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Showing content with the highest reputation on 08/08/2021 in Posts

  1. 1 point
    Since many players (I used to be one of them as well) have difficulty with triggering Juhani’s romance, notably the final romance conversation, and I couldn’t find a solid and detailed guide for Juhani’s romance anywhere, recently I’ve been doing a lot of research and investigation by using KotOR Tool to examine the game files relating to Juhani’s conversations as well as KotOR SaveGame Editor (KSE) to compare my save files to find out if there’s a definite way to trigger Juhani’s romance. As a result, I finally figured it out and succeed in completing Juhani’s romance in my latest KotOR playthrough! Therefore, I’ve also written a Juhani Romance Guide, including details on how to advance Juhani’s conversations that will lead to the final romance conversation, links to YouTube videos of the individual conversations and mod recommendations. Here’s the link to my Juhani Romance Guide Here’s the link to my YouTube playlist for Juhani Romance & Conversations
  2. 1 point
    Those Christmas items are totally compatible, they are just model, texture and item files. You will have to use cheats to obtain those items though, K1R or not. That is because it is the mod authors who determine whether or not a mod is compatible with K1R or not, the same goes for TSLRCM compatibility. What mod author's are suppose to do is determine whether or not their mod is compatible with K1R/TSLRCM and check YES or NO depending on the answer. However, not every modder plays or has even heard of K1R so some modder's might just say NO to be on the safe side. If you see mod's totally lacking a K1R compatibility sign that means that the mod was uploaded before K1R and the question as to whether it is compatible or not is best asked here (Like the Christmas mods for example, they didn't include a K1R compatibility sign). When you say "plethora of HD skins" I assume you are referring to Dark Hope's mods, here is my assumption on why she says her mods aren't compatible with K1R even though they are compatible (They are textures, K1R modifies very few textures). Her first language is Russian and I believe her second language is English, if she plays Kotor with a Russian translation patch that would mean she'd also only play with mods which also offer a Russian translation... and since K1R is an English-Only mod it's a logical conclusion that Dark Hope has never played K1R thus cannot be certain if her mods are even compatible. As for the Juhani Appearance Overhaul, I do believe that the mod author probably doesn't use K1R hence is why he said it was incompatible. I just checked out the mod and the ONLY thing which raises an eyebrow is upcrystals.2da, but even then, I do believe that since the mod has a TSLPatcher then the mod should be compatible with K1R regardless. 👍
  3. 0 points
    This will help you to add customized Map Notes (the blue/yellow dots in the map of KotOR) and customized names for those Map Notes. This Tutorial is based in a thread by @LDR https://web.archive.org/web/20121204063333/http://www.lucasforums.com/showthread.php?t=209937 and a .utw file originally uploaded by him, and the corrections and tips of @DarthParametric So, more than my own tutorial it can be considered as a "How I did it" according their directions. - First of all download the Mapnote.utw file (at the end of this post). Rename it if you wish. - Now you need get coordinates (X, Y, Z) for set the Map Note. In game go to the point(s) where you want to set the Map Note(s), use the "whereami" cheat for to show the coordinates on screen, note them. (If you want set more than one Map Note you'll need get the corresponding set of coordinates for each point). - Get out the of the game and open with K-GFF the .git file of your Module. - Scroll down until you find "WaypointList". Expand it. You'll see all the Waypoints structures. - For avoid destroy any useful structure (and conserve it), Right Click on any of the existent STRUCT and Click "Copy STRUCT" - Now Right Click on "WaypointList" and Click "Paste STRUCT" (when you Paste a Struct always is placed the last of the list, so that is which you have to work with) You are ready for to play with this one. Expand it (if it's not yet) - In your new STRUCT set the Fields "HasMapNote" and "MapNoteEnabled" to 1 - In "Tag" and "TemplateResRef" fields set them to whatever you renamed the .utw file. - Now set the coordinates you get in game in its corresponding fields: XPosition YPosition ZPosition (Leave the orientations) - Now Right Click on "MapNote" and Click "Add String" (if there weren't any) - Click on the new created Local String and now you can type in the white square whatever you want name your Map Note in the map in game. - Be sure to let the "MapNote" StringRef value set to -1 - Save the .git file and now you have your own Map Note with its own name. ------------------------------- If you want more than one Map Notes simply copy THIS same STRUCT (Right Click on STRUCT/Copy) and paste it in "WaypointList" (on "WaypointList" Paste). In the new structure simply change the set of coordinates and the name as you did with the first Map Note. Now all you have to do is compile all the files of your customized Module including the .utw file you used/renamed. -------------------------------- For a Plus you can consult this thread: https://deadlystream.com/topic/7148-k1-map-notes-addremoveedit/ And for a nice adding to your customized Module you can consult this one for customize the name of the Module in the map in game: http://web.archive.org/web/20121204061936/http://www.lucasforums.com/showthread.php?t=194986 mapnote.utw