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Showing content with the highest reputation since 06/30/2024 in File Comments
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3 pointsThanks N-DReW! I do hope to make one for K1, but some features may need a little re-working since they take advantage of TSL-only features or script functions. In effect, yes, though it's all handled via script so that they don't actually have anything in their inventory (using SpawnMine, TSL-only function). But in effect, if an enemy NPC can see the player (or any hostile creature) they'll have a chance to place a hostile mine down directly in front of them and between you. They'll then move back a bit so they can't get hurt by their own mine. The chance of placing it depends on whether the potential blast area is clear of creatures or other mines, how far the nearest hostile is (they won't just place one at your feet), and a little RNG. Their "inventory" so to speak is handled in the script, so that different enemies have different lists of mine types they can randomly choose from. The number of mines each NPC can place is stored in an unused local number, though I just capped it at 1 for everyone. There's not really much need or opportunity to have them place more than one. I will admit it's a wee bit hacky since it's handled outside the standard combat AI routines, though this allows for compatibility with mods like Improved AI or others which edit the default creature scripts, and it seems to work well from my testing!
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3 pointsI, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
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3 pointsNot really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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2 points@SAO1138 Congrats on the release, however, there is one big issue with the release page here. You appear to have copied the text from the Nexusmods release page and pasted it for the Deadlystream release page. The problem with doing that is that you also copied a bunch of irrelevant Vortex junk from the Nexusmods release page and pasted it here on Deadlystream. You should probably remove them.
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2 pointsOff the top of my head, the most egregious bug that K1CP fixes is probably with Xor. There have been many attempts before, but none of the previous mods actually fixed him. Hell, I'm still not 100% sure even K1CP's multiple revisions of fixes have finally solved the problem permanently. Beyond that, there are a couple of minor soft-locks that people somehow manage to get themselves into, the Sand People disguise glitches, and things like that. But you're correct that there's no one big earth-shattering fix that makes K1CP indispensable. Rather, it simply tries to smooth out some of the rough edges. If people don't really notice, then that's actually a compliment. After all, the idea is to keep the game in line with the original developer-intended experience as much as possible. It keeps me amused and off the streets.
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2 pointsHraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R. Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind. K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it. However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc. K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made. RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it. I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
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2 points@HraithPlease read the whole post before answering. As I said, K1R has a main goal which is to restore content. K1CP fixes way more things, but it doesn't add everything K1R adds, obviously. Is K1R done ? Is it not ? Depends on the definition. You have no idea exactly what Bioware cut and what they didnt. K1R only restores what its team knew the existence of. Anyway, I'm pretty sure you didn't look at all of my links because I sent you to the Restored content project for K1CP which is in development right now. It already adds quite a lot of things actually, including this : You should take a look at it. I linked it to you in my first post. So no, it doesn't restore everything. But yes, K1CP+RC-K1CP is a better idea than K1R. "I can only assume you didn't link to the "other things that can be added to K1CP" because you couldn't find them either". Again, depends what we're talking about. I linked to the Iriaz restoration, because for me it's one of the best things, makes Dantooine way more alive, but I'm pretty sure there are other things out there, I'm just too lazy to look for them, however you can do it yourself. I feel like I'm providing enough here. You're not even looking at everything I link to anyway. K1CP is also way better because of compatibility. It's basically compatible with everything. Not K1R. I'm making the Pazaak tournament come back with a better quality and compatibility, so yes, there is restored content for K1CP, already existing and coming out regularly. If you really want the beer contest stuff, you can directly ask @N-DReW25 who's currently working on the RC-K1CP and he might include it. Perhaps I can make it myself, and include it as an option to the Pazaak Tournament. I just need permission to use the files. K1CP is a work in progress to make the game better, in bug and other issues fixing for K1CP as well as in content restoring for RC-K1CP, and it does that perfectly. Again, you can play the game with K1R, it's fine. It's actually what I'm doing on my phone. But do your computer a favour, make your PC installation K1CP / RC-K1CP. And bro, please tell me you're not the kind of guy who's saying this seriously : "Bastilla's bright blue eyes and slightly see thru lingerie"...
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2 pointsThank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there. Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
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2 pointsFeel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
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2 pointsYes. Just remember that if you install the other mod first and then my mod second, that you should overwrite any duplicate files. If you install my mod first then the other mod second, do not overwrite any duplicate files. Unless you personally prefer the other mod's textures over mine. In that case you can pick and choose which files you would like to keep. Just keep in mind that using other textures with my models may yield some less than perfect results (in a case by case basis) since they may not be as finely tuned to any uvw fixes that I have done.
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2 pointsThank you for pointing these out! I did plan on including Waffle’s armor in the mod but it seems I forgot to delete it. I’ll revise it as soon as I can with the incompatibilities noted and the updated readme/description! The Sith in question is the apprentice on Korriban who says "once you become a Sith you can do anything!" It's one of the students with the medallions. I was aware of Galaxy of Faces. I'll add that as an alternative.
