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Showing content with the highest reputation since 03/29/2023 in File Comments
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2 pointsHow convenient that you commented here! This is the perfect opportunity to announce that I do plan on making a compatibility patch for your Crashed Ship mod, with this patch the Mandalorian NPCs in your mod will have some of the new appearances from this mod (and maybe a few HOB items will be placed on the Ship as loot). This might not come for a while but it definitely on the agenda! I actually didn't make the female Mandalorian models, it's from Inyri Forge's Female Mandalorians mod from all the way back in 2008. As I don't make models, I won't be able to make a realistic replacement for Inyri's old model... but if anyone else is interesting is making a realistic female Mandalorian model based on the comic Dark Hope linked I'm more than happy to integrate it into the mod.
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2 pointsBecause your AV is garbage. Check out a comparison on Virus Total. A heuristic detection is basically a wild guess that an executable might be malicious due to the way it works. False positives are common for low-end AV shovelware. The red flag that caused the detection here is likely due to wrapping the program as a single exe. This is apparently a problem for Holocron Toolset as well. It's a downside of using Python.
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1 pointI have no idea why this is happening to your game. Are you using any other mods? You are supposed to find all the 4 Jedi Masters before going back to Dantooine and enter the Rebuilt Jedi Enclave. Kreia's dialogue about suggesting you to return to Dantooine is supposed to be triggered after you found all 4 Jedi Masters, when the value of global flag 000_Jedi_Found is 4. Can you use KotOR SaveGame Editor to check your current save, looking at Globals > Numerics and see what is the value of 000_Jedi_Found of your current save? I would suggest you go to Nar Shaddaa and complete the questline, because entering the Rebuilt Jedi Enclave without meeting all 4 Jedi Masters first, especially if you choose to spare the Jedi masters, could cause possibly game-breaking problems for the Rebuilt Jedi Enclave sequence.
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1 pointI do not know what's causing your bug as the man in your screenshot is a generic head and not one of the heads from my mod. I'd say install Helena Shan Improvement one more time and load a save from before you enter the Cantina, that should overwrite the bugged generic appearance and restore her old appearance.
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1 pointOkay, I didn't know that. So, enemies have learned how to remove buffs and put them on (specifically everything they have, and even more specifically, the final boss). However, given Malak's already extremely serious stats, I have to assume those abilities were cut for a reason. That is, they did the right thing. With this mod, the final battle turns into a game of "who can remove and apply buffs first". But you don't seriously think that the ability to do such a monstrous amount of damage is determined by your skill in the game, do you? I can see the point though.
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1 pointSomehow, EAF97 returned....with a new mod! I like this and it makes sense for Davik to wear this outfit. Also, this will go great with N-DReW25's NPC diversity mods! Only minor nitpick is there appears to be medals on Davik's chest, making this look like a military uniform when Davik is not military.
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1 pointFancy. One day I plan to rebake the lightmaps for some of those modules that will necessitate overwriting the same room models (all new LM UVs). We'll have to do a merge patch collaboration if I ever manage to release something. On that Manaan hangar edit, did K1CP not edit/replace that lightblocker mesh? I know I fiddled with it at some point, but that might have only been for my take-off/landing video experiments.
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1 pointYeah, the reason I took down my script is because it wasn't resolving all issues that I was encountering, but it did resolve some of the issues that come from just dumping the files only in the override folder. Main issue remaining: I can't seem to figure out how to get the Switch to recognize some texture files. For example, dropping michaelfung2000's Canonical Jedi Exile 1.2 mod (which only consists of four loose texture files) into any of these folders in the Switch romFS doesn't work — the textures never appear in-game: ./override ./override/textures ./Localized/English/override ./Localized/English/override/textures The fact that these aren't appearing correctly leads me to believe there may be other fundamental issues that could occur with Switch mods. I'm probably being overly cautious, but wanted to figure that out before re-publishing my script. Hopefully that makes sense.
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1 pointThis is why procrastinators always win! If I simply think about doing something long enough, someone else will do it! In all seriousness, great to hear, I hope to eventually try and put together a guide, maybe even a complete modpack (assuming I can get permission from TSLRCM authors) with these kinds of bugs/polish issues ironed out, so if you get it working, I may ask to use it (of course, with credit). Or maybe someone else will beat me to the punch entirely! Either way, great work!
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1 pointAs a follow-up advice to DarthRahl's comment, JC also mentioned that editing korr_m34aa_s.rim to korr_m34aa.mod in the "changes.ini" file *before* installation, should in theory make it compatible with K1CP (community patch), if you install it after the community patch. Currently testing this myself, but figured this would be useful to know for anyone wanting to try the mod before I update this review with my results
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1 pointI'm posting this same comment on "PC Response Moderation" and "[K1] Improved dialog.tlk 1.0" as it relates to both. Really nice work done here and there and can't decide which one is best. I did found the occasional mismatch, like some word on VO but not in subtitle, or vice-versa. Random example: someone says "That's a very good thing" but the subtitle reads "That's a good thing", but those instances are so few and far between and just adjectives that I did not make a note of it. Still, there's just one (and only that one) line of dialogue that I can't get over: When leaving the Tatooine swoop track after becoming champion, a twilek asks the player for an autoprint. In the vanilla game the 1st reply option is "What? My autoprint? Are you serious?", to what the fan replies "Sure I am. (...)". Now in this modifications the player just says "My autoprint?", to which the twilek still replies "Sure I am." So, for a more fluid conversation the player should ask "My autoprint? Are you serious?" or the phrase "Sure I am." removed from the fan response subtitle. If you ever consider an update, please correct this. 🙏
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1 pointI'm posting this same comment on "PC Response Moderation" and "[K1] Improved dialog.tlk 1.0" as it relates to both. Really nice work done here and there and can't decide which one is best. I did found the occasional mismatch, like some word on VO but not in subtitle, or vice-versa. Random example: someone says "That's a very good thing" but the subtitle reads "That's a good thing", but those instances are so few and far between and just adjectives that I did not make a note of it. Still, there's just one (and only that one) line of dialogue that I can't get over: When leaving the Tatooine swoop track after becoming champion, a twilek asks the player for an autoprint. In the vanilla game the 1st reply option is "What? My autoprint? Are you serious?", to what the fan replies "Sure I am. (...)". Now in this modifications the player just says "My autoprint?", to which the twilek still replies "Sure I am." So, for a more fluid conversation the player should ask "My autoprint? Are you serious?" or the phrase "Sure I am." removed from the fan response subtitle. If you ever consider an update, please correct this. 🙏
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1 pointYeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version). The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs). I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?
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1 pointHay something is wrong with the mod. After Kreia sits down I have control of the player charicter again and nothing happens. If I go back and talk to Kreia a cut scene of me killing the masters happens no talking i am playing light side. Is that correct or is something wrong? I tried to uninstall the mod but the files are not in the located area. Please help
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1 pointTo be fair, a lightsaber is not exactly the stealthiest of weapons. Not as unstealthy as, say, a chainsaw but still noisier than a regular blade. If memory serves, there are at least elite Sith Assassins on Malachor with lightsabers in vanilla. From a gameplay perspective, having to take on that many lightsaber-wielding opponents early-on is a bit much.
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1 pointI like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things: 1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker. 2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me. I think both issues can be solved, while only slightly affecting the scene: Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual. I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.
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1 pointNo matter what I do I cannot get it to work. the menus and everything look fine like they are supposed too. However the location of the menu buttons and where I have to click to select certain menu items is completely off. For example I have to click on the complete button right corner of the screen just to be able to click on the top button of the options screen.
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