixed protocol droid with quest update being repaired during and after convo. * Fixed utility droids re-activating if talked to and reloading a savegame. * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith. * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle. * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile. * Handmaiden will lower her hood when loading the module from a savegame. * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result. * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile. * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them) * Some aestetical improvements to the cutscenes in the endgame of the Academy. * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "Exchange" quest update in 3 different instances. * Bumani Corp Gammorean use proper dialogue line now. * Hidden academy camera changes to show force field. * TSF will no longer assist you in killing the Sullustan. Nar Shaddaa: * Swoop Droid no longer sounds like Kinrath. * Extended attack of the Serroco. * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail. * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy. * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line. * During Mira or Hanharr's escape an actual alarm now sounds. * Reinforcements at the JJT are no longer deleted after the cutscene deploying them. * JJT Map back popup dialogue fixed. * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers. * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set. * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once. * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. * Kreia Premonition cutscene added (thanks to Danil-ch) Dxun and Onderon: * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader. * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426). * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes ) * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that. * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly. Dantooine: * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one. * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine). * Fixed issue with restored Vrook line not turning him hostile properly in the cave. * Fixed infinite Kinrath crystal spawn bug. * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk). * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch). * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way. * Mandalore can no longer run away from his solo-fight. Ravager and Malachor: * Modified broken soundsets. * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene. * Modified Mandalore-takedown. * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can). * Made the fade-in node unskippable since you could, and never make the fade-in. * Expanded the kneel and get drained a bit, instead of it instantly leading to combat. * There's no long pause after killing Visas. * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen. * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying. * Changed Mira camera angle during her lift. * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor. * Light side players will no longer throw the endboss down the core of Malachor. 3.5 Changelist 1.8.1 - 1.8.2 ---------- (all included mods are used with permission!) * Includes 301NAR Txi fix by JCarter426 ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks. * Includes Zez-Kai Ell Revan Overlook fix by danil-ch ** Because, apparently, we overlooked one. Splicing was done well too. * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1. * A few addition grammar fixes. * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal. * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it) * The workbench will now use the skill of the user, instead of the PC when dismantling items for components. * Updated modulesave.2da. * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this). * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update. * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis. * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon). * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it. * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine. * Telos surface; Added lipsync to one of Atton's line since it was missing. * Updated Vash bodies' lightsaber drop. *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes; * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats. * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate. (thanks to BarnzyBobble for his assistance in testing if it worked properly) 3.6 Changelist 1.8 - 1.8.1 ---------- * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question. NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly. * Includese Inverted Droid Feat Gain by Hassat Hunter. ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less. * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable. * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible. * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party. * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected. * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!) * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk. * Corrected small issues with Malachor loading screen story hints, like the first being completely blank. * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated. * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn) English version; * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies". * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht. * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian." * Fixed map note in the HK factory missing it's description. * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr. 4. Mod Compatibility: ---------- The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5 * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton). * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM! Mods