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Showing content with the highest reputation since 08/08/2026 in File Comments
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Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's https://github.com/J0-o/KotorUniResPatch patches. They work quite well, but depending on what you already have installed you may need to undo existing overrides in order for everything to look right. (e.g. the high resolution menu mods) They've properly scaled pretty much every interface in the game to look right (and even unlocked the in game resolution menu) This does have me thinking that it might be a good idea to have a standalone version of this mod that can be dropped in to existing modbuild installs or installs with other pre-patched executables. Stay tuned for something on that, I'll see if I can take a look at what is needed on the weekend.4 points
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Not rude at all, you're right that it takes more effort than it should. Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues. Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain. Thanks for sticking with it, and sorry for the runaround. EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having3 points
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After working through my mod list (which is essentially an edited version of Snigaroo's build), I have narrowed down some incompatibilities. The following mods cause the game to crash to desktop after character creation. The game loads fine with all of them installed together without this patch. If a save is made without widescreen, then reloaded after patching in widescreen, the game will run until it tries to load a new module, at which point it will crash during the loading screen. Trask Ulgo Without Tutorials High Quality Starfields and Nebulas NPC and PC HD Pack Dark Side Ending Cutscene Enhancement Dark Sacrifice Romance Enhancement Weapon Model Overhaul Juhani Real Cathar Head Thematic Companions Sentinel Sneak Attack Manaan Pazaak Tournament Considering my list consists of over 130 mods, only 10 incompatibilities is very good showing, yet baffling. I have no idea what commonality these mods have that causes the exact same crash. Some are loose files, others use patchers. Some edit modules, some tweak combat settings, some are just model or texture replacers. And I have several other mods installed that do those sorts of things without causing a crash. Several only make modifications to later areas (two only modifying the very last cutscene) and yet the game fails to load the intro. Incompatibilities aside though, this really is an exceptional enhancement on its own. Really appreciate the amount of work that went into this.1 point
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Thanks! In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline. What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM) The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing1 point
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Thanks! Here is this mod: https://www.playground.ru/star_wars_knights_of_the_old_republic/file/star_wars_knights_of_the_old_republic_sovremennyj_interfejs_dlya_razresheniya_1920x1080-1235278 But we (Etienne76 & Narve) have made some minor corrections while integrating this mod to our mod collection.1 point
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Thanks for the comment! In this case I mean that you need to launch the game with the patch manager as opposed to applying the patch and then launching the game as normal afterwards, you only need to apply the patch once The patch manager on Windows currently handles injection only through the manager, so it injects everything when the game is launched through it. On Linux there is a separate mode that installs a proxy dll that handles that for you (When I get the chance I intend to send some patches for KPM to enable that mode on Windows too)1 point
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@offthegridmorty Just like vault13deathclaw has said, both the Handmaiden and the Disciple have fully voiced VO for the training sections. The file names are as follows: GBLDISCIPLE365 GBLDISCIPLE366 GBLDISCIPLE480 GBLDISCIPLE481 GBLDISCIPLE482 GBLDISCIPLE483 GBLDISCIPLE484 GBLDISCIPLE485 GBLDISCIPLE486 GBLDISCIPLE487 GBLHANDMAIDEN411 GBLHANDMAIDEN412 GBLHANDMAIDEN413 GBLHANDMAIDEN4141 point
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The regeneration on the Ebon Hawk option means that green zeroes pop up every time it attempts to heal you even if you are full health. It's pretty annoying, but thankfully it's a pretty easy script change to get it to stop. // m_htb_ebohealer // offthegridmorty void main () { //Heal all the party members and PC object oTarget = GetFirstObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); while (GetIsObjectValid(oTarget)) { string sTag = GetTag(oTarget); if ((sTag == "Atton") || (sTag == "BaoDur") || (sTag == "Disciple") || (sTag == "G0T0") || (sTag == "Handmaiden") || (sTag == "Hanharr") || (sTag == "HK47") || (sTag == "Kreia") || (sTag == "Mand") || (sTag == "Mira") || (sTag == "Remote") || (sTag == "T3M4") || (sTag == "Visas") || GetIsPlayerMadeCharacter(oTarget) || GetIsPC(oTarget)) { ** if (!GetIsInCombat(oTarget) && GetCurrentHitPoints(oTarget) < GetMaxHitPoints(oTarget)) { int nCon = GetAbilityModifier(ABILITY_CONSTITUTION,oTarget); if (nCon < 0) { nCon = 0; } int nHeal = 1 + FloatToInt(0.5*IntToFloat(nCon)); effect eHeal = EffectHeal(nHeal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); } } oTarget = GetNextObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); } }1 point
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I encountered a bug when training Bao-Dur to become a Jedi before obtaining a lightsaber. The placeholder that you spawn for him in the training scene is never removed and remains on the Ebon Hawk. Looks to be a pretty simple script fix. a_noremotefix.nss just needs an extra line void main() { DestroyObject(GetObjectByTag("naked_fakpc", 0), 0.0, 0, 0.0, 0); + DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025))); } Looks like this may be an issue in a_remotetrain.nss as well based on this post. void sub2() { SetGlobalFadeOut(3.0, 0.5, 0.0, 0.0, 0.0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); DelayCommand(3.5, AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025)))); + DelayCommand(3.5, DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0)); + DelayCommand(3.5, DestroyObject(GetObjectByTag("train_remote", 0), 0.0, 0, 0.0, 0)); SetGlobalFadeIn(4.0, 1.0, 0.0, 0.0, 0.0); DelayCommand(4.0, ActionResumeConversation()); } I've created a patch for this.1 point
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I know this is an old thread. But for those who like me are coming here recently - The answer to this question as far as I'm aware and tested is no. After many days of headache. Here's what I discovered. - Not all textures have to be in TPC format - but to save you headache convert them all anyway. - World overhauls will not work. Neither will any of the animated retextures. NPC overhauls might. - Sound mods don't seem to work either.1 point
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