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1 point@great_exkaiser103 Just to give a little bit more explanation, as we talked with Sao about the issue you had. On the contrary, putting the most stuff in the .mod possible instead of Override is what will give compatibility because people might have named their files the same way you did. If that's the case and both of the mods puts their stuff in Override there's a conflict. While if youve got your stuff in your module and the other mod's files in their module there's no conflict. This is also not accurate, as you can have a dialogue in Override and the related scripts in the .mod or the opposite without an issue. Danm13.mod is actually not only necessary but one of the most vital elements of Sleheyron. What you don't understand is how the Patcher works, so here we go : The .mod you found in tslpatchdata is actually the vanilla .rim made into a .mod without any change. On a vanilla installation, the Patcher simply copies this empty .mod then patches it by adding more precise files (scripts, dialogues, creatures, placeables, etc.) in it. HOWEVER, if there's already a module with the same name on your game installation (for example if you have JC's Jedi tailor installed), the Patcher skips the first step and directly patch the "smaller" files in the existing .mod. And from what I know, JC's mod does this too, which is why you could theoretically install them in whatever order you wish. So now you're probably wondering what happened. Well, the answer is very simple, as Sao guessed : not only does what I just quoted have to be noted, it is the cause of your issue. By replacing the module with your OG one, you simply deleted the scripts (that the Patcher automatically included in your .mod) from your game installation, which is why Jara didn't spawn. So YES, the .mod IS necessary lol Which is just what the Patcher does. It doesn't do anything with Sleheyron's Dantooine's .mod, because it's empty. It puts the scripts in the existing JC's .mod, and the dlgs too in theory but this time as you had put everything in Override I let the Patcher throw the DLGs in Override (which doesn't cause any issue, as we've concluded). In conclusion, @great_exkaiser103you just shouldnt have replaced the .mod. Not only was there no reason to do so because I set up the Patcher especially for this kind of situation, thus the 2 mods' Dantooine changes being compatible, BUT it broke your game. So yeah, please read the description better when we say our mods are compatible with basically everything, and trust us, as modders, to do the job right. We're the first persons wanting our mods to be compatible with others'. As I said in my earlier post you've already read, as long as you run the Patcher, Sleheyron or Jedi Tailor or Pazaak Tournament or anything, in whatever order you want, will be compatible, as long as it isn't meant to be installed first (like K1CP). You don't need to make any manual changes, they are compatible. If you find any kind of issue though, you're welcome to report and we'll fix it for you.
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1 pointI have no idea, but i think i will reach 1.0 in weeks rather than months. These mods usually takes me around 3 months of daily work (Gothic 2, Morrowind, Jedi Knight 2), but i don't think this will take that long, i've gotten faster at it + rather easy game to retexture, the square format of every texture makes it far easier than dealing with tons of various resolutions and image ratios (which is the usual norm for game textures). My Thief 2 retexture went pretty quick, i think this will be similar to that, so not 3 months Unrelated (post merge) Spent way too many hours on this one, but whatever, it turned out great. Added gloss map (might need to turn it down a bit for the lips).
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1 pointJust don't do random sh*t like that and you won't break your game man lol More seriously, as long as you know what you're doing, you should be fine. We've got enough problems like that though, so if you want your game to be fine, don't modify stuff manually. Anyway, you should be able to install the Holopatcher version of Sleheyron before or after JC's mod. Although I would indeed recommend you do it before.
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1 point
Version 1.0.0
23 downloads
3 new Force powers inspired by the powers of the Sith Triumvirate. SUMMARY This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate. Hunger - Passively drain the Force and vitality of everyone around you over time. Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is. Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse. These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX. The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option. See below for detailed descriptions of the power effects and prerequisites. DETAILS The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend. Hunger Pain Betrayal INSTALLATION To install, run TSLPatcher.exe and select the “Main Install” option. (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override. 3. Move dialog.tlk from the backup folder to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on. This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last. This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any. Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM). Should be compatible with most other mods. PERMISSIONS Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission. CREDITS offthegridmorty Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
1 pointI think you've done an excellent work with Juhani. Just a few tweaks could make it perfect also for "compatibility" with human romance. Just removing the whiskers may be good enough, actually. I'd love to test that version. Thanks for all the hard work and support, vurt. PS By the way, could you use Juhani's head model pony tail to fix the braid of your nice Weequay head? Just an idea... PPS I looked at the LTS_screen01 HD texture and I noticed how the AI model interpreted oddly the actually simple yellow/orange lights on the panel. They should be no different in concept than the round, green ones. Instead LTS_tech01 reintroduces a recurring problem with the model converting something into letters. LYV_scren01 is instead good except for two random arrows that the AI model generated for some reason where there should be none. I attach an image about this last case to show.
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1 pointJuhani looks way better now. Less uncanny like the CATS musical. This little area by the ear is cut off a tiny bit abruptly although you did say this image is before some fixes were done so maybe that cut off isn't there anymore. I think the ponytail looks fine but I don't know if it looks better than the dark ponytail or if I feel the same about either type.
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1 pointAlright, lemme be clearer then. I'll be linking the mods I mention in case you want to see what they are. 1) K1R (KotOR 1 Restoration) is the oldest big mod. Its goal is to restore content. It hasn't been updated since 2015 because the team moved on and the work was basically done anyway. 2) K1CP (KotOR 1 Community Patch) is more recent. Still being worked on. Its main goal is to fix bugs and other issues of the vanilla game, and thus not restoring content. The issue is K1R isn't compatible with K1CP. 3) Thus, someone decided to make RC-K1CP (Restored Content for K1CP) in order to replace K1R. So it's very recent, been updated in July. 4) BUT it does not restore the Pazaak Tournament. So I made it myself in order to be able to play (a fixed and improved version of) the Pazaak Tournament WITH K1CP on your game installation (although you can always play without K1CP, but it's kind of a waste). To answer your question, yes, the best installation order is Sleheyron then my mod. In general, just start with the biggest mods (K1CP, RC-K1CP, retextures) then go the more medium mods (Pazaak Tournament, Sleheyron, BOSSR, etc.) then to the smaller ones. If you met Bogga and he recognized you then it works. Thanks for testing. And no problem, people often misunderstand what's written, but it's also my fault for putting too much stuff in the description. It is indeed quite massive (but tbf, the mod itself isn't small either). And yes, if you have anything else to say/report, feel free.
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1 point
Version 1.0.0
2,652 downloads
Re-texture of PFHC03, for Star wars: Knights of the Old Republic. Texture Resolution 1024X1024. The archive contains 5 textures of the head. 3 textures for underwear. 5 icons and 2 .txi. To Install 1. Download: PFHC03 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.