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2 pointsWell, I have to apologize for that. I just checked my source files and it looks like the mdl in the uploaded zip files is an older one. The same goes for P_KreiaH.mdl (but I don't know what it is actually used for in-game). I guess I can attach the correct ones here for now. If you uncover more errors that I made, then someday I can release a patch. Hopefully there won't be so many that it requires a full version update. I suppose it's bound to happen when there's over 1000 files to keep track of. Maybe a site modderator has a suggestion on the best way to patch the mod? P_Kreia1hBB.mdl P_KreiaH.mdl
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2 pointsHello Sith Holocron, your mods are indispensable to a walkthrough for both games. Your Random Panels, the ones for M4-78, the Atris Holocrons, the ones for Telos, the Ebon Hawks textures, etc... All of them add a necessary immersion for KOTOR and TSL. Thank you for all your work thru the years on those two great games
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2 pointsHello! I wanted to ask if this mod is compatible with, if at all, R2-X2's Repeating Blaster Attacks Restoration. It received an update the 16th of November this year and given the Improved AI mod includes a compatibility patch for it (along with this mod itself suggesting using Improved AI alongside it), it made me curious if it's also possibly recommended as long as the Improved AI compatibility patch is being utilized as well.
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2 pointsDefinitely a worthy addition to the game, the doors to get here were in the original level and there was a "Library Map Note" present in dialog.tlk as well. I have already adapted it, the modders resource version contains an empty module, but the installer version can install it directly to the first game, someone just needs to add some content to them, I know there is already one modder working on it. I did consider fixing the arch, however there was no rubble present from it so I figured perhaps it had been damaged a long time ago, rather than recently.
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2 pointsI had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.
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2 pointsJust tried to install it, but there's an error in the ini. [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" Fixed! I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes]. I'll test it to make sure it works and get back to you.
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1 pointThe fact is that I have already a vendor on Tatooine that sells one of the two bike mods. I didn't want to have both of them sold on the same planet. I could have switched the Tatooine part to be purchased at the Czarka shop (which I considered because of what Niko says), but the Czerka shop is already involved with a special item for a different quest and the owner explicitly says that he doesn't sell swoop parts (STRING 29289: Oh, a swoop-jock, hm? I know I don't have the crazy suicide parts you're looking for.). On top of that, Yuka Laka himself mentions having swoop parts in his own dialogue: Ah, looking for droid or swoop bike parts, hmm? Well, I may have a few things. Would you like to look at what is in stock? I appreciate the advice, though.
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1 pointOh, my apologies! I must have misread the description and confused the different files relating to the galaxy map. Thank you for clearing that confusion. As for the avatar, it was designed by Miguelgarest over on Dribbble! It's meant to be Jiji from the Studio Ghibli film "Kiki's Delivery Service". Thanks for asking!
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1 pointA continuation from the comment section of Dark Jedi Wear Robes mod, I'd like to announce here that the K1 Movie-Style Jedi Master Robes port "kinda" works with Jedi Diversity on the Star Forge. As you can see, the K1 Movie-Style Master Robes mod has no effect on the Jedi Diversity on the Star Forge mod but more importantly it doesn't break either mod meaning you could hyperthetically play both just fine.
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1 pointKOTOR1 Gameplay and Immersion Rebalancing By: NecroAvalon Installation: Simple - everything from my mod's Override folder needs to be copied into the game's Override folder. Everything from MODULES folder into the game's Modules folder. And the Dialog.tlk file into the base game folder, to replace the unmodded one. Premise of the mod: Let's start by asking a few questions. 1) Have you ever wanted to arrive at Korriban, and not come across a bunch of Sith students and apprentices cosplaying as Sith military officers? All the way up the ladder to Uthar and Yuthura, who for some reason that eludes me completely, decide to wear military uniforms instead of Sith robes? Not to even mention "Czerka Officers" who for some unknown reason also dress as Sith military? 2) Why can a lone player character murder both Uthar and Yuthura 2 on 1 so easily, in the final trial in the tomb? I mean, they ARE supposed to be Sith Lords, right? RIGHT?! 2) Were you ever underwhelmed by the first "Dark Jedi" encounter, three masked emo-types who turned out to be easier to kill then most regular hostile NPCs you fight on said planet? 3) Why is Juhani such a pushover when you face her in the Grove? Especially for being your "final test"? 3) Speaking of "Dark Jedi", why are all of them clones of the same skinny emo guy, dressed in exact same unibody f***** pajamas? Especially since Dark Jedi Robes are in the game, and they look way cooler. 