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1 pointView File PartySwap =PartySwap= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com) CURRENT MAINTAINER: Leilukin LATEST VERSION: 1.4.1 FILE NAME: PartySwap 1.4.1.7z CONTACT: E-mail to Leilukin at leilukin@outlook.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender. After Disciple joins your party on Dantooine, a usable adrenal item named PartySwap will be added to your inventory. You can use this PartySwap item to replace any member of the current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item is created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains still one of your party members, and you can still talk to Handmaiden. This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in the cut scenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers. For this mod to take effect, you must install this mod before you leave the secret academy on Telos, where Handmaiden joins your party. The PartySwap item only works if Handmaiden has already joined your party. NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory. Run PartySwap Installer.exe located inside the extracted folder. You will see two installation options. You may only choose ONE of these options: Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS: Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job. FOR STEAM WORKSHOP USERS: If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020. When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod. This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the sub-folders and follow the instructions to make PartySwap compatible with these mods. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple. Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Run PartySwap Installer.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod. 4. KNOWN ISSUES: None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly. 5. MOD COMPATIBILITY: Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first. This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character! This mod provides compatibility patches for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game). This mod is compatible with KOTOR 2 Community Patch. This mod is compatible with JC2's Train the Handmaiden. This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod. If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/ 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission. 7. CREDITS: Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you! Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod. Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them. Sith Holocron — Thanks for the aid with VO splicing! Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream. Cortisol and th3w1zard1 — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster. danil-ch — For giving permission to create compatibility patch for Kreia’s Fall Cutscene (in-game) THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 05/21/2015 Category Mods TSLRCM Compatible Yes
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1 pointView File KotOR High Resolution Menus Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ Submitter ndix UR Submitted 10/29/2017 Category Mods K1R Compatible Yes
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1 pointView File Schematic Lightsaber Mod [SLM] SLM 2.0 ------------- for TSLRCM 1.8.4/M4-78EP 1.2 For mod compatibilty with TSLRCM and M4-78EP using the STEAM VERSION of the game, you will need to install this mod into the directory of the base game, just as you would with TSLRCM. Do not use the workshop version of TSLRCM!! C:/Program Files(x86)/Steam/SteamApps/common/Knights Of The Old Republic II IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. Author: Kaidon Jorn (formerly Qui-Don Jorn) Date: Summer 2015 This is a large scale lightsaber mod which was designed to work with TSLRCM 1.8.4 with the option for M4-78EP compatibilty (1.2). This lightsaber mod will not work properly without the latest version of TSLRCM (1.8.4) installed. In this mod, each party member that is trainable as Jedi will have a lightsaber to build on the workbench through new dialog options after they have become a Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have the crystals. These lightsabers can be used by anyone. In version 2.0, lightsaber schematics have been redesigned so that they are usable items that you click on to learn. They are destroyed upon use and will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. There are now NINE additional lightsabers rewarded as 'boss loot' drops depending on the planet you are on, and perhaps multiple ones on the same planet. These lightsabers have very small bonus stats tied to them and most have unique TOR inspired blade colors. The training sabers from the TOR Saber Mod I did have been integrated and are buildable on the workbench and come in three types for three models - ion, electrical and energy damage. There are minor skill checks to create them. With the M4-78 compatibilty files installed, Master Vash and Kaah Otohk will brandish thier own unique lightsabers which are not available in normal SLM gameplay. This is the final lightsaber mod I will make and it uses lightsaber models from different mods I've made over the last several years, though most come from what was going to be HotOR 1.7 before that mod was abandoned. Install by running the .exe file called "SLM 2.0" If also using M4-78EP, apply the compatibilty patch. Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .mdl's, .mdx's, uti's, and also Zez.utc) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Apostle's) or vice versa because it will crash your game. *Kaah's lightsaber will be the standard yellow, not "gold" as originally planned. Although yellow blades look a little more "gold" now. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibilty patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to pathfind. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the one you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) Credits: Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off. Thanks to DeadlyStream for hosting my mods. Permissions: This mod and all my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the readme. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 06/08/2015 Category Mods TSLRCM Compatible Yes
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1 pointView File Kotor III : The Jedi Masters The Jedi Masters is a story conversion mod for Kotor2, a fan made Kotor3 with it's own storyline spanning up to 14 hours. For installation instructions, visit : http://www.the-jedi-masters.com/download.html Trailer : Submitter Trex Submitted 04/24/2020 Category Mods TSLRCM Compatible No
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1 point@Stormie97 Happy to report that KOTORmax works with 3ds max 2021. Time to uninstall blender 😉
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1 pointWe called it the "inverted counter", it seems to be a number that is different for each mesh, but it usually starts from something like 99, 98, 97, etc... however, it doesn't seem to affect anything, even if we leave it zeroed out. The tools use an algorithm that creates this kind of sequence, but really the pattern isn't uniform across models, so the algorithm is just there for the numbers to kind of look like the vanilla ones. In case you decompile a model, the numbers will be stored as inv_count in the ascii, so that the same ones may be used if that model is recompiled.
