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Showing content with the highest reputation since 07/19/2025 in File Comments

  1. Its the culmination of around two years of learning how to mod KOTOR2 thanks to some fantastic youtube guides, old lucasforum posts, decompiling/examining scripts, and some tutorials here (also Holocron is probably the most noob friendly modding kit I’ve seen, even if its not great for some specific instances). It also helps that kotor blender makes porting maps between 1 and 2 to be a breeze (most of the time). Also, a lot of fantastic modders resources and incredibly kind people here on deadlystream let me use their stuff when I asked them. The mod has actually been out on nexus in early alpha for a while now (a few months), I just decided to release it here because I think most of the major bugs have been worked out. As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.
    3 points
  2. For anyone who gets stuck just know that you cannot progress through the entire temple without T3-M4 in the party as the terminals require him to deactivate the ray shields. I am also interested in enhancing this mod. I've just gone through the mod and have made up a small list on how things could be improved to make it better.
    3 points
  3. Looking forward to trying this after kotOR 1 Restoration 1.2 failed me. Thanks.
    3 points
  4. I don't know why I did it either. I'm going to bang my head against the wall from embarrassment and my own idiocy. Oh, how bad I am.)))
    3 points
  5. Im going to try to finish the new version soon if anyone is still interested. Maybr have it before december but i dunno
    3 points
  6. They're referring to the armor type shown below: This might not translate well into Russian, but the armors "Battle Armor", "Powered Battle Armor", "Calo Nord's Battle Armor", and "Verpine Zal Alloy Mesh" are used in KOTOR.
    3 points
  7. Great job! Let me throw out an idea. In Javyar's Cantina, everyone is standing except for 2 customers. It would be cool to seat someone else. And it would be cool to see a waiter with a tray and drinks. Maybe you are interested and can do it.)
    3 points
  8. I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet... I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so.
    2 points
  9. A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!
    2 points
  10. Is it not possible to put all those files in one package instead of having to download them all separately?
    2 points
  11. This also looks like a blatant ripoff of Tinman888's portraits, which I feel highlights another major issue with GenAI.
    2 points
  12. All good. Attached is an updated patch which should open that door too, let me know if it still doesn't do the trick. Yavin Station Hangar Compatibility Patch (Beta 0_2).zip
    2 points
  13. Hello. Is it possible to make the White Sith Trooper textures an optional component? I've been trying this mod and found myself not being the biggest fan of them
    2 points
  14. Where is your TJM installation? You would absolutely have to extract Sith Holocron's upscaled textures to a folder and then copy its contents manually into your TJM Installation directory which, if I may, could be either a Workshop installation folder for Steam, or your steam directory on your Hard Drive. Also, that invalid bumpmap error can be resolved presumably by deleting that texture and omitting it or finding another texture to replace it with and renaming that other texture to the problem file's old filename. Dxn_Tmp2b.tga should probably be removed from Override if its throwing errors in-game. I've gotten invalid bumpmap errors before and its unclear what causes the issue, but it will drop you out of game for the invalid bumpmap popup, although it doesn't crash the game.
    2 points
  15. Thank you !!! 1. In short I don't have the skills. I only know how to work on existing textures. 2. Yes I know. I fixed it on one iteration but I didn't like how it looked, weierdly looks better with the clipping (in my opinion, don't know why, something about the body proportions). Now I don't have time to work on it and also I'm kind of burned out with modding. When I will have some time I will give another shot on fixing it.
    2 points
  16. Compatibility with Extended Enclave Tweaks has been added as of version 1.1. Let me know if there are any issues.
    2 points
  17. I'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
    2 points
  18. So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
    2 points
  19. 2 points
  20. Can confirm the same bug is happening on my playthrough.
    2 points
  21. Thanks 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.
    2 points
  22. Be nice lol But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.
    2 points
  23. @Dark Hope have you ever considered doing a bulk pack of all of your retextures into one download? I'd absolutely replace my current upscale version of characters with all of your work.
    2 points
  24. To be candid, actually, when I created the instruction sets, they were intended to be completely immutable. By design this *should* have been possible and the design shows the Proof of Concept. What I didn't expect was the moment the new builds dropped, 70% of the original links were completely removed.
    2 points
  25. The way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
    2 points
  26. Hmm, would probably need a custom animation on the waiter for it to look good. I will think about it.
    2 points
  27. Another thing I'd like to add. If you use this mod with Recruit HK-47 on Taris, Yuka Laka will not have his new appearance on Taris. Only on Tatooine. Is there a way to make his appearance consistent?
    1 point
  28. TSLPatcher sometimes has issues with displaying the file picker on a system which has multiple monitors. Try turning the others off while installing.
    1 point
  29. In base game, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Quick Clarification: But now that we have found you, we hope that we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In TSLRCM, they say this: "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." In K2RC+, they say this: "Irritated Declaration: There you are. It has been extremely difficult to track you down, Jedi." "Releived Statement: Oh, Jedi, it's good to see you intact. We were concerned that shooting down your shuttle would damage you irreparably." "Announcement: You have caused us to expenditure a great deal of effort to find you, Jedi. "Quick Clarification: But now that we have found you, we hope we can facilitate communications." "Unnecessary Addendum: And put an end... to hostilities." "Threat: Come with us without resistance, Jedi... or you will come with us in pain." The way I see this, that both base game and TSLRCM go for a somewhat-different-but-consistent tone. Base game HK squad is irritated-annoyed, TSLRCM HK squad is snarky assholes. And I don't think mixing the two styles flows all that well, because even if it's different droids saying the different lines, it's nigh-impossible to tell them apart because they all look and sound the same, and they are against the same backdrop too. In more detail: I think the first two lines of "Irritated Declaration" and "Releived Statement" are an either or, because they are tonally so very different and both sound like a definite beginning to a dialogue. "Irritated Declaration" and "Announcement" kinda say the same thing but worded differently, it feels like too much repetition in this dialogue I think them closing off their opening lines with the "Unnecessary Addendum" just fits oh-so-much better with the snarky-snobbish asshole personality that most HK-50s have, not to mention it's their catchphrase too. Having the "Threat" in there is again, feels out of tone for both base game and TSLRCM personalities, and kinda curbs the effect of their catchphrases too.
    1 point
  30. On a clean install, with just K1 Community Patch installed, my game is crashing after the first Star Forge map, just as I leave the ruins and the game tries to load
    1 point
  31. My apologies, you are right, I was missing lyv_shinybeamb.tpc (God knows why!) and redownloading the mod and adding it to override made the error go away. I seem to have overwritten the installog afterwards by installing the visible force field option. But I ran a test install to an empty folder (after reimporting lyv_shinybeamb, which is what the installer complained about, not the other one) and here's what happened: installlog.rtf Seems like I was also missing "CM_WK_YavHgrBm.tpc", and I've completely misread both warnings. This was totally my bad. Perhaps there were remnants of a past version? In any case I'm replacing the entire mod folder now! Again, sorry for wasting your time!
    1 point
  32. I have gotten all the parts for the honored duelist saber, but there doesn't seem to be an option to craