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Showing content with the highest reputation since 09/23/2025 in File Comments
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2 pointsThanks for your interest. Well, considering that I started playing around with A.I. upscalers around August 2020... it took me 4 & 1/2 years to get through 52% of the files I intended to fix. Suffice to say it will be a while; with no fixed date. I'm currently working on updating some of my earlier mods first before getting back to this one.
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1 pointRight! So, the reason is actually because I'm trying to make a PT-BR version of a list of great/essential mods for the game to share with other KotOR enthusiasts here in Brazil that don't speak English (version 2 of a project I've been doing ever since 2013). The translation has been available for a while and it works wonderfully with K1CP, but since the Manaan Pazaak Tournament adds a bunch of dialogue and what not, it wouldn't be much use for those that don't speak the language, but this minor add-on would certainly make its way into the list.
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1 pointCan Galaar also smell cancer or is that a talent he doesn't have in exchange for his many other? This mod sounds very cool, and I like that the Maalraas has their own identity. I like Mandalore having his own "Man's Best Friend" (which is also his little evil mean puppy probably). However, my exile will definitely be that one family member that somehow has a better connection to the animal than the person it lives (or in this case surrounds themself ig) with.
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1 point@SAO1138 I've been chasing a bug report for the RC-K1CP mod and I've discovered that the cause of their problem is due to the current HoloPatcher installer setup for your own mod. Here is the following text I fished out of the changes.ini file that is the culprit here. Everything that is a module for Sleheyron is fine, it's the fact that you have vanilla module .MOD files alongside the Replace= function. Assuming those are the vanilla module files compiled into the .MOD files, this exact setup is literally nuking the K1CP and RC-K1CP mods that are installed before Sleheyron as your modules are hard overwriting our modded .MOD files with unmodded .MOD files and are undoing all of the work these two mods have done for these modules. The user I was helping claimed that all of my restored content in danm13 didn't show up, no arguing master and apprentice, no Shuma etc. It's late at night so I can't explain it in full detail now, though another modder might be able to help you if I'm unavailable, but you'll want to use the File= function instead of Replace= function. Replace= will hard overwrite the .MOD file if it is already in the Modules folder whereas File= (File0=, File1=, File2= etc) will skip the .MOD file if a .MOD file of the same name is already present. The correct way to have your setup is to use the File= function to check whether or not the .MOD is present. If it is present it will skip and if it isn't present it copies the vanilla, unmodified .MOD file into the Modules folder. After that, it injects files in like the .DLG files and/or patches files inside that .MOD file such as the .GIT file and such. What I instead do is, because I'm lazy, force players to download the K1CP mod before all of my other mods. This way I can skip the whole File= function for the .MOD files as the .MOD files will already be present in the Modules folder via K1CP and I can instead inject and/or patch my files into the K1CP's .MOD files. As that mod is immensely popular and is a bug fix mod pack there isn't much reasons for players not to use it. You don't have to follow my method, but this is a possibility if you want an easy way out. And can you also remove the old versions from the main download page? If you delete it from there, players can still download old versions by going to the "What's New in" section on the bottom, clicking on the "See Changelog" button, and for example if I press version 1.0.0 then a download button appears on the bottom.
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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 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 pointThat does clear things up a little bit. What I did play felt unfinished. Especially since there seemed to be enemies populated in certain places, but really nothing else. I do appreciate that you've released an early version with at least a story and encounters. A lot of projects with early release versions are a lot more empty with hardly anything to do. Are there plans for side quests and other things that help fill the gaps? A cool idea that isn't really something found in either KOTOR game or in the other conversion mods (as far as I know), would be to have maybe at least a couple of quests that have a special item as a reward. Like a vibroblade, saber, armor, implant, gloves, or belt that have great stats/modifiers/or abilities. I know that usually involves a lot of work that might not be worth it at all. But I think it would be something pretty cool and unique to the mod itself. Especially with all the space available in it right now. Not trying to say that what you're making needs it. Honestly, the idea you have and how you're presenting it is really good and I can't wait to see the finished project. The idea of having a quest that serves a reward like that in KOTOR has been something that popped into my thoughts for a little while and I figured I'd share it with you while you're in the process of fleshing it out. Maybe you've already had the idea anyway and are already working on it haha
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1 pointJust finished the Peragus level with this installed, and the Peragus-OTE textures from XEDII & Peragus TweakTweak from Varsity Puppet ................... Dude...Awesome. Just awesome. Makes it actually feel like you just walked into a F***ed up situation...which you basically did... Thank you Canderis! Definitely brought the game up to another level
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0 pointsThat does indeed help, and I found and fixed the bug just now. Funnily enough, this is one that I solved at least a week ago on my copy of the mod, but evidently forgot to drop the updated files into the mod package. I'll get a fix published tomorrow. For now, I'm attaching into this comment a fixed module file so that this won't happen again. Although I'm not sure anyone will actually use it, I'd prefer this mini-patch be published somewhere in the ultra short term. It just needs to be thrown in a KOTOR Modules folder to work. Thank you so much for getting back to me so quickly! Dedicated players keep me focused. slem34.mod
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