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Showing content with the highest reputation since 08/02/2025 in File Comments
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1 point@Gaak78 I'm @ing you here because I can't respond to a review. As a modder, I am very much convinced that you do have M4-78 installed and you just don't know it. Unless Leilukin can prove otherwise, those journal entries aren't left over content regarding M4-78, rather, those are journal entries added by the M4-78EP mod. I imagine you unknowingly installed M4-78EP and installed this mod on top thus causing a conflict, or you have M4-78EP subscribed on the Steam Workshop unknowingly and this is how you're getting this bug. Again, Leilukin could swoop in and prove me wrong or you can check for yourself and prove me wrong again - but this is what you're bug seems like to me. I think the idea is that the area Vash is in is on the other side of Ludo Kresh's tomb area. In Kreia's dialogue, she says there is a "chamber" beyond that tomb area which can lead the player out - that is where Vash is being held in this mod. Though you are correct, the "chamber" is quite literally a reuse of the very front of the tomb. That could work, it doesn't even need to be AI I think a spliced or a reused dialogue could do what you want. Though that would be up for Leilukin to decide.
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1 pointIt was done intentionally. The 2011 Demo did have voice overs, but that was in 2011. Between 2011 and 2025 the plans for how the mod should be released have since changed. All the voice overs in the mod as of right now are AI generated, the background NPCs and the random vendor use generic templates offered from ElevenLabs whilst the Quarren Jedi is quite literally the Quarren alien VO that's been cloned using AI. The Duros party member Nindu who appears at the end of the 2011 Demo and as a cameo in the Episode One release will have a hybrid between Kotor I and Kotor II Duros VO and will be fully voiced. As for why we didn't voice any of the important characters, like Master Drayen and Uldir, we did that because their roles aren't finished and because they aren't finished there are quite a few problems preventing us from voicing these characters: 1) Reworks/Rewrites/Revisions/Improvements/Player Feedback: We want to take on player feedback as we develop the mod so we can improve upon the previous content. One piece of feedback that we've received from players is that they don't like how Drayen implies that he trained the Jedi Exile without mentioning Kavar and Vima Sunrider. We're going to go back and improve upon that piece of content by mentioning the Exile's other masters, but if Drayen was voiced than we couldn't have done that. 2) Good voice actors want to be paid for their work: People hate mods with bad VO, pre-1.3 M4-78EP and Cathalan are disliked by most players with poor VO being a big reason for them not liking those mods. Actors who can voice good VO lines would probably want to be paid for their work as they can turn this skill into something that pays them, and considering Drayen and Uldir would have between 100 and 500 lines in Episode One alone these actors would no doubt want to be paid. 3) Actors might be rendered unavailable and/or disappear: Since the ROR mod isn't finished, we wouldn't want to pay someone to voice Uldir for a few Episodes only for those actors to have a stroke in five years time and then become unavailable to record the final two Episode lines. We'd be forced to remove all of that actor's lines, meaning we paid him for nothing, and we'd have to pay another actor to revoice those previous lines meaning more money is being wasted. The most ideal way to prevent all of these problems is to have the VO recorded last. That way we can go back and change dialogue and content we need changed without fear or wasting VO and money, we can bulk bill actors to voice thousands of audio lines if need be and we'd only have to pay them once and be done with it, and if we do it like that then the actors can disappear afterwards without impacting the ROR mod.
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1 pointHi everyone! This may be an ignorant question, but don't NPC dialogues have audio? I mean, a voice actor or something like that. I'm asking because I saw several videos from the previous beta, and they did have voice actors. Maybe I didn't install it correctly, or there's something I'm missing. Cheers! Edit n1: I found two NPCs who actually have voice actors. The first is a Quarren attending the Jedi Council just before leaving for Corellia, and the other was a vendor at the Corellian spaceport. However, the most frequent characters (like my Master) don't have voices. Perhaps it's something implicit and I didn't notice, but I really wanted to know if it was a mistake and or it was really done intentionally.
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1 pointI've been meaning to try of The Jedi Masters for some time, but I've always thought the texture work of that mod was just kind of rough, so rough that it actually kind of put me off from wanting to play it. I might actually give the mod a chance with this now. Your reinterpretation of the texture work is so much better, especially with those Nar Shaddaa edits. This definitely looks like something that everyone who plans on playing TJM should at the very least consider using.
