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Showing content with the highest reputation since 08/19/2026 in File Comments

  1. 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
  2. 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 having
    3 points
  3. Really amazing job on making the hair-meshes and bone structure so much more detailed. Is that your take on TCS's Bastila in the preview where Revan is ogling?
    2 points
  4. Darkhope and Vurt both use the textures i used, however i used the ones specifically from VURTS resurgence for my mod. I got his permission to use them, including in my other mods on nexus as well.
    2 points
  5. 2 points
  6. 1 point
  7. It's compatible with Party Swap and Azgath's Tomb, yes. That's not the tomb mod that needs the patch either. I'm not sure what SLM 2024 is.
    1 point
  8. That's a fair question, and it comes down to a couple of things: At the moment the ModInstaller only has the ability to manage loose file mods, of which there are still a fair few out there! (maybe 60% of the mod builds are loose file mods) Unlike on Windows: loose mod installs on Linux are a bit of a nightmare and require a lot of prep-work, and careful consideration to make sure that case mismatches (This vs this) aren't an issue. For example: to get a mod prepped at the moment you'll need to extract it somewhere, ensure all of the files are the same case, make sure whatever is inside your override folder is the same case so that if you expect to overwrite something you can, and then you can install the mod. And even once you do that, there's no easy way to undo or restore any backups unless you're doing them all yourself. Next: you also need to make sure you're using a pre-release version of HoloPatcher to make sure it also doesn't mess up the case on any files.. The ModInstaller handles the loose file mod side of things: it's able to track loose file mods you've installed as well as handle collisions when there is a naming problem (only really an issue on Linux). It also opens mod archives directly, so you don't even need to extract them somewhere. (You can also handle tpc and tga duplicates too!) So the idea at the moment is to give Linux users (and Windows/Mac users too!) the ability to manage loose file mods in a more convenient way. Now to your point about TSLPatcher or HoloPatcher support: That is part of the final plan, but there is a lot more work to it than just integrating holopatcher and being done with it. Rakata (the library that I built, and what the the organiser is built on) only supports K1 at the moment, and it is almost ready to actually be able to support having a patching engine built on top of it, but it isn't quite ready for prime time yet. The plan is to build out support for Cortisol's Kotor Patching Language. Then write adapters for both old style TSLPatcher mods and HoloPatcher mods, so all variants can be supported properly. What this means is that loose mods and patcher mods will both able to be managed by the same application, and would give you the ability to uninstall/reinstall disable, etc. quite easily. Early days! But things are looking pretty positive. Keep an eye out for my saveeditor that is also almost ready to release as an initial version. It will support live session editing (when paired with a patch via KPM) and a plethora of other useful features (including rakata-lint, a verification engine that is designed to catch crashes before you deploy mods or in the future, edit game assets)
    1 point
  9. No prob! Enjoy not looking into HK's empty eyes any longer (As a sidenote, BioWare really knocked the Dantooine caves out of the park)
    1 point
  10. Thanks a lot N-DReW! I'll try it in my next playthrough, I love this project.
    1 point
  11. Setting windows scaling to 100% is what fixed this for me This mod is a Godsent. I am finally able to play KOTOR 1 for the 1st time because I never got it working properly on a 4K TV. Now the game looks amazing together with a texture mod. Thank you. I found 1 bug though so far, in my 15 hours: the Scripts menu is empty for all characters, it looks like this: https://imgur.com/70Ekx9O
    1 point
  12. I'd rather keep it as it is, since this mirrors vanilla behavior, where neutral alignment leads to Mira. But it's a good idea for an optional file, I'll look into it!
    1 point
  13. Neutral reputation leads to Mira. Maybe that's where Force Alignment should tip the scales? Regards ❤️
    1 point
  14. Update 0.13.2 now fixes the HoloPatcher, though manually copying the dialogues into your Override folder should fix the problem if you/other player's don't want to reinstall their whole game for this one bug fix. With the dialogues in the Override could you confirm whether or not these new dialogues still have your weird problems. The bribe dialogue is reserved for same gender players, meaning a male player can only bribe Yun Genda whilst a female player can bribe Sarna. In the vanilla game, the dialogue for the same gender players cuts off after a certain point and you can no longer interact with the same gender NPC whether it be Yun Genda or Sarna. In RC-K1CP, at the point where the dialogue would normally end is more dialogue to continue to the bribe content. If players would want this, I could make an optional install which can add the bribe content to opposite gender players or even a second optional install to add the flirt content to same gender players to allow for females to flirt with Sarna and males to flirt with Yun Genda - this'll pair well with the LGBT mods made by Leilukin.
