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Showing content with the highest reputation on 07/17/2019 in all areas
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1 pointYes, in fact, GenoHaradan Legacy acts as a fix for M4-78EP because in 1.3/1.5 Grenn's fuel dialogue when you use M4-78's fuel it is poorly organised and you don't get the 1000 credits as promised. Legacy actually fixes that so it is both organised and gives the right reward! Are you using the Workshop M4-78? Because if so you'll need to install into the workshop override ofc. Sorry for not replying earlier, never got the notification. If you still experience bugs or issues please inform me of them and I will see if there is an issue. From what you've told me, it doesn't look like my mod is directly the issue though it may be a problem with something else.
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1 pointI edited the street area with new lightmaps and I also added another small section that includes content that was originally in the 2nd street area. The one from the Sleheyron Demo was very, very old and the one Xuul showcased is the one I've edited. I'm on a new PC, currently away from my old PC, and a few things got dropped with the transfer. NPCs will be populated again soon!
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1 pointFull Street back in-game! Still have to work on the walkmesh but it's good to have the whole street back in the game.
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1 pointI have been informed on Reddit (https://www.reddit.com/r/kotor/comments/cacqkr/more_sleheyron) that I may not have been clear enough about what this mod is or which game it belongs to. This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR See below graphic to see how much This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR on a scale of 0 to This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR: As you may be able to start to realize, This is the Sleheyron Planet, which is a Work-In-Progress Mod for KotOR is The Sleheyron Planet, which is a Work-In-Progress Mod for KotOR, to the maximum extent that a Sleheyron Planet, which is a Work-In-Progress Mod for KotOR can be. Shenanigans aside, I have been working on finalizing the street design with the updates previously promised in this thread. Here is the final layout. I am in the process of readying it for export. This includes the new standardized doors, and has been expanded to include some of the content originally in the 2nd street area. I will be working on getting it working in-game the next couple of days. Fortunately I find the export process (while lengthy and tedious), to be easier than trying to be creative and model the actual things. Or at least I seem to be better about being motivated to do it.
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1 pointPlease use this template: 1) When did the problem begin to occur? 2) Did you install the latest version of the mod? 3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? 4) Did you update your game as required by your game's region? 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? 8) What other mods did you have installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 9) Can you be more specific about the error? At what point did it happen? 10) Have you tried re-downloading the mod? 11) Have you tried using a different save game? 12) Have you tried starting a new game? 13) What Operating System do you use? (List Virtual Machines as well if you are using them.) Saying "about 20 mods" tells us nothing. It's very likely to be one of those causing a conflict Also, simply uninstalling the mods won't work. To get back vanilla (I assume to ensure the problem is not your computer, for whatever reason), you need to completely uninstall everything, every file, then start from scratch
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1 pointOkay, so here we go. It's not necessary to follow the instructions exactly if you know what you're doing (if you know, you can most likely see the important parts yourself, so there's no need for me to list them) but if you don't, it might be a good idea to do as told here. You'll need ErfEdit and K-GFF, both are available at starwarsknights.com. 1. Install TSLRCM. 2. Install M4-78 EP. 3. Make a folder somewhere to put your working files into. I will call it "working folder" from now on. 4. Make a backup copy of module "701kor.mod" to your working folder. Rename the backup to something that makes you remember what it is. I will call it "RCM_701kor.mod" from now on. 5. Run the Korriban Expansion installer. Don't use the TSLRCM compability file, we'll do the merging manually. During the installation, you probably got a warning "global.jrl already exists in Override folder. Skipping file". That is to be expected and nothing to worry about - everything is as it should. If you get any other errors, however, something is wrong and you should not proceed. 6. Copy the 701kor.mod that Korriban Expansion installed (or pick the 701kor.mod from installer's "tslpatchdata" folder) to your working folder and rename the file to something that makes you remember what it is. I will call that file "EXP_701kor.mod" from now on. 7. Open your EXP_701kor.mod with ErfEdit and extract files "701kor.git", "new_701area_ent.ncs", "to_740.utt" and "wp_valpath.utw" to your working folder. 8. Rename the file "701kor.git" to "EXP_701kor.git". 9. Make a copy of your RCM_701kor.mod and rename it to "701kor.mod". Put that file into your working folder. 10. Open your RCM_701kor.mod with ErfEdit and extract files "701kor.are" and "701kor.git" to your working folder. 11. Make a copy of your 701kor.are, rename it to "RCM_701kor.are" and put it into your working folder. 12. Make a copy of your 701kor.git, rename it to "RCM_701kor.git" and put it into your working folder. 13. At this point, you should have following files in your working folder: 701kor.are 701kor.git 701kor.mod EXP_701kor.git EXP_701kor.mod new_701area_ent.ncs RCM_701kor.are RCM_701kor.git RCM_701kor.mod to_740.utt wp_valpath.utw 14. Open the file 701kor.are in K-GFF, find the field "OnEnter" and replace value "k_701area_enter" with "new_701area_ent". After that, click somewhere on the left side of the K-GFF window so the program recognizes that value has changed. Save file. 15. Open the file EXP_701kor.git in K-GFF. 16. Open the file 701kor.git in another instance of K-GFF (so you should have two K-GFF:s open right now). 17. Find the "PlaceableList" from EXP_701kor.git. In the end of it, there should be 4 structs whose TemplateResRef is "plc_doorinvblk". Copy them from EXP_701kor.git to 701kor.git's PlaceableList. (You can't copy more than one struct at time, so you have to copy them one by one. Make sure that you copy all 4, and not copy any of them more than once. You can click the "-" icon to minimize the struct you have copied, so you don't accidentally copy it again.) 18. Find the "TriggerList" from EXP_701kor.git. In the end of it, there should be a struct whose Tag is "To_740". Copy it from EXP_701kor.git to 701kor.git's TriggerList. The localized string that shows when you approach the point doesn't copy when copying the rest of the struct, so it does need to be copied separately. I don't have a screenshot of that, sorry - but it works perfectly the same way: Compare the differences, click on the line you want to copy, click the "copy string" line from the quick menu, click the correct line on the 701kor.git (the one that the localized string is under of, "TransitionDestin") and click "paste string". 19. Save 701kor.git and quit both K-GFF:s. 20. Open 701kor.mod in ErfEdit and add resources 701kor.are, 701kor.git, new_701area_ent.ncs, to_740.utt and wp_valpath.utw in it. Replace as needed. Save file, quit ErfEdit. 21. Put the 701kor.mod into your game's Modules folder overwriting the one that is in there (it should be the one that Korriban Expansion installed, unless you did something I didn't tell you to do). 22. Launch your game, pick up a savegame from before ever visiting Korriban, and you should be good to go. That should do it. If it doesn't work right, please let me know. I may have forgotten something, I still have a terrible headache. Known issues you should be aware of These seem to be issues with the Korriban Expansion itself, so I won't touch them in this compatibility patch. The quest "Great Escape" is empty. Kreia's level is reset during the mission, so she is like she is first when she joins your party (influence, however, remains). Her equipped items potentially may disappear also, so it might be a good idea to remove them before proceeding the quest.
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0 pointsGot a fix over here! Lol I'm sorry I didn't reply to this 3 years ago(I only encountered this glitch today), but for anyone that is encountering this glitch right now: Try downloading the warpband made by Lit Ridl I believe(It's a warpband that can open doors), open the door (to the private lounge) with the warpband, go into the tunnels, then open the doors closed behind you (with the warpband), then go back into the jekk'jekk tarr (In my case this visquis guy spawned into the room and talking to him triggered the cutscene ,from there I encountered no problems)