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Showing content with the highest reputation since 06/20/2020 in File Comments

  1. 5 points
    Good day. This is in the plans.
  2. 4 points
    The Republic Armor looks amazing. Would you evert consider doing Republic Helmets and Sith Armor so both Armies look as sexy as Trask?
  3. 3 points
    My PartySwap and Extended Enclave Compatibility Patch has been updated to add an installation option to make PartySwap compatible with both Extended Enclave and Extended Enclave Patch.
  4. 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
  5. 3 points
    Nice catch, and yeah - that sounds like a good idea. Gained insights from this post moments ago, and thinking this mod can definitely fits somewhere. Would definitely having this installed on my TSL playthrough. And thank you, OP/Dark Hope -- for this mod. It looks very promising, and looking forwards to give it a go. Cheers.
  6. 2 points
    An update which has a "1.0.X" is a bug fix or anything categorized as a bugfix (Such as Russian translations). So the next bug fix update would be called "1.0.4" for example. A content update which changes anything with the plot from little to big would be a "1.X.0" update. So the next update which has actual content to look forward to is "1.2.0" and when that update comes out it will totally have a list of changes and will be referenced in the readme file. Unfortunately, no new updates are planned for the foreseeable future as my efforts are now focused on the Revenge of Revan mod.
  7. 2 points
    The bugs have been fixed! If you have installed VERSION 1.0.0! Refer to the optional "EE FIX FOR V 1.0.0" folder and follow instructions. If instructions unclear, leave a comment and I can clarify, this update does NOT modify files found in @Leilukin's patch! If further bugs or any other complications are found which are suspected to be caused by my patch, report the mod and I shall fix it at earliest convience!
  8. 2 points
    I want to keep the two versions identical as much as possible, so I won't be adding anything that already exists in TSL. Heartstopper Combo's probably the closest you're gonna get.
  9. 2 points
    That is not in the mod! Those are from Brotherhood of Shadow: Solomon's Revenge.
  10. 2 points
    Thank you so much for all of your hard work Hugs
  11. 2 points
    Thanks for bringing all these points up! The additional ways to enter the Sith Military base are certainly interesting and could be worth a look at if it could be made to make sense within the story. After you pointed out the issue in the Undercity, I did some looking and it appears the script that gave move instructions to party members only accounted for two party members as a third member isn't supposed to be with you yet. The third party member would tag along a little ways and would sometimes pass the trigger that would close the Undercity gate, but rarely. I have changed the script to issue instructions to a third party member and the infinite cutscene issue seems to be resolved. Thank you for pointing this out! I will make sure you are credited as I would not have known about this otherwise. IMPORTANT PLEASE READ: IN V1.0, HAVING T3 IN YOUR PARTY WHEN TRYING TO SAVE HENDAR FROM THE RAKGHOUL CHASING HIM CAUSES THE CUTSCENE TO NEVER END. IF YOU ARE HAVING THIS ISSUE PLEASE DOWNLOAD AND INSTALL THE MOD AGAIN AS V1.1 ADDRESSES THIS. IF YOU DO NOT WISH TO REINSTALL THE MOD THEN DO THE FOLLOWING: 1) You can do this portion with only one other party member. It's only when T3 is present with a second party member other than the main character where the issue seems to arise. 2) Open the cheat console and type 'warp' without the 's and hit enter. This will force you out of the cutscene. Walk forward a little until the door shuts and then you can fight the Rakghoul as normal. 3) You can leave weak Hendar to his fate and bypass the issue altogether. Thank you to N-DReW25 for pointing this out!
  12. 2 points
    You know, I had a crack at making this mod as well back in the day but I never released it due to some issues. In testing, in the Undercity with that little cutscene where you chose whether or not to save Hendar from the Rakghoul, for some reason if you had T3 and Carth with you at the same time the moment you run outside the gate you just stand there and the cutscene never ends. Just checked your files, it appears you haven't attempted to fix that issue so that may be a massive problem for those who play this mod. Why was this even done? The game files heavily suggest that the player could entire the Sith Base at any given time as long as they had T3. That cut line in the screenshot with Canderous is but one of three different scenarios which where meant to play out: 1st scenario, doesn't have T3/Vanilla: "Lucky for you I know just the place to get a droid like that. Davik was having one custom built by Janice Nall." 2nd) Has T3, doesn't have Sith Base Codes: "But that little T3 unit you got from Janice should be good enough to get the job done." 3rd) Has T3, has Sith Base Codes: "See, I put two and two together and I figured out you're the person who stole those Sith departure codes for Taris. So you're exactly the person I'm looking for." Realistically, the only reason why a player shouldn't enter the Sith Base is because the NPCs aren't balanced for a level 3 party with just Carth and weak weapons. Besides that, if the player somehow managed to kill the Sith Governor the only real problem would be that the Sith Codes side quest updates and mentions Canderous in the description (Which can be either ignored or edited to remove the Canderous mention). So the game would go: Start Taris > Buy T3 > Steal Sith Codes > Save Bastila > Go to Canderous in Upper City Cantina > Immediately go to Davik's Estate. Additionally, it appears that the player also had the option to buy a Sith Base Passcard via the Sith Party NPCs in the Cantina based on alternate dialogue like this below. "Well, are you here to close our deal? 2000 credits gets you access to the Military Base. Otherwise we really shouldn't be talking." And if your character has a Sith base Passcard on hand when they enter the base they can say this to the receptionist. "[Persuade] I work here - look, I've got an access card." That would be problematic, as it'd allow you to enter the Sith Base without T3 and would enable you to abandon him on Taris. If for some odd reason you wanted to restore that as well, you'd need to add a conditional to Dark Side Bastila's Ebon Hawk dlg where she says "The droids will still serve you" as then it'd be possible to leave T3 and HK both behind on Taris and Tatooine. So you could technically can restore both possibilities (enter Sith Base early and leave T3 behind) though I would recommend that these versions be optional so players could chose which version they'd rather play.