    1 point
  15. Fascinating. I triple checked them again and the issue is consistent. Installing after the patch also makes no difference. And as soon as I uninstall, everything runs fine. I started this on a fresh install and checked each mod against the patch one by one, so I wonder what issue I could have on my end. As it turns out, these mods work fine for me if I do not install Modern Driver Compatibility.
    1 point
  16. That's odd. I have all of these but the Trask, Sneak, Dark Side Romance, NPC/PC HD mods, and it runs fine for me. My only issue is with the cutscenes not being scaled.
    1 point
  17. 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
  18. I will look into it Thank you Will be fixed in the next update!
    1 point
  19. I will look into it, thank you for the feedback
    1 point
  20. @The_Chaser_One Thx, I will check custom maps when I can
    1 point
  21. 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 thing
    1 point
  22. Now you're not too ugly for this game)
    1 point
  23. "Get out of here you goggle-eyed freak! You're too ugly for the Upper City!"
    1 point
  24. Dude I just have to say, this mod is awesome, so much fun. I can't wait to see what it's like when you're finished with it! But I'm already having loads of fun with it.
    1 point
  25. A lightmap issue possibly. Maybe a GPU issue. Shouldn't be anything from K1CP. Looks fine on my end, although it looks worse in a screenshot than it does in-game.
    1 point
  26. Mucha shaka paka
    1 point
  27. May I suggest you rename this mod into something else? There already exists a mod called NPC Overhaul and so it'd be very easy for players to confuse the two mods. Here are some possible new name ideas for the mod:
    1 point
  28. 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
  29. I bet it's cause you don't have these supermodels. I'll include them in the mod, but you can just download them from here and put both files into your override folder, and that should fix it. Let me know if it works and thanks for reporting it. SM_TwiFem.mdl SM_TwiFem.mdx
    1 point
  30. Hi! First off this is a great mod, it gives you more reasons to replay TSL. I'm having a little issue, the Telos dancers are T posing in my game. Any kind souls willing to gimme a hand? Thanks <3.
    1 point
  31. You absolute legend! This was my favorite Kreia mod back in the day. I was sad I had to stop using it for TSLRCM but now I can use both together!
    1 point
  32. I've done this but none of the files can be read through the KPM. I don't mean to be rude, but as great as these mods are, getting round to installing these things is a bit of a pain.
    1 point
  33. Nice to see improvement on this concept!
    1 point
  34. I think they used Dark Hope's Mandalorian textures as a bad for their own. If you don't like the ones from this mod, you could use this instead:
    1 point
  35. I have this same issue, after some basic testing I found using uniws to fix the resolution makes the kotor executable into an unknown so the patches dont work.
    1 point
  36. You might wish to update the link of Carth's Republic Uniform and Flight Suit. Marius Fett had all their old mods deleted and they reuploaded the new version in the link below:
    1 point
  37. 1 point
  38. 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
  39. 1 point
  40. COMPATIBILITY Incompatible with any mods that hard overwrite the dlg files for Atton, Bao-Dur, Disciple, Handmaiden, Mira, or Visas. Compatible with PartySwap by Darth Tyren & Leilukin using the included compatibility patch.
    1 point
  41. This is amazing! I love Heyorange's mod, but the textures quality was off-putting. Fantastic job ty!
    1 point
  42. i hope u feel better late reply btw
    1 point
  43. 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
  44. I'm playing now using this, and my companion has power attack 3, and critical strike 1. I figured they'd alternate uses of thing, but instead they're just spamming critical strike 1. O_o
    1 point
  45. Thank you very much for this. As outstanding as TSLRCM is, it is unfortunate when it restores content that was *not* cut due to time or production restraints, but rather cut because they don't fit the latest iteration of the story.
    1 point
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