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1 pointI haven't tried this specific mod, but I personally haven't had any significant issues with installing Holopatcher mods like K1CP when KOTOR is on my C drive. I suggest at least giving it a try and seeing what happens. Windows does put extra security around the Program Files directory, so if you run into any permissions issues, you can try right-clicking Holopatcher and selecting "Run as Administrator" to bypass the permissions. You can also try installing KOTOR somewhere outside of Program Files (but still on C), which may also help to avoid the permissions issue. DISCLAIMER: Running a program as Administrator grants it high-level access to your computer. Only do this if you are confident that you trust the program in question. Running a malicious program as Administrator may have disastrous consequences. Computers without D drives aren't that uncommon, at least in my experience. For what it's worth, my last three computers (including the one I'm typing this on) came with only C drives with no D drive.
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1 point3 Features I would like added if they are not added already. If they are already added I would appreciate support finding them. 1. A setting to tell HoloPatcher to not make Backup and Uninstall Folders. With ModSync, I do not really need Backup and Unistall Folders. I wrote some simple .bat scripts to delete them in my mod directory and subdirectories as a temporary solution to save space, but I would prefer not to do the read/write in the first place. Backup and Uninstall folder is essential when manually installing the mods, but with mod sync I just do a full re-install so easily. It would also make the process faster because now those folders do not need to be created and files do not need to be backed up. I have tried the original method of editing change.ini that TSLPatcher used, but HoloPatcher appears to be set to do this by default. This may be something more to address with the HoloPatcher.exe so I am going to reach out to the developer too to see if he can release an alternative version of Holopatcher that does not backup/unistall or can add the feature to read the change.ini. 2. Make defined windows borders if possible. The program works fine without them, but sometimes when I am in the thick of managing a bunch of mods the window slides around. 3. I have been managing the mod install order by numbering my mod folder then adding them to modsync. I realize there are a bunch of features in Modsync so that the actual add numbered order is irrelevant, but I just find it confusing to manage that way. I prefer it in the numbered order that I install it in. When I press "add a mod" the mod is added to the end of the list creating a new entry in the toml file at the end/bottom. I would like the feature that inserts the entry based on what mod I have currently selected. I suppose beneath the mod I have selected makes the most sense but either insert the new mod addition above or below the mod I have currently selected. Perhaps a separate insert button or just make this the default way to add mods. My temporary workaround has been editing the toml file in Notepad++. It is easier to copy and paste the entries than it is to move them up or down with the arrows in ModSync unless it is only a few spaces needed to move.
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1 pointI don't remember what happened (I'll deny any involvement) but at some point there's a corpse inside the Republic base on Manaan. The Rodian model in this mod gets a new filename, but a simple change in placeables.2da fixes things for the sitting ones and with that the corpse (which uses the sitting placeable).
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1 pointLove the moustache. Calo Nord is now a villain from the '70's. Yeah, the 3970's BBY, but still the '70's, man. Groovy! Speaking of the '70's, I was just inspired to adapt a famous song from that era. Here goes: This is Major Carth to Fleet Control I’m stepping through the hatch And I’m floating in a most peculiar way And the stars look very different today For here am I sitting in a tin can Far above the world Endar Spire just blew And there’s nothing I can do Though I’m past one hundred thousand miles I’m feeling very still And I hope my space pod knows which way to go Told my wife I loved her very much She knew Fleet Control to Major Carth Your comm’s gone dead, there’s something wrong Can you hear me, Major Carth? Can you hear me, Major Carth? Can you hear me, Major Carth? Can you…. Here am I floating round my tin can Far above the world Planet Taris is blue And there’s nothing I can do.
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0 pointsFor those that have OCD like me and are annoyed by items being oversized (sticking out of item box): I resized all the textures while keeping their resolution so they don't lose any quality. I didn't wanna make this a separate page and risk OP not getting as much recognition for their mog (even tho I would've have def credited them) so I figured uploading in the comments would be best.My Modification of HD Icon mod.rar
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