  13. 2 points
  14. 2 points
    Good day. In perspective.
  15. 2 points
    Technically, tga textures are the same format in both games so dropping "N_RepSold.tga" into the override should do the trick, that "N_RepSold.txi" file on the other hand... probably won't work. @Dark Hopewould have to fix the txi to work in TSL should the texture not work. Other than that, she would need to make a texture for the male Republic Soldier helmet NPC, female Republic Soldier NPC, the TSF male and female NPCs and maybe even the male and female Republic and TSF Officer NPCs. Also, I think this mod (if you rename the male Republic Soldier texture right) can work with JC's Female Republic Soldier fix mod: Not even change the names, just outright drop the tga into TSL and you're good.
  16. 2 points
  17. 2 points
    No, it does not work with PartySwap. Everyone will need to wait for the PartySwap patch for EEP to be released (Which will be a component of the original Extended Enclave Party Swap Compatibility patch mod so be on the look out for that update!)
  18. 2 points
    OMG. Yes and thank you so much. It's amazing. The male heads in this game were terrible but you have brought it to life. Thank you so much for all your beautiful mods. I hope you are staying safe in life and doing well.
  19. 2 points
    I estimate that mod placed a file named (or named similar) "HK-50.utc" or something, a file like that is used extensively during the game and if it is inside the override it'd break every NPC with the tag "HK-50" for example. What is sadder, yet beneficial for you, is that the restored items are restored in TSLRCM and M4-78EP.
  20. 2 points
    Reviews are for those that have seen my mods in action.
  21. 2 points
    (Sees Lvl 86 Bastilla Picture) What mods are you using to make that happen?!?
  22. 2 points
    To be honest, you, along with JCarter426 and DarthParametric, inspired me to make these fixes. They are small and cannot relate to modeling work, which is more time consuming. But, it is these minor flaws that spoil the atmosphere of the game. In case I learn how to model, I would like to improve the modification by adding a headdress to the admiral, like his predecessor, since giving a part in the army and navy to those who are not covered with hats (although they are in the room) goes against everyone military rules.
  23. 2 points
    This seems to be a very good mod, very innovative and worthwhile to see a Varko fix included as well!
  24. 2 points
  25. 2 points
    In the interim, this should fix it - https://www.darthparametric.com/files/kotor/k1/[K1]_Jedi_NPCs_Wear_Player_Robes.7z
  26. 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.
  27. 2 points
    Thank you very much. That installlog was very useful and allowed me to find the culprit: There's something wrong with the 401dxn.mod coming with my mod but so far I have been unable to figure out what exactly. I'll continue investigating this issue but for the time being you can just delete 401dxn.mod from the modules folder after installing this mod if you have this issue and it should be fixed. You will loose the fog changes I made to that module but that's better than broken cutscenes. I'll get back to you once I know more @Pimpnkill@mackmitchell94@1Leonard Update: I found the issue and uploaded a fix. The installation is slightly more complicated if you have an older version of the mod installed, so make sure you read the read-me. Most likely you will only have to delete 401dxn.mod and 510ond.mod from your modules folder before installing the new version but check the full instructions to be sure.
  28. 2 points
    Ok so weirdly enough the folder does not contain an install log for me, it never makes one. @1Leonard is also having the same issue with the cutscenes on Dxun.
  29. 2 points
    The compatibility flag got reset the last time the forum backend got updated. So any mod that wasn't manually edited by the author since will say it is incompatible with TSLRCM, regardless of whether that is actually the case or not. The same presumably applies to the K1R compatibility flag for K1 mods.
  30. 2 points
    No. BUT... I am making a patch for Brotherhood of Shadow as we type. Previews of said patch will be released somewhere on this site at a later date. As it has a TSLPatcher I am willing to say yes.
  31. 2 points
    Try removing permov08.bik and permov09.bik from the Movies folder. It sounds like there might be an issue with the Bink videos that TSLRCM adds. This will skip the Harbinger arrival videos, but it might let you progress.
  32. 2 points
  33. 2 points
    Note to the apparently 19 people other than me following this mod page: You don't need the new upload. I just fixed the installation instructions because lazy copy/paste led to confusion. Move along.