requiring compatibility patches (check deadlystream for comp patches): * Handmaiden Choice for Females by Stoffe (AKA RevanAnt) * Admirality Mod by Jinger (AKA Kreia) * M4-78 by Stoney - Use M4-78EP instead! * Slender Female Bodies The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5! This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/. * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7 * TSL Un-Restored Content (TSL:URC) by Zbyl2 * Ravager Rewrite 2.0 by Zbyl2 * Peragus-Harbringer-Prologue Correction Mod by Ulic * Trayus Academy Clothing Fix by SithRevan * Dark Apprentice Holowan Consortium * Lonna Vash Mod by Sikon * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin * Nar Shaddaa Hidden Complex by FrantFire * Get your lightsaber back from Atris by Lit Ridl * Darth Sion vs Master Vash by zbyl2 * Khoonda Lost rooms by Darth_Tartarus * 90SK's SUPER Content Mod * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric * Telos Polar Sidequest * GenoHaradan 0.9 beta by Exile007 * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex * HOTOR 1.6 by Qui Don Jorn * Kreia's Assorted Robe Collection * Trailer Force Crush Sound by Don Kain * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!) 5. FAQ / KNOWN ISSUES --------- Q. I am having technical issues with The Sith Lords! A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need. Q. How do I know TSLRCM is installed? The main screen is unchanged. A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4). Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it. A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix; In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory. Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy. Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them. A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight. Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module... Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load. A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues Q. I cannot spar with the Handmaiden! A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries! Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM. A. TSLRCM 1.8.5 is not USM compatbile. Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads. A. Delete n_darthnihilu001.ntc from your override. Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton. A. Delete p_kreia001.utc from your override. Q. Double Atrises during final confrontation/No dialogue after sisters are defeated. A. Delete the following files from your override, and load a save from before starting the confrontation: a_atrend2.ncs a_atrend3.ncs a_kreatris.ncs a_sisend.ncs n_darthtraya001.utc Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor. A. Delete k_003ebo_enter.ncs from your override. Q. Dialogue fast-forwards/cutscenes without sound. A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again. Q. I have issues with the grass on Dxun/Rebuild Enclave. A. This appears to be an issue with ATI-videocards. Try using the textures found here; http://www.lucasforums.com/showpost.php?p=2824280&postcount=14 Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3? A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty. Q. Does the mod include [x]? A. Please check our semi-complete inclusion list at: http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/ Q. Why did you fix [x], that wasn't a bug, that was a feature. A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game... Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ You can also ask at moddb, but I visit that site less frequent... 6. UNINSTALLATION ---------- Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe. 7. CREDITS: ---------- Major Contributers: * Jinger/Kreia - the Rebuilt enclave and Handmaidens * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa * Savvy30039 - the new animations * SWfan28 - scripting genius of a lot of areas * Pra_Viilon - launcher * Danil-ch - Various fixes and cutscenes * HK-47 & Sith Holocron - VO splicing Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix DrGhent - Lightsaber parts icon fix Darth_shan - Bao-Dur shader fix Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource Darth Insidious - Goto's Yacht Window Fix Danil-ch - Female Revan overlook fix Jcarter426 - TXI-fix Kainzorus Prime - PMHA03 Restoration Voice Acting: * Usagi - Kaevee * Zhaboka - Taris Traveler Beta Testing: * Lord of Hunger * TriggerGod * Pra_Viilon * Garfield * JoewJ * DarthDac Translations: * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French * Alec, Salk, Cair - Italian * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish * Pestilenz, Lex, Ero, Hib – German * Drazgar, Allard – Russian Special thanks to: * Sith Holocron - for his all-time support and VO splicing * Ulic - his inspirational Peragus modification * Markus Ramikin – for some other minor fixes * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream * Darth_Sapiens - Main menu logo 8. DISTRIBUTION NOTES ---------- Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta. Thanks to tk102 for the dlg editor. Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible. Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too! 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 MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. ThESE modS may not be modified or REdistributed without the explicit permission of the authors. Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware™ and the Odyssey Engine are trademarks of Bioware Corp. Obsidian™ is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 2014
  21. 2 points