4) Why are Terentateks, the most hyped-up, overblown "Jedi devouring" threat foreshadowed in the game, so pathetically easy to kill, once you finally get to them? 6) What is the point of all those super-duper high-quality expensive pieces of gear you can buy later in the game, when combat stays so unbelievably easy? So you can hack through the trash in 1.5 seconds with Master Speed, instead of 2 seconds? 7) Has anyone ever felt the need to use stims to buff up before a tough fight? 😎 On that note, is there any fight in the game that can be classified as "tough", other then the final boss? All questions I think most of us know the answers to, so I'll just address the very last one I posed: NO. No, there is not. So I've decided to do something about it. I have modified and buffed every single NPC in every single area of the game, that you get to fight. Buffed health, more items to use, meds, stims, more accurate, better armor, etc. They are now a credible threat to the player. And facing ANY Dark Jedi is now a daunting challenge. They get innate buffs, regeneration, more Force powers, better stats, more Defense, innate bonus energy damage dealt, buffed attack bonus, the works. And when it comes to Masters, you'll be in for an epic struggle for survival, needing to use everything at your disposal. Second, immersion. No more Sith Military Cosplay Club on Korriban. That was my No1 gripe, when I first played through it. It was so immersion-breaking for me, to walk around the Sith Academy, and see military officers duel with lightsabers and shoot lightning. No more. Now, all Sith at Korriban wear dark robes of one kind or another, guards are dressed in Sith Armor, and only proper officers are still in uniform. And yes, Czerka guys are in - you guessed it - Czerka UNIFORMSSS! And third - cheese elimination. Party-wide 15 points energy damage resistance, costing only TEN FORCE POINTS for 2 minutes?!?! What the actual f***?! So basically, you just pop that, and you and your buddies can walk through a firing squad of blasters, without taking any damage. What's the point of personal shields? What's the point of buffing anything else? What's the point of having high Defense? No more. Now, Improved Energy Resistance is a 1 person only buff, nerfed to only grant 10 points resist, and increased in Force cost to 25 points. Same with basic one, except basic Energy Resistance only stops 5 points. Also, spell descriptions fixed, since they incorrectly stated that it doesn't protect from blaster fire, which it does. Next - weapon rebalancing. Blaster weapons in vanilla game are so underpowered it's not even funny. Not only do they do less base damage then swords and blades, they also don't benefit from any attribute bonuses to damage, and every energy shield in the universe can block energy damage, while physical damage goes through most defenses. And let's not even mention Energy Resistance force power tree. All ranged weapon damage buffed. Massively. Min and max. Now those 10 points Energy Resistance, while helpful, aren't an I Win button. You will take damage, even with it. You will need to use forearm shields, you'll need to broaden your defensive arsenal. Also, a lot more NPCs use Disruptors, too (which are also more powerful then before). Just to break the mold a bit, and give you a headache in picking which shield to pop when. And speaking of shields. No more charges. No more constant popping, and keeping yourself shielded indefinitely. All forearm shields now have 1 charge (replenishable), and a massive cooldown on it. No more cheese-popping a shield every 2 combat turns. Now, if you pop a shield, you have to wait 3-5 minutes before you can pop it again (depending on the specific shield). And it can't be switched for a fresh one until recharged. Droid shields work the same way. HK47, our favorite assassin droid. He was shafted badly in vanilla. That ends here. Stats changed. Higher Dexterity, lower Strength, a good deal of Con, to fit his fighting style more accurately. Classes rebalanced. Now there are 3 attack-bonus progressions, instead of two. Scouts, Consulars and Expert droids gain attack bonus the slowest. Soldiers are unchanged. Sentinels now gain AB at the same rate as Guardians. And Scoundrels, Guardians and Combat Droids now use a new AB progression line, even better then that of Soldiers. Oh and Consular health gain is now the same as Sentinels. You may think that would make Scoundrels OPd, with their Sneak Attacks and now with improved accuracy? No. Certain belts, implants and masks now grant immunity to Sneak Attacks. All Class 9 heavy armors (Heavy Battle Armor line) do so as well. Most Dark Jedi are immune, too. These are just the broadstrokes. Plenty of other surprises too, waiting to be found as you play. In conclusion, my goal was to make the game more challenging, more immersive, and ultimately, more fun to play, in my considered opinion. This mod may not be for everyone, but if you like your KOTOR with a touch of masochism in it, give it a shot! Disclaimer: This is a Beta. No TSLpatcher installer, some bugs may not be ironed out yet. Expect updates as I figure out how to make it TSLpatcher compatible. Incompatibility: K1 Restoration mod. Unfortunately, K1R basically overrides a number of .rim module files which my mod modifies, so at present the two don't play nicely together. K1R will override most of my mod. I've tested it with a number of other content mods, and it works fine. Basically as long as module files don't override my own, there shouldn't be a problem. Just to be on the safe side, I recommed you set up my mod first, in a clean game, then install other mods, so they can patch-into it. And make sure module files aren't overriden. Permissions: No parts of this mod may be modified and reuploaded without my express permission. That said, I welcome suggestions on how to improve the mod, and especially help in making it more TSLpatcher compatible. I am relatively new to KOTOR modding. That's about it. Enjoy
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