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Showing content with the highest reputation on 07/12/2021 in Posts

  1. 2 points
    Really? Oh is it? Maybe they could add the library at least. Dorak could bring me there, and show me all this. Also, I am doing this because I don’t want to nag Darth Varkor to the point where he will go all “Vorrn Vorrn Vorrn!”
  2. 1 point
    I 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 - 😉
  3. 1 point
    Basically 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.
  4. 1 point
    I just installed the sith lords restord content mod and the M4-78 mod. How do I uninstall M4-78?
  5. 1 point
    Ah. I got confused by Mission and Zaalbar being in the screenshot.
  6. 1 point
    If 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?
  7. 1 point
    Getting 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.
  8. 1 point
  9. 1 point
    What 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 )
  10. 1 point
    Just 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?
  11. 1 point
    Is 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.
  12. 1 point
    Can 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!
  13. 1 point
    Option 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.
  14. 1 point
    Did 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
  15. 1 point
    Additional 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?
  16. 1 point
    The 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)
  17. 1 point
    Even 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.
  18. 1 point
    That 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.