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1 pointHaven’t fiddled around with KotORblender much, despite the fact I do most of my 3D work on Blender. I recently had a similar issue with the plugin to import .glm models (for Jedi Academy), so I reinstalled 2.79, installed the plugin there, imported the files I needed, saved as .blend and reopened on 2.82. You could do the same but it’ll get awkward once you try to export your stuff back to KoTOR, since you can’t open files that were saved on more recent versions of Blender with older versions of the software. Then you’d have to export to .fbx or .obj or whatever, import that into 2.79 and then export with the plugin. Yikes. I suggest you try to get a hold of 3DS Max instead (with a student version for instance or through other abilities the dark side is a pathway to - kidding, don’t do that) and use KOTORMAX which works like magic.
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1 pointYeah KotorBlender doesn't work on 2.8x. In the "How to Install" section of the manual says: "KotORBlender will work in versions as far back as Blender 2.71 and currently up to Blender version 2.79".
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1 pointSo just to prove the concept I attached picture of a two colored double bladed saber. They are in generel brighter since they have two light sources. I can only say that a lightsaber throw with ambient light looks 1000 times better. I tried to caputre it on the pictures. Updated vader picture with different values. But why just speek about it. If you want to try it out. I also attached a test version of the standard red lightsaber of Kotor II. Have fun with it and I hope for feedback and maybe help with texturing (animating) lightsaber blades in the future. Test Ambient Light Lightsaber v1.rar
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1 pointView File KOTOR1 HD ICON PACK ver1.0 Pretty much, what is says, the mod contains higher resolution versions for most of the item icons in KOTOR 1. Namely - Armor, Weapons, Headgear, Shields and other Usables, Droid Gear, Belts, Implants and other miscellaneous items. Feel free to modify and reuse. Giving Credit is appreciated. Would have liked to include crystals too, but oh well. Maybe next update. Needless to say this works best with stuff like: KotOR High Resolution Menus 1.4 by "ndix" - Cheers and Happy Playing!!! Submitter JackInTheBox Submitted 04/13/2020 Category Mods K1R Compatible Yes
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1 point@Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation. I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway. How the Workshop Works First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support). To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment. What the Workshop is Good For Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to.... Why You Should Avoid the Workshop Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features: Load orders are based on the order mods are subscribed to, and are overwritten in certain circumstances. This is a big one. Even the most archaic games have always allowed users to control file overwrites, deal with compatibility issues, and selectively prioritize one mod over another by controlling the order in which mods are installed, and oftentimes the specific files installed from mod to mod. Because the Workshop does not truly install mods as such and instead merely sits them in a folder to be read by the game, it's up to the Workshop which mods get read in which order, and which get prioritized. Mods subscribed to first are read first by the system, but because they're downloaded as complete packages ready-to-launch, it's not possible to remove files selectively unless you know exactly where to look--even then, the Workshop may try to repair your install of the mod, replacing files that you may have removed intentionally. Furthermore, no file manifest is given by the Workshop, which makes it that much more difficult to see which mods edit the same content, and incompatibility is a major systemic issue with the workshop as we'll see. Worst of all, mod updates or game reinstalls can entirely disrupt this subscription order and randomize the load order, making it difficult to achieve a stable load order even if you're doing all due diligence. One mod's changes can push out another's. Unlike the installation system typical with major mods where the TSLPatcher can minimize incompatibilities, there's no such protection here. Indeed the opposite, as having two mods with the same .2da file means that one's will inevitably win out, and the other's will lose, and the loser's data will be completely and totally ignored by the game. Not only does this guarantee that some mods are incompatible in function simply due to the Workshop's architecture, it means that you could encounter serious bugs if important files from one mod are overwritten by another. This is part of the reason why TSLRCM and M4-78 had to be combined on the Workshop eventually--despite being completely compatible with one another, the Workshop was ramming them together in incompatible ways. Mods installed manually don't play well with Workshop mods. Jumping off of the above, because mods aren't truly installed with the Workshop, a user can mod their game by installing files onto their game directory in steamapps/common as one would normally do, but also subscribe to mods on the Workshop. Yet the same issues as two mods editing the same file on the Workshop will now occur in this scenario: a loose .2da file in the override will conflict with a .2da file from a Workshop mod and one will completely cancel out the other, rather than taking each other into account whatsoever. This is a big reason why it's a good idea to do all one thing or all another, since combinations like this are invariably more work than simply modding with the right tools from the start. The Workshop has limited selection, and few exclusives. This is an indirect rather than direct issue with the Workshop, but it's worth pointing out all the same. Because of many of the above issues, the Workshop has a rather limited base of modifications, and most modifications released on the Workshop have also seen standard releases, either here on Deadlystream or on the KOTOR 2 Nexus. Because those mod versions would be more compatibility-friendly anyway, there's little reason to use the Workshop just for the sake of the mods on it; there's more variety and less headache installing mods elsewhere. Many Workshop mods are out-of-date and not supported by their authors. This is again (at least partly) an indirect issue, but I feel the need to mention it here because it does have consequences for users. It is very easy to upload mod content to the Workshop even if you aren't the original author, and difficult for original authors to get these reuploads taken down. Regardless of your stances on mod ownership or reuploading, the users who perform these uploads often drop them on the Workshop for quick downloads and kudos-padding and then abandon them, not providing any future updates or support that the original authors would at their typical download locations. This leads already-anemic Workshop content to also frequently suffer from being outdated, and lack proper support, as the uploaders are frequently not the original software authors and may not even understand how the content they've hosted works. While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead. If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.
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0 pointsNWMax is a thing of the past, bead-v's KOTORMAX (along with MDLEdit) is the way to go.
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