    This kind of just adds to the "calls something crap - doesn't give any productive suggestions themselves" argument here. Not only have you not played TSLRCM, a mod which expands upon the games arguable lore a lot more in depth (Myself and more can forgive this) but you don't own a PC copy of TSL. So, in theory, if someone was to create this mod for you that means you, who asked for this mod, won't even be playing it. My own personal quote on this from my own past experience on this site. But in all seriousness, there are aspects of TSL which are an absolute cluster f*ck when it comes to writing, especially in regards to cut content which really wasn't meant to be cut. With TSLRCM, it really does give the game an 'ending', not the ending it deserves but definitely something you can look at and say "I'm satisfied". While opinions may definitely differ, whereas some cut content such as Disciples Holocrons or the GenoHaradan provide little to no essential information to the plot of the game other restored content such as the Malachor endings, HK Factory and more really does help expand the plot and the characters as a whole. Of course, even when 'restored', the game still is a cluster f*ck. For example, much of the restored Jedi Council dialogue makes no sense. Or maybe the entire Ravager level: There are quite a few plot points in cut content and in the vanilla game which could be rewritten because it makes little sense, past mods like Malachor VI and Ravager Rewrite have tried to fixed these in the past though they never came to fuition. Here, you want to rewrite lore which works. This might not be popular with people for a variety of reasons. This makes the first game's multi choice RPG system redundant if this was true, why would my choices in Kotor 1 matter if at the end of the day my character was destined to be a Light Side Jedi Hero. From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did". So your solution to fix "The Dark and Light Side choices in TSL are so pointless because they're uncomfortably similar" is... to forcibly lock Revan as a Light Sider as that option makes the most sense? TSL isn't meant to be about Revan, it's about to be about the Exile, from an Obsidian Devs point of view back in 2004 a player can start TSL and not have that much before mentioned knowledge about Kotor 1 as the story is meant to focus on the idea that the Exile is the player, not Revan, so from that perspective it would be logical to reduce the player character from K1 into a back thought. As to why Revan would just let the Star Forge yeet itself into obscurity (Allegedly without a master to wield its power like Revan or Malak, it just fell into the Lehon Sun... nothing like adding salt to the wound) I do agree is quite bizarre. But in the overall plot written for TSL it makes sense as Kreia and Disciple paint Revan as someone "Doing Evil things to prevent a greater evil", Obsidian was trying to build Revan to appear as if his Sith Empire wasn't designed to dominate the Galaxy like it is portrayed in K1, but rather to unify it against a future invasion by the "True Sith". And then the real issue appears when SWTOR and the books yeet on that idea even more and forcibly lock the Exile as a Light Side Female who dies in the story immediately after TSL (Almost sounds familar to your solution to your perceived problem) It's not so much the academy itself which is the problem, its the Sith themselves (Saying the Academy is the main focus of TSL like the Star Forge is to K1 would be like saying Berlin is responsible for WW2). Nihilus is a galaxy eating "Wound in the Force", similar to a black hole. The word "Nihilus" comes from "Nihilist" which is a person who believes in Nihilism, which can be described as, a viewpoint that traditional values and beliefs are unfounded and that existence is senseless and useless. As Nihilus isn't even refered to as a man, he could be considered the living embodiment of Nihilism if it was a Sith Lord. Sion, a lord of pain, pretty much can't die because his power in the Force is so strong he doesn't allow himself to die even if she should causing tremendous pain. These two Sith Lords are far more threatening than any academy in the galaxy, but Sion uses Trayus Academy as his personal base after he kicked Traya out (Hence is why my Berlin comparison is relevant). So the Star Forge 2 isn't true, and I agree with the others that it is strongly hinted that Trayus Academy was abandoned until Kreia reopened it after K1. Unless you can find hard proof from the game files that proves us all otherwise. Kreia has thousands of scripts attached to her and thousands of VO. To completely rewrite a bit of Kreia's ideology on the Force would either mean you have over 50% of Kreia's VO which you don't want changed to be voiced by Sara Kestelman, a professional actress with an astounding voice, and have your modified VO voiced by a voice actor from the internet who may or may not charge real cash for her work and you'd be lucky if she was a woman to play the part, let alone have her be old and actually good at voice acting to fit Kreia's role (95% certain any rewrite of Kreia's VO with a second actress will get hated on by the community, even if the writing is good). Why would the Jedi Masters want to draw her out? In the lore, they want to draw out the Sith so they can fight them but because the Jedi are mysteriously genocided every time Jedi meet (Nihilus) they have exiled themselves until the Council can find enough answers so they can meet on Dantooine again to discuss a battle plan. The Masters feel that they can get answers from the Exile because the Exile, due to their self inflicted cut from the Force, is considered a 'wound in the Force' just like Nihilus was, just like how Nihilus eats planets to sustain himself the Exile kills hundreds and gets stronger (Experience). That explanation has nothing to do with Kreia, if you were to rewrite it so instead of trying to draw out the Sith and find the Exile the Masters just want Kreia (The Masters thought she died in the Mandalorian Wars) even though Kreia doesn't serve Nihilus or Sion (Thus why on earth would they want