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2 points
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Version 4.1
123,931 downloads
THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K. -------------------------------------------------- Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords -------------------------------------------------- Special Thanks to the following individuals: Alien - For the original version of the 16x9 mod, without which none of this would have happened. tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool. -------------------------------------------------- Original mod info (including link to download and screenshots) can be found here: http://steamcommunity.com/app/208580/discussions/0/864975632546978851/ As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use). After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission. *CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions* Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files. *Steam (Aspyr version) Installation Instructions* [Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files. -
1 pointI have seen DV’s movies, and was very impressed by his work. I have always wanted mods to reminisce about DV’S movies, like Soldier’s Destiny, Heart Of Darkness, Echoes of the Past, etc. I am wondering if anybody can make some mods with more expansions, such as Darth Bandon on Snowy Dantooine, or anything. TGR101 - 😉
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1 pointBasically inspired by @ebmar Three-Tiered Dark Jedi Robes @N-DReW25 "N-DReW's Dark Jedi Robes" and do correct me if anybody's already attempted this. My intentions are to use the brown, red, and blue Jedi robes as the texture basis for the Jedi, Knight, and Master robes respectively. From there you'd have the different color variations under each (brown, red, blue). Nothing fancy, just a bit of color shifting to imitate the original robes where possible. Obviously it's going to vary a bit based on the hues of the base texture--the brown Knight robe is leaning more towards the tan side at the moment--but for those who actually like the vanilla robes I think the opportunity is here to provide another immersive twist (that maybe the game should have had all along, but that's where modding comes in anyway). Let me know your thoughts! I'll update later in the week with my first trial run and see how it looks in practice.
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1 pointI just installed the sith lords restord content mod and the M4-78 mod. How do I uninstall M4-78?
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1 pointIf you were talking about the bad fog on M4-78, what about the fog fix mod? If not M4-78, what other fog problems are there?
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1 pointGetting the modules over is easy enough to do thanks to the tools provided by the community. I myself ported every level from K2 to K1 and every level from K1 to K2. Though it was very messy and I would generally suggest people do it themselves to avoid the clutter I created. https://deadlystream.com/files/file/1455-module-templates-for-v040-full-update/ I wrote a tutorial on porting the levels from one game to the other, if you wish to pursue this feel free to do so. It definitely needs a reskin though, but I do wonder if that could be easily achieved by making use of the textures from the Enclave itself.
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1 pointWhat you are asking for might be a bit much, however I did suggest to someone a while back that they could add the Enclave Sublevels to K1's Dantooine. The main problem with that however is that they have the look they did in K2 and could use reskinning as well as their models editing to remove any damage in the area. Just adding them in is easy enough, creating the content to make use of it all is another thing altogether as I know all too well. I did always think it was weird that the doors to the Enclave were always there in the first game. ( the above is a screenshot of the first games levels in the second game )
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1 pointJust look at this freaking beauty lol. Anyhow I'm using a mobile version of kotor2. I had downloaded the tslrcm mobile version and installed this mod and now the dead body at the beginning looks like this. Are others having a similar issue?
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1 pointIs there any possibility of v1.3 being uploaded here? 1.5 is still broken, and I have to resort to going back to 1.1b to get a cleaner experience.
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1 pointSo apparently using a Plasma Torch on the thorium charges footlocker isn't a very good idea, nearly killed me with like 64 damage.
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1 pointI have an oddly specific question regarding this mod and TSLRCM. Once you confront Vash, finish M4-78, and return to the landing pad, a cutscene with your party members is triggered. It's composed entirely of reused or restored lines. The thing is, most of those lines are the exact ones restored by TSLRCM for the sequence with Kreia and the party after confronting the Jedi Masters in the Rebuilt Jedi Enclave on Dantooine. And here's the rub: while those restored lines work beautifully after Dantooine, they make very little sense after M4-78, and even less when they're repeated twice. So my question is: do you guys know of any mod that specifically gets rid of that M4-78 cutscene before leaving the planet altogether?
