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Showing content with the highest reputation since 08/08/2026 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. 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
  4. 2 points
  5. 2 points
  6. Nice! They look incredible.
    2 points
  7. I probably will whenever I play Kotor 1 next. If there's demand, I could maybe be convinced to do it sooner. It wouldn't be too hard.
    1 point
  8. 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
  9. 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
  10. I will look into it Thank you Will be fixed in the next update!
    1 point
  11. I will look into it, thank you for the feedback
    1 point
  12. Mod itself works great. One compatibility error, I'm trying to use this with K1 Cutscenes Rescaled (specifically the 3440x1440 version), and the movies don't play right when used with this mod.
    1 point
  13. 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?
    1 point
  14. @The_Chaser_One Thx, I will check custom maps when I can
    1 point
  15. 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
  16. Now you're not too ugly for this game)
    1 point
  17. "Get out of here you goggle-eyed freak! You're too ugly for the Upper City!"
    1 point
  18. Ah no, I saw you recently released a new version but I was worried about overwriting my stuff. You have a hotfix folder? Yeah I'll have to pick that up for sure, thanks. EDIT: totally fixed it, cool.
    1 point
  19. Both. At max LS points with +0 CHA modifier, DS powers are -50% less effective and cost +50% more. Every +1 to CHA reduces the penalty to both cost and effects by 5%. So at 20 CHA, they are only -25% less effective and +25% more costly, and at 30 CHA there is no penalty whatsoever.
    1 point
  20. 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
  21. 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
  22. Mucha shaka paka
    1 point
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. Wouldn't this require TSLRCM since the option to choose Bao-Dur as the party leader is not available in the original release of the game?
    1 point
  30. 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
  31. 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
  32. 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
  33. 1 point
  34. 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
  35. 1 point
  36. 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
  37. @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 GBLHANDMAIDEN414
    1 point
  38. Have a favorite map? Have a favorite map?
    1 point
  39. Glad to see that such a mod exists tbh
    1 point
  40. 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
  41. 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
  42. How did we ever live without this mod before?
    1 point
  43. This should absolutely be included in the K1 Community Patch. I've been waiting 20 years for this!
    1 point
  44. i hope u feel better late reply btw
    1 point
  45. 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
  46. 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
  47. 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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