her) you'd not only need to recast an actor for Kreia but you'd need to cast an actor for all three Jedi Masters, maybe even more than that if you want Atris and Vash involved as well? Kreia, Vrook, Kavar, Zez Kai Ell, Atris and Vash all together have thousands upon thousands of VO lines (Plus you might want to redo Vrooks voice in K1. But in my opinion it isn't worth it as anyone who voices Vrook who isn't Edward Asner is always going to get hated on because of the drop of VO quality). You'd need to extensively study the original dialogue of the TSL game, study the K1 lore, write new lore so your rewrite would work, write out a new script to replace thousands of VO lines and at the end of the day probably pay hundreds of real life money to good quality voice actors simply because you don't agree with the plot of the game. Chuck out a piece of content which works (A piece of working content in a broken game) simply because you don't like the true fact that in both Legends and Canon that the Mandalorians are literally a shell of their former self by the time of the movies. Consider real life history for example, let's look at the year 1683 at Turkey: So if the Jedi Masters want to draw Kreia out, like you want, she only intervenes when the Jedi Masters try to cut the Exile from the Force again. So in your plot she just follows the Exile in and instead of attacking or trying to capture Kreia the Jedi Masters just explain their entire plans to the Exile... and Kreia... their enemy 🤔 ??? And again, you'd need to redo every single Jedi Master line to achieve this. And replaced with what? Why did Revan turn to the dark side and lead an army to take over the Republic? In Kotor 1, Vrook suspects the Crystal Cave turned Revan to the dark side. So what's your take? Revan being a morally grey anti-villain who wants to save billions by killing millions? Or "Sinister Cave made me do it!" (With no evidence in K1 to suggest that the cave was sinister)? Why? I dislike this part as well but why is this so special to the plot? So, perhaps you can change our minds. If you could point out exact quotes from the game, and rewrite them yourself as examples for us to follow maybe then we might take your idea seriously as modders like ourselves know that, even though we can do much, there is always a limit to our power even if we hypothetically CAN rewrite the game. For example, I hate Peragus: A mining facility built into an asteroid... inside an asteroid field... made up of hyper sensitive asteroids where a single blaster shot can blow up the entire field... and Obsidian is trying to tell me Fuel miners built an entire air locked facility inside of an asteroid inside of a space mine field without blowing it up? I hate that, but I cannot change that, changing Kreia's character is a tad easier, so maybe you can prove to us why it is so urgent that Kreia's ideology be flipped on its head in order to improve the flow of the game?
  22. 2 points
    A conversation is initiated between two objects. One is the owner of the dialogue (and all scripts attached to it) and the other is the listener. This is typically the player, but not always. The owner of a DLG is considered the default speaker of entry nodes unless someone else's tag is specified in the Speaker field for that node. All scripts attached to the DLG are executed by the owner. In practical terms, this means you don't need to use a tag for the owner, you can use OBJECT_SELF. You also don't need to assign commands to the owner - any command that isn't assigned to someone else defaults to the owner. But, as I said, a script (and the DLG itself) will immediately terminate when their owner is destroyed. This can create problems if you need a scene to continue on past a creature being destroyed and it was the owner. In essence, whoever you assign an ActionStartConversation to is the owner of that DLG and its scripts. If you assigned it to a placeable then the placeable is the owner. The game uses a lot of invisible placeables as owners for cutscenes, because it frees the designer up to do whatever they want to the NPC participants. As to your crashes, that is not normal behaviour. Not for a simple fade. That is the default behaviour anyway, so you'd be getting that all the time during the vanilla game. If you are using an EndConversation/EndConverAbort script then yes, I'd expect that could be the issue, since you are presumably destroying the owner of the DLG just as it tries to fire another script due to the delay.
  23. 2 points
    If you are going to get into scripting, you'll be spending lots of time rewriting stuff. Comes with the territory. If you are making something for you self, by all means hack it together however you want. If you are planning on releasing something publicly though then you should be willing to refine it to make sure you don't do anything that isn't strictly necessary. It will make your life easier in the long run anyway when you come to setting up a TSLPatcher config. TalkedTo isn't anything special or unique. It's just local boolean constant 10. They added an extra utility function for it, but under the hood it's still just Get/SetLocalBoolean. If you want to use the strings and the functions for them outside generic scripts, you'll need to set k_inc_utility as an include.
  24. 2 points
    Like most things in scripting there's more than one way to skin a fish. Local variables are stored inside each object, while global variables are stored in the save file. If you wanted to have something later in the game check to see if you ever read that datapad then you'd need a global. If it never comes up again then you could get away with using a local.
  25. 2 points
    Thanks for the input, @Malkior and @Salk! @Salk, would you agree with @Malkior's assessment about the fps setting? Also how many frames would you recommend? Edit: For example, this is 104 frames.