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1 pointCan someone show me step by step how to uninstall the M4-78 Mod? I've been trying for a while and i've had no luck. Pls help!
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1 pointOption 2 seems right. Also, yes, it's essentially the same cutscene that Extended Enclave adds, except in Korriban academy instead of Trayus Core. Unfortunately it's done much more poorly, with exile hologram missing their head, and facing away from Sion, and the dialogue being recycled from the standard Korriban academy module.
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1 pointDid a comparative play-through of version 1.3, and confirmed that the above issues 8a, 8b, 8d, 8e, 8j, 8k, 8l, 8m, 8n, 8o, 8p are all regressions introduced in version 1.5 as a result of refactoring the Industrial Zone into 4 separate modules to improve the frame rate, and introducing a different ending. As for 8g, version 1.3 includes a separate shader patch to correct the problem. In other words, most of the problems above (some of them quite serious, resulting in incompletable quests) are not present in version 1.3, therefore version 1.3 is the most stable version of the mod available today. It also has a more interesting and believable ending (IMO). Since version 1.3 was never hosted on this site for political reasons, and it's not possible to download without buying the game on Steam, this leaves GOG and Retail game owners with either buggy 1.2, or buggy 1.5. For these users, I am hosting version 1.3 on my web site for the time being. Note that the shader patch component (opengl32.dll and the shaders_override folder) are intended for Steam version only and need not be installed for other versions. http://pa3pyx.dnsalias.org/stuff/m478ep13.7z
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1 pointAdditional bugs discovered on the 2nd play-through (same set-up, but now done in "proper" order, i.e. Industrial Zone before Environmental Zone): 8j) (Gameplay, minor) When the player's droid talks to IS-02, they are always teleported back to Central Zone, even if this is not their first conversation (and therefore if they already downloaded the code from Central console). TBH, probably it's better to avoid teleporting the player back and forth; since it's the first exploration of the area, this only serves to confuse the player (let the player find their own way around the first time). It's only a small portion of the area that will be explored by the main character, anyway. 8k) (Gameplay, blocking) After filing an appropriate report in "Taking In the Trash" quest, the player witnesses two utility droids being destroyed; after the second droid, the image fades out and never fades back in (game is stuck, the only way to proceed is Alt+F4). However, if the player clicks through the animation (i.e. does not wait for explosion & fade-out), they properly regain control. 8l) (Cosmetic) "Damaged Construction Droid" that was "fixed" by a rogue employee is missing at least some of the voice-overs (no voice, no droid sounds). 8m) (Gameplay) "Deadly Upgrade" quest erroneously reappears and becomes not completable if you (1) have found the battle droid using the upgrade; (2) chose to run away and invite logistics droid to the scene; (3) recovered the upgrade part and kept it (completing the quest); (4) proceed past the Industrial Zone into the Testing zone. The quest starts to say that the logistics droid will be interested to know you recovered the part, but the droid only says a one-liner and refuses to talk anymore, rendering the quest stuck. Probably a regression introduced by 1.5 due to the splitting of Industrial Zone. I have also seen other quests erroneously refresh when moving between these zones. Most likely caused by using local variables instead of global ones (now that the modules are separate). 8n) (Gameplay, blocking) In the Environment Zone, if the player talks to the Archon and then chooses to use Escort Droid to depart into the Environmental Zone (instead of simply walking out), they are teleported right behind a group of construction droids traversing a locked-down area (where the mine field used to be). The player can follow the droids into the area (doors will unlock before the droids), but if the player fails to also follow the droids out (before the doors close behind them), they become stuck in the mine field area with no way out (the door on either side won't open, not even from the inside). 8o) (Gameplay) Escort droids fail to take the player to the Environmental Archon (ES-05) even after the player makes their way there and talks to her. 8p) (Gameplay) "Data Transfer" quest cannot be completed if the player talks to the rogue employee (and picks up the quest) before Kaah is dead. If that happens, the player is supposed to either talk to Kaah when he gets the chance, or if Kaah is killed, let the "employee" decipher the data by himself. But Kaah has no dialogue options to discuss the matter (in either Environmental or Central zones), thus no way to advance the quest variable from 3 to 4 required, and therefore the only option the player gets with the "employee" is "We shall talk later". Even if Kaah eventually dies. Probably also a regression introduced in 1.5 as a result of ending alteration?