  34. 2 points
  35. 2 points
    That is exactly the reason! I am glad you enjoy the idea of it, I was so certain people would hate it. As the mod is now in Beta I am 100% developing a patch for Brotherhood of Shadow as we speak. Before the patch is finished we shall see 'previews' and 'teasers' of the patch. This is because this mod was started in July 2016, back when I didn't know how to make a TSLPatcher. But the reason why it isn't used now is because as the mod updates I tend to add a bunch of new items, files and 2da entries and much like many other modders on this site I do have a life outside of the K1GI mod alongside the development of other mods so the last thing I want to think about when modding under a tight schedule is "if I modify 50 items and add 20 skins with 20 new 2da entries which apply to 40+ NPCs across the game then I will have to add 71 new lines in the patcher in addition to dealing with the complicated 2da patching process every time I make 1 new update". But... when I do finish the mod and it is no longer a 'Beta' mod this mod shall recieve a TSLRCM/M4-78 style installer and shall receive patches for big mods the players enjoy such as BOSSR and K1R allowing for compatibility between fan favourite mods.
  36. 2 points
    Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol. So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly. And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary. Hoped that helps. Cheers!
  37. 2 points
    Yeah I remember being able to open the door on the xbox, but if I remember there wasn't much going on in there. I'm wondering if there's more hidden in the module relating to this. Anyway, great mod. It's always frustrating not being able to open a door, because you know the content is missing.
  38. 2 points
    I'm waaay ahead of yah! Pasted the beard from the black-haired Dark Harbinger reskin of Jedi Jesus onto Better PMHC04 in Photoshop.
  39. 2 points
    I know that another mod exists called "Save Mission" by jc2, which ultimately has all the same functions as my mod. I created this mod from scratch, using "Save Mission" as inspiration, so it has all different dialogue for the player and NPCs. The outcome is the same, but the events unfold differently. I feel that these differences, as well as the absence of a few bugs that are present in Save Mission v1.5a, mean that these mods both have merit. You may enjoy jc2's "Save Mission" much more than this mod, so I'd suggest trying both out and keeping the one you like better (you can't install them both at the same time). EDIT: Make sure you have v1.2 of the mod, as it improves the dialogue choices and fixes a bug that usually prevents you from killing Mission. Even though this mod is about keeping her alive, it's still good to have the option to kill her as normal.
  40. 2 points
    Yeah, I didn't have any particular idea for most of them but I had remembered reading that, so I decided to put the silver crystal on Tatooine. I would've put it in the krayt dragon cave but there's already a violet crystal there. Likewise the orange crystal is on Shaela because she's depicted with an orange lightsaber in the Tales comic she was in.
  41. 2 points
    Now that you mention it, this model fits surprisingly well with Zherron and Administrator Adare, even better than in K1. Think so too. Now you can see the face suitable for the old man. This model looks great in TSL. Amazing quality of work, @Dark Hope! I'd love to see your versions of Kavar and Zes-Kai Ell!
  42. 2 points
    This is great, tho this looks like it'll fit KoTOR 2 aesthetics more since that game had different head style (the new head only ofc, since they reused a lot of KoTOR 1 heads). Just look at Dantooine characters, all of them had more "realistic" texture rather than the more "cartoony" styled heads. Anyway, good job on these. I hope you can do for KoTOR 2 Masters as well.
  43. 2 points
    @La Ingobernable I missed that, thanks for letting me know. I'll include Gran ports in the next update.
  44. 1 point
    Your video couldn't be embedded so I remade it for you. Hopefully, that will be acceptable. Interesting idea and one that I wouldn't have thought of doing. Nice job!
  45. 1 point
    I love this skin. I always rename the head as I don't like dark side transitions showing so I love the LS head through the whole play through even if I do dark side actions. I agree the wounds on the head look so much better and I will use this head in my next male play through. I never use to use this head before as it was really bad but with your re skin I will use any male head now in my play through. Seriously thank you so much for doing the reskins of the Males. P.S. Happy Valentine's Day!
  46. 1 point
    This screenshot details all the errors, I think there's 12 here but that's only because I reinstalled in order to screenshot the log, usually there's only 10 warnings on initial installations, but the Dxun files are always there . The cutscenes I'm having problems with are when you first land on Dxun and start exploring the jungle, two cannoks and a maalraas face off against each other. When I progress to that point, the cannoks and maalraas appear friendly and the cutscene never activates. After that, when running into the Zhug bounty hunters, their cutscene never activates either and they also appear as friendlies. So it's those two cutscenes that I know of, I didn't progress to the deeper jungle of Dxun yet in my playthrough, and if you'd like me to in order to see if there's other bugs I'd be happy to check .
  47. 1 point
    I am having the exact same issue trying to get to Telos Polar region.
  48. 1 point
    Great idea! Now we'll need a copmatibility patch for DP's TOR-style HK.
  49. 1 point
    Could you include a screenshot of the Gizka and Dewback mods in-game?
  50. 1 point
    Should already work in Kotor 2, give it a try!