  26. 2 points

    Version 1.0.0


    ************************ Knights of the Old Republic ************************ TITLE: Effixian's PFHB01 from K2 to K1 AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Run the file "TSLPatcher - Install Effixian's PFHB01 from K2 to K1.exe". ************ DESCRIPTION ************ This mod adds a playable character PFHB01 from KotOR 2. As requested by mkg728. ***** BUGS ***** None known. ***** COMPATIBILITY ***** This mod adds a player character labeled as PFHB11, which is not in the vanilla game. This mod is not compatible with mods that might do the same. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: pfhb11.mdl pfhb11.mdx PFHB11.tga PFHB11d.tga PFHB11d1.tga PFHB11d2.tga PFHB11d3.tga PO_PFHB11.tga PO_PFHB11d.tga PO_PFHB11d1.tga PO_PFHB11d2.tga PO_PFHB11d3.tga 2. If you have never installed any mod with the TSL Patcher then you can remove appearance.2da, heads.2da and portraits.2da from the Override folder. Otherwise: If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game, yet the associated files (listed at step 1.) would still be in the Override folder. ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** - Stoffe and Fred Tetra for the needed tools and tutorials - bead-v's MDLEdit - JCarter426 & Kexikus for sharing their knowledge of converting things with MDLEdit ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  27. 2 points
    Placeables need an extra step to make them talk. void main() { ActionStartConversation(GetFirstPC()); } Put that script in the placeable's OnUsed event and it will work.
  28. 2 points

    Version 1.8.6


    Experience famous restored content mod on your mobile device. Install instructions: Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/. 1. Unrar TSLRCMMobile 2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use. 3. Paste it in the install location: iOS: On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes. ANDROID: On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/ As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal." Known issues: new audio files are skipped sometimes. Of course, given "new audio files" mean "Kaevee's VO", one might consider it a feature, not a bug; however, we hope to resolve the problem soon.
  29. 2 points
  30. 2 points
    In the interim, this should fix it - https://www.darthparametric.com/files/kotor/k1/[K1]_Jedi_NPCs_Wear_Player_Robes.7z
  31. 2 points
    Operation kill Bastila remade is updated to 1.7. Due to the nature of this update you either have to start a new game or not yet have gone to the Upper City North.
  32. 2 points
    Aaaand another. I'll slow down when I'm dead, alright? Version 1.6 features a new mechanic, combo feats. Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo are here.
  33. 2 points
    I did some recreational debugging, and I can confirm this is a problem for every party member except the PC. The following is 100% repeatable. Equip a repeater -> Preventative boolean gets set to TRUE, applies effect for 1 second -> Save -> Load -> Boolean is now permanently stuck as TRUE, effect has worn off, effect can never be applied again to that character. Not sure why it works perfectly with the PC, but there's the error.
  34. 2 points
    New version of Ebon Hawk Camera Replacement is up, thanks entirely to a fix made by DP.
  35. 2 points

    Version 1.1


    *********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file into the Override folder. To uninstall, remove the 2da from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You!
  36. 2 points
    There are quite a few around the games levels, I made a pack that fixes any left in the second game : https://deadlystream.com/files/file/1706-visibility-file-fixes/ But I realise this is the first game, however if it annoys you like it did me perhaps you will require fixes for TSL in the future also :)
  37. 2 points
    Y'all this game is really fun. I just finished it. Pretty abrupt ending, but that's just about the only gripe I can manage against it. It's BEAUTIFUL and the story is utterly immersive. Seems like Avellone's consulting was relatively early on and he wasn't super involved in the main writing, but WOW. I want a sequel stat.
  38. 2 points
    Pfff it was an amazing ride, so much better than the sequels.