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1 pointThe mod is extremely buggy, when it used to not be. Quests have updated sometimes upon reaching one of the new (as in split areas of Industrial) area if I fast traveled there first before reaching there on foot. I had the Assassination Module quest reactivate after completion, causing it to be stuck my quest log. I couldn't ask Kaah about the transmissions anymore in this version, even though I had the quest and I was supposed to be able to. Worst of all, the ending doesn't trigger properly. Once I meet with Vash, Kaah enters the room, is killed by Assassins, Vash is attacked by said Assassins, then all but two of them go hostile and when I finish, the music still stays like it's in combat. I'm guessing Sion is supposed to attack, judging by the new scene with Sion added, but he doesn't? I can then go talk to M478 and get him to give me fuel for Telos, and go back to the Ebon Hawk but the mod doesn't have any sort of ending now. If I kill Vash, then Kaah just kinda hangs out in the Central Zone like nothing happens. The quest log also still indicates that M478 killed Vash, which doesn't seem to be the case anymore. As a side note, I get people complained about all the walking, but the random forced teleporting is really jarring, it would be nice to have an option (mostly talking about the radiation sequence). This is the Steam Version and I'm using the same mods I've always used, installed in this order: (All of these mods are installed through TSLPatcher, and not through the Steam Workshop) TSLRCM M478 Jedi Temple+Expansion+Compatibility with M4-78's Galaxy Map CSA4 Starkiller as PC (PC head mod)
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1 pointEven if they were, that wouldn't be a solution. The way the texture displays on the weapon is a part of the model itself. And the weapons in this case may be part of the droid models and not spawned in by the game when the weapon is equipped. So the only way to fix that would be to edit the droid models themselves, which has its own issues. So this may be an issue you'll have to live with.
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1 pointThat is likely because the weapons are part of the droid models but use the same textures as the real weapons. It's been known to be the case before and likely is here as well.
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0 pointsSo your solution is to downvote it then promote a pre-TSLRCM build because they did something that they had no idea you didn't like onto a thread last updated a year ago? Surely there are better ways to voice your discontent. There is a reason that Thread Necromancy is listed in the rules. If you keep bringing up old threads while the original posters are long gone and thus can't defend themselves, you paint their mod in a negative light and give new users an inaccurate impression.
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0 pointsIf you didn't like it, why didn't you post your concerns back when the changes were announced? Your account was created in 2016, well before all of these changes were implemented. Also, correct me if I'm wrong, but the teleportation was optional based on when you talk to the Fast Travel droid. The only thing I can agree with is that the quest was awkwardly written, but to go out of your way to say that the earliest build from an alternate site is somehow better is frankly disingenuous.
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0 pointsThis was stupid and should go away. The so-called "fast travel" is actually being abruptly teleported during the droid quest by conversational triggers. Being abruptly yanked to elsewhere on the planet with no warning isn't a convenience, it's a disorienting disruption. What made you think that was a good idea? I have some other issues with the droid quest. One is that there really needs to be a cheat-sheet for what T3 is supposed to be saying, because having it presented as beeps in the text reduces it to blind flailing under the circumstances. The other is that it can be easy to lose the 4-digit part of the security code if you don't write it down, because if it getting scrolled out of your messages log. And you can't ask about the number of active droids a second time. Based on dodgy decisions like the teleportation, and everything in the bug reports, this version isn't worth anyone's time and you're better off downloading version 1.3 from Pa3PyX's website (you might have lag, but the mod's not broken). Or holding out for the by-now-unlikely event of a 1.6 release or someone else making a fix pack for this mess.