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Showing content with the highest reputation since 06/10/2026 in File Comments

  1. For anyone who gets stuck just know that you cannot progress through the entire temple without T3-M4 in the party as the terminals require him to deactivate the ray shields. I am also interested in enhancing this mod. I've just gone through the mod and have made up a small list on how things could be improved to make it better.
    2 points
  2. A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!
    2 points
  3. Is it not possible to put all those files in one package instead of having to download them all separately?
    2 points
  4. I will definitely bookmark this for a future playthrough! Are you open to some questions ideas from odd musings I've had over the years? I've had some fun scenarios in my head like: what if Jorak Uln wasn't killed in K1 and stayed on Korriban to become even more insane? What if Goto sent you into the abandoned Sith Base on Mannan to get information on Sith holdouts?
    1 point
  5. Is this texture already in the vanilla game ? I assume you didnt make it yourself ? And if you actually did, would you mind if I used it for my own expansion ? I wanted to add a small bit of the module (caves part with rakatan style columns) to my endgame expansion. Thanks
    1 point
  6. Its the culmination of around two years of learning how to mod KOTOR2 thanks to some fantastic youtube guides, old lucasforum posts, decompiling/examining scripts, and some tutorials here (also Holocron is probably the most noob friendly modding kit I’ve seen, even if its not great for some specific instances). It also helps that kotor blender makes porting maps between 1 and 2 to be a breeze (most of the time). Also, a lot of fantastic modders resources and incredibly kind people here on deadlystream let me use their stuff when I asked them. The mod has actually been out on nexus in early alpha for a while now (a few months), I just decided to release it here because I think most of the major bugs have been worked out. As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.
    1 point
  7. 1 point
  8. I'm another modder. Once I try out this mod (looking forward to it!) I'll then see if I can fix up your walkmeshes a bit. Message me on Discord (sao1138 is my username there) and we can collaborate.
    1 point
  9. As someone who recently messed around with this module I have some questions about how you went about doing it, wanting to see if there is anything I could do to improve my mod: Did you add a skybox or did you just fog it up? I honestly think that the fog workaround makes more sense considering it's a buried ruin. How did you handle the invisible floors like the one in the room leading to the big circular room? I know when I implemented this module for my KOTOR 2 mod, I just copied a similar floor and made it fit. I'm not sure if there was a better way to handle that though. Did you redo the walk meshes, or is the pillar room still really iffy? How I worked around it was placeables here and there to guide players away from problematic areas.
    1 point
  10. Cool! This seems out of nowhere! Have you tested with the community K1 build by chance? I wanna try this out but need to know if I should zero my install first. Thanks!
    1 point
  11. I never thought this would ever be restored! Congratulations on the release. Is this compatible with K1CP, RCK1CP, and Sleheyron Story Mode?
    1 point
  12. I am wondering why you didn't include the texture's TXI file with it. If anyone else needs it, here you go. C_DrdSentry01.txi
    1 point
  13. Thanks for the mod! Please tell me what I need to edit so that the "empty" text is in Russian, i.e., localized. Thank you!
    1 point
  14. This should absolutely be included in the K1 Community Patch. I've been waiting 20 years for this!
    1 point
  15. I just ran all four installers on a clean installation and didn't encounter such an error, so I can only assume it is an issue on your end. Make sure you have extracted the contents of the mod to a folder where you have read and write permission.
    1 point
  16. This will be because of the newly discovered issue that all models with VFX nodes exported from KOTORMax include a spurious component that causes a crash on Linux (and probably Mac). They need to be recompiled with a fixed KMax or KBlender. I'll get around to an update at some point.
    1 point
  17. That should work fine, unless you loaded a save already in the Temple Catacombs from before the mod was installed.
    1 point
  18. Thought it was just me. Gold lips instead of red.
    1 point
  19. Of all the texture mods I've got installed this one seems to be malfunctioning, the gold is mapping to her lips as well. Needless to say it looks terrible.
    1 point
  20. In case anyone is on this mod page in 2023, reading through the comments. I'm following Merek's tested moding guide including this mod and the guide is titled as 2023 verified, so this works with the current version of TSLRCM according to that guide.
    1 point
  21. excuse me friend, I love your work, I wanted to ask you if you could create young satele shan for both kotor?
    1 point
  22. Very nicely done. More detailed than the original hilts, but still generic enough to work within the game's context.
    1 point
  23. I like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things: 1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker. 2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me. I think both issues can be solved, while only slightly affecting the scene: Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual. I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.
    1 point
  24. Ugh. The idea of making master robes suck less visually is great. But what are Anakin Skywalker's robes doing in a game set long before Anakin Skywalker existed? Completely breaks immersion. Please make these optional. Is there an easy way to remove these "future" robes and keep improved master robes without breaking anything? Suppose I edit them out of Daralaa's store, will they randomly spawn in loot anyway or something?
    1 point
  25. It shouldn't be incompatible with Sleheyron Story Mode as the head developer, SAO, tries to make it compatible with RC-K1CP. Of course, there have been historic problems in the past which has made it incompatible with RC-K1CP, though in those instances those incompatibilities where due to the unforeseen bugs which later got patched. For Sleheyron Story Mode, I would recommend asking the Sleheyron Story Mode devs themselves as they're the ones responsible for compatibility with RC-K1CP. The latest patch fixes an RC-K1CP incompatibility but if you were to, for whatever reason, discover a new incompatibility you would have to report that to SAO on the Sleheyron Story Mode page. Whilst I do agree that BOSSR is an amazing mod, it's simply too big and too old of a mod for me to worry about compatibility wise, this is the same philosophy as the K1CP devs as well so it's possible it might not even be compatible with K1CP and if it was it's purely by coincidence and not by design. That would depend on exactly what it is you want to see and how complex that bit of restored content is. For the longest time people wanted the Echani in RC-K1CP and they have since been added, in terms of very possible restorations the Iriaz and Outcast Children are my top priority for this mod. Long term, the Pazaak Tournament will be added as I have received permission from Fair Strides to port it from K1R into RC-K1CP. The RC-K1CP's version of the Pazaak Tournament shall be different from K1R's version and The_Chaser_One's version. As The_Chaser_One here is a Sleheyron Story Mode dev, I would trust his advice on both BOSSR and Sleheyron Story Mode compatibility with RC-K1CP.
    0 points
  26. interesting, might be worth posting an image of it in game
    0 points
  27. Thank you for providing a fix for an old mod! And for me, the issue was that the metal parts would be translucent.
    0 points
  28. RIP: I installed it between Dark Sacrifice and Saber Knockback, so I'll have to just rebuild. I'll probably do that after this playthrough: thanks for answering!
    0 points
  29. just added a black Mira texture but for now only usable with soldier slot
    0 points
  30. N-Drew's EE Tweaks mod puts the 650jedi.dlg file into the override folder, but your compatibility patch puts it in the module itself, so it doesn't work, EE Tweaks overwrites it and breaks the scene. You'll have to change it so it goes into the override folder. Or alternatively the user can delete the 650jedi.dlg from EE Tweaks in the override folder. This is assuming the installation didn't go wrong for me specifically, but I looked at the changes.ini for EE Tweaks and it is set up to put the dlg file into the override directory, so I don't think it's just me.
    0 points
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