  39. 2 points
    Hello @AmanoJyaku, There won't be a next time. All the original work that I have produced will never be released in any form. And, unlike what DarthParametric seemed to imply with his post above, there was a lot of original content there, including restoration of unseen material (for the latest WIP of one of the most important part interested people can take a look here) and a considerable number of various improvements, some of which I have even posted here through the years. Of course work was under way. I have been working on this for years. But it was not a rogue operation. My error, for which I apologize(d), was to make a temporary list public before I could gather the new permissions for new mods released by authors that in the past okayed the inclusion of some of their work. A wrong assumption, I realize, but on the other hand, why would someone say "All right" to one and "No" to another? I admit I have thought it was more of a formality than anything else but I have learned the hard way that I should have kept that list private and asked each contributor first. In the end, it would have been shut down anyway because DarthParametric clearly said he would have denied permission for many of the modifications I intended to include and the whole point of this project of mine was to provide the end user with a single modification that would take care of everything, making sure possible mod conflicts were properly removed, working with the original material for proper integration. I am left wondering what kind of harm could I ever have caused to anyone by making something available to the community which I believed had value, by properly crediting every and each author, by going as far as including the original modification Read Me when available. Perhaps someone can be so kind to explain it to me. Well, I am sorry about that but there was nothing I could have done to make it happen anyway. I have been asked for permission to use my material sometimes both in public and in private, I contributed (being also credited) to the K1 Community Project and I am still doing it. I have never denied permission nor did I ever ask for being credited (although it is nice when that happens) for anything I created. My main mistake has been to believe that fellow modders of this community who have known me for years shared the same philosophy and trusted me enough to not harm any of them by releasing something that I have since inception identified as a Community Project. Life goes on and I hope there won't be any bad blood left. Happy new year!
  40. 2 points
    So apparently using a Plasma Torch on the thorium charges footlocker isn't a very good idea, nearly killed me with like 64 damage.
  41. 2 points
    As folks tend not to see these things, I decided to document at least for myself Star Wars related Christmas gifts I received this year. So here we go... 1. The Star Wars Logo Advent Calendar Though we had this at the start of the month (obviously), I thought I'd include it as it did cover most of December and it was a gift . . . Avert your eyes if a few New Trilogy characters will irreparably harm your soul 2. Mandalorian series Tiki Mugs I have a number of Star Wars tiki migs but these I received today: IG-11 and two different version of Baby Yoda. (I did receive the Mandalorian himself on my birthday but that's a different day so he ain't included here.) 3. ESB action figures 4. Pin: Mandalorian and (original version of) Basilisk Droid Is it the droid we know and love from KotOR2? No but it's a Basilisk droid and that counts! 5. Pin: Revan, Malak, Star Forge, and Leviathan The Dark Side of KotOR - in pin form! 6. Lil' Baby Yoda The Mrs got this so we can put it in a manger for the Christmas display next year. You may not be able to tell from the picture but it is in scale with the other figures. 7. I think you know what this is. Even the Mrs knows what this is, which is why she got it for me. I've been checking for over a year to see if it would come back in stock. She saw it when I didn't. Hoo-rah!
  42. 2 points
    Not nostalgia bringing me back, it was people keeping sending me messages asking about it, hah. Next objective is to port the mod back to K1, then start adding more feats.
  43. 2 points
    The Star Forge is a factory, so there is technically nothing wrong with producing multiple items of the same design. Moreover, it would be strange if a factory could not produce several products of a known design from the same parts. What may seem wrong is the name of Darth Revan's Robe. The one unique Star Forge robe that Revan once wore and may have modified for himself, was destroyed by Jedi Council. The new ones are just similar mass-produced darkside Star Forge Robes. But since the description of lightside Star Forge Robe mentions that “these robes were customised using an analysis of the Jedi they were created for”, I suppose that means, all robes created for Revan, would not be the same if they were created for other people. Hence, “the Darth Revan's Robe” will simply mean clothing designed with the physiology of Darth Revan in mind.
  44. 2 points
    I guess after all these years some traditions just never die... Like releasing Star Wars Knights of the Old Republic II The Sith Lords just before Christmas... and just like the last time somebody has to come along and release a special mod for it to make it playable 😆
  45. 2 points
    I did exactly what’s being described above in my Carth’s Republic Uniform and Flight Suit mod a few years back. I added a new feat to Carth so that the item was restricted to him and couldn’t be used by anyone else. The mod is still available in the downloads section if you want to pick it apart and see how it works.
  46. 2 points
  47. 2 points
  48. 2 points
    A mask of some kind could work, but I don't know how many Sith would be fooled by something like: If you decide to integrate the Dark Jedi attack seen on the cover art, I guess you could have a small group attack the party if Bastila isn't in disguise, but that's just an idea. Maybe it would be better to stick with attacks from troopers. However the disguise is handled, though, it should definitely be destroyed after arriving on Dantooine.
  49. 2 points

    Version 4.0


    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!