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Showing content with the highest reputation since 11/01/2026 in File Comments

  1. Please don't copy and paste them from the old folder. The proper setup is to run KPM, make sure the game and patches folders are selected correctly, and THEN run KMRP. It should automatically find and install its files to KPM. Make sure you are only using ONE version of KPM.
    2 points
  2. Sounds good :) I am not sure what souser means. If it is the source files for the galaxy map, then that is just there for people who want to make other mods that use those same files compatible. Anything that is for needed to play the mod should already be where it needs to be in the folders. If you are talking about something else, then please let me know.
    1 point
  3. That sounds great! I would love for more people to be able to play it! You have my permission to do that. As for your second point, my personal philosophy with designing these quests is that they're "all side quests." Some of the side quests are connected and over the course of development there somewhat did emerge a "main quest" of sorts (though if you're already translating it, you probably also noticed my internal quest names do occasionally indicate main and side quests, but those were more for my reference more than anything else, lol). I can think about it, though. Denoting side quests with the "Bonus Mission" label in the log does make sense.
    1 point
  4. Hola, si te interesa, puedo traducirlo por ti y luego puedes subirlo. Ya lo estoy traduciendo para poder jugarlo yo mismo. Pero si te interesa, puedo compartirlo contigo para que otros hispanohablantes puedan jugarlo. PD: En el archivo Global.jrl, sugerimos que especifiques qué misiones son secundarias y cuáles son principales, como en el juego base y el mod M4.78. Pero es sólo una sugerencia. En fin, saludos y gracias de antemano.
    1 point
  5. I think the discussion is mixing several different issues and treating an installation order as a proven compatibility solution when it isn't. Regarding Doodmane444's June 23 report: the tested order was K1CP → Sleheron → BOSSR, and some placeables disappeared in BOSSR modules. However, the suggested alternative still placed BOSSR last. It mainly changed the order between Sleheyron and K1CP, so it doesn't establish that this arrangement actually solves the underlying BOSSR placeable issue. As JCarter426 pointed out, if BOSSR is exhausting the available placeable rows in placeables.2da, changing the installation order cannot magically increase that limit. There is also the reverse side of the problem. OnJuly 2–3, Doodmane reported that BOSSR could replace leftover, unused Czerka sign placeables in Sleheyron's sle_m30aa.mod with its own stasis NPC. He traced this to obsolete placeable entries left in that module after the signs had been built into the model instead. This is a concrete example of BOSSR affecting Sleheyron, rather than the other way around. It is also a specific module/resource conflict, not proof that one universal installation order fixes everything. So I think we should distinguish between: 1) conflicts caused by overlapping or reused placeable references; 2) the actual placeable row limit; 3) installer overwrites and changes to shared resources. These are not necessarily the same problem, and they cannot all be solved by simply moving one mod to the end of the installation order. For players who want to enjoy both expansions without potentially ruining an existing modded installation, I would suggest keeping separate game folders: 1) Keep the existing installation for BOSSR and its associated setup. 2)Make a copy for a Sleheyron-focused playthrough, installing Sleheyron and its relevant compatibility patches there. 3) Start from a save made before the Dantooine Jedi Council mission, or use the save provided with Sleheyron, which starts at the intended point in the story. This doesn't magically make the two mods compatible within one installation, but it provides a practical way to preserve both playthroughs without repeatedly rebuilding the same game or risking the original setup. The current Sleheyron 3.5 instructions do provide a specific combined installation order and compatibility patches. However, I would still like to see reports from people who have actually completed substantial portions of BOTH expansions in the same installation. Ideally, such reports should specify the exact mod versions, installation order, and which parts of both campaigns were actually played. Loading a save or reaching a particular planet is not the same as demonstrating that the entire setup is compatible. I think that would be much more useful than continuing to assume that one installation order automatically protects one mod from the other.
    1 point
  6. Oh sorry I forgot to take them out or mention the textures. I simply gave the doors an alpha channel so they don't look too flat. The textures are not needed for the model to work and completely optional, there won't be any UV layout error if you use a custom retexture or vanilla.
    1 point
  7. You can definitely try. Theoretically, there shouldn't be an issue. At least for the executable, I already played Sleheyron with it. As for the patchers, I'd guess it doesnt conflict with Sleheyron, although I cant guarantee anything.
    1 point
  8. Sorry to be the bearer of bad news, but afraid it's not compatible with either of those. I actually wasn't even familiar with those acronyms until reading your message just now. My apologies!
    1 point
  9. So this is a really old mod of mine from almost a decade ago, hence why K1R was a requirement. I'll probably update this mod again to have modern install standards, though for now there are two alternatives for you. 1) the NPC Diversity Pack mod which instead requires the K1CP mod and it adds female Dark Jedi alongside up to 400 or so changes to the vanilla NPCs to make them unique. 2) the RC-K1CP mod which is the modern day restored content mod for Kotor 1 which, as the name implies, is built for the K1CP mod. Whilst it doesn't have all of K1R's features it still boasts a formidable list of restorations including restorations not restored in K1R. Whilst female Dark Jedi are not yet in RC-K1CP, I'll most definitely add them in an upcoming update.
    1 point
  10. Oh, sorry about that, didn't realize I didn't include it. I added it on. I should note that I haven't had time to test the kpatch versions yet... but it's mostly just a packaging and installation difference anyway. Let me know if there are issues!
    1 point
  11. Thanks mate! Happy to see you are still around.
    1 point
  12. You're using Diversified Jedi Captives on the Star Forge and need to get the compatibility patch.
    1 point
  13. Done with the highest quality, I admire the fighting scenes, a few minutes ago, my Revan fought spider kinrat and I just looked at it and admired! The Jedi Enclave now looks as befits him to look with the Jedi in his robes! I thank you for your great work. I believe that you will have at least a huge success with the work on the robes of knights and Jedi masters from kotor TSL
    1 point
  14. Unnecessary mod. There are plenty of opportunities to shut the romances down in the later dialogue options. Both Carth and Bastila are quite easy to discourage.
    0 points
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