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Showing content with the highest reputation since 01/16/2020 in File Comments

  1. 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
  2. 3 points
    Bruh why his head green
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 2 points
  9. 2 points
  10. 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.
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 2 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.
  17. 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.
  18. 2 points
    @La Ingobernable I missed that, thanks for letting me know. I'll include Gran ports in the next update.
  19. 2 points
    The female player soundset lacks those barks. I'm not sure why, but it's an issue with the original K1 soundset.
  20. 2 points
    Yeah, @BarnzyBobble were right about the GOG's stretching. And if there's one specific file be consider to restore is mipc28x6.gui. I replaced the v4.0's one with the former/v3.0[?], and it's back to how it should. Though, I left the equip screen [and rest of others except the said one earlier] that changed by the latter version because it works for me. The "zoomed-in" UI for the item's icon shown bit more details - granted, it noticeably stretched. Nevertheless, much thanks for the improvement this mod brings. Can't imagine myself for not using this. Edit: just noticed that there are gaps that should connect the UI with the frame using v4.0 [for GOG users]. So a rollback option would be much appreciated here. Edit2: disregard. There's an option to download the earlier version just above the Changelog section. Pardon my peon-incompetency, hahah. Edit3: apparently a rollback to v3.0 doesn't help much if v4.0 had already installed. What [GOG] users need to do is to DL clonegizka's mod [as attached a post earlier] and then overwrite changes made by this version.
  21. 2 points
    The hologram was there in the original game, actually. It was just never active due to a bug.
  22. 2 points
    One person didn't get it. You can guess who that is... I wasn't debating that. I was confirming your point, while also acknowledging that we don't know what Obsidian would have written if it had enough time to develop the story. We weren't, until someone appointed themselves historian...
  23. 2 points
    Apparently, I've received a credit in this mod. Hmmm. What have I done to deserve this? Not sure why Griff looks green in your mod but you obviously need a better profile picture for him. Make use of this until something better comes along. (It's pictured below but the attachment is as a TGA, sized at 512 by 512. griff.tga
  24. 2 points
  25. 2 points
    The mod works, there was an issue in the older version with the global.jrl file being older then the ones from TSLRCM AND M4-78 EP, and that is why you were getting that error! Now you can safely overwrite that file and it will work ok, just run the new TSLPatcher and it should automatically update your broken mod version! Here is a Youtube video of the mod in action:
  26. 2 points
    I like the idea a lot. Ahh... How many times walking to that compartiment knowing in advance the answer... Hoping to be able to melt -just a bit- her hardened heart (and a glitch in the game...) What about make the romance available for female characters as well? The hottest huntress in the galaxy seduced by a sensual female exile? As a female PC she does not even want to be my friend... sniff...
  27. 2 points
    Great idea! Now we'll need a copmatibility patch for DP's TOR-style HK.
  28. 1 point
  29. 1 point
    In the interim, this should fix it - https://www.darthparametric.com/files/kotor/k1/[K1]_Jedi_NPCs_Wear_Player_Robes.7z
  30. 1 point
    There isn't any on Dantooine. The blue Mandalorian Battle Armor can be found in the Tomb of Tulak Hord on Korriban and in one of the Rakatan settlements on the Unknown World. See here. The only change to the item drops that this mod makes is to replace one of the Mandalorian Battle Armor drops with the unused Mandalorian Heavy Armor.
  31. 1 point
    Great work, @vZv! These make the JS/ZS armors have a neat uniformity to them!
  32. 1 point
    Then I'll make sure to give Atton that crystal in K2.
  33. 1 point
    Side effects of a Death Stick laced with Kessel Spice may include: * Loss of apatite * Sleepiness * Double irises * Lack of energy
  34. 1 point
    Should work fine, since this mod only alters Juhani's body model slot I and the other one doesn't.
  35. 1 point
    How install it on steam version? Or maybe you can add this mod to workshop.
  36. 1 point
    I haven't tested with the community patch so it's unlikely, I am hoping to include compatibility for as many fixes as possible or if the authors will permit it include the fixes with the project as a whole. Will reach out to the authors at some point as well as examine the mod and check if it will be compatible or what I can do to make it compatible. So far it requires TSLRCM 1.8.5, M478EP 1.5.1 and Coruscant, anything beyond that I haven't tested.
  37. 1 point
    Hey, are you planning on porting the Gran voices as well? There are only a couple, but I think it'd be worth it.
  38. 1 point
    It's never safe to install over the old version. Always uninstall the old version first.
  39. 1 point
    I do not notice that detail. Will check it out next time. This also applies to the @iPlissken from several years ago I rephrased my self in original comment. I know that Kreia is a manipulator and a liar, and I am perfectly aware of Kreia's abilities and the fact that she is able to influence someone while being unseen. The point is that particular line that has been added by TSLRCM goes like this: "I was the one who asked him to be exiled." So it was ASKED, not "influenced" or "suggested". The line implies that she was there as an active participant of the trial, not that she was manipulating people from the shadow (which could MAYBE be possible but it was not what was implied here). That particular line does not fit the story as it is presented in the final form and that is not only my sentiment but the most likely the one of the game developers, who deliberately cut that line, not because of any bug or time constraints (because VO was always there, it would be several seconds of work to activate the line), but for no other reason than because they simply felt that it doesn't make sense... Did you resolve the quest in a Light side or or Dark side way? Because last time I played and killed him I got the lightsaber part . Will check it out soon anyway.
  40. 1 point
    The 2.0 version of the mod is now live! It has fixed some of the bugs of the previous version and adds something new as well! Update 2.0.0 (Major Update) features: - Updated the global.jrl file to be completely compatible with TSLRCM and M4-78 Enhancement Project. Now the global.jrl file in the override folder can be safely overwritten by the mod’s file without causing any issues! - Fixed a bug caused by the “get_close.ncs” script, where the Player Character would teleport to another area after ending the dialogue. - Added a movie with an animation that replaces the broken “get_close.ncs” script. - Added a new outfit for Mira inspired by the Twin Suns outfit. To equip it You must unequip all clothes / robes / armours, the outfit basically replaces the underwear model! Please install the Mira Romance mod after You have installed the TSLRCM and M4-78 EP mods! It is also compatible with Cathalan, as long as You install TSLRCM, M4-78 EP and the Mira Romance mod first, then Cathalan last, because it updates the global.jrl file! The mod should be compatible with any other mod, as long as it does not alter Mira's dialogue file (mira.dlg) or the Journal file (global.jrl)! This mod works only with the English version of KOTOR II TSL! If You install it on another language version it will display black screens instead of the dialogues!
  41. 1 point
    Thank you for reporting this, I will get around to checking this bug out so that it may be fixed in the next big content patch. Reason for this, I'm certain we've all had enough of downloading the same 195 megabyte file for one little fix.
  42. 1 point
    I've ran into a glitch with Tanis on tatooine. After repairing the first droid, you can't fix any of the others and I'm stuck.
  43. 1 point
    Any way to make this work with the Sith Assassins With Lightsabers mod?
  44. 1 point
    So many neat things. I have not played the game in 5 years and coming back here after all this time and seeing upgraded mods and so much new content released is amazing. Downlaoded several of your mods. I look forward to seeing the results when I do my first play through after many years!
  45. 1 point
    Hmm, I wouldn't expect a problem from Windows but I have never actually tested on Windows 10. I can, but I'll have to get back to you.
  46. 1 point
    Just can say that I was using another MOD but finally I've substituted it by this one. Very good work
  47. 1 point
    To be fair, Squinquargesimus was his city name that was given to him as part of the refugee processing process. Great mod, def will have a permanent place in my override.
  48. 1 point
    nice kitty, thanks for this. i always found it annoying to have random fighter battles when you realy just want to go planet hopping or have to run all over the place cause you forgot something...
  49. 1 point
    I was looking for one of these, thanks! I hate going through the Ebon Hawk battles every single time I go to Datooine and Tatooine. It's a pain in the android version since you can't shoot and move at the same time.
  50. 1 point
    A little update: I have just created a new version of the Galaxy Map that ... a) has both M4-78 and Coruscant listed b) doesn't have awkward with squares around any of the planets in the animation c) uses the set up the planets as shown in Bead-V's mod However, I won't be uploading the new TSL version until the M4-78 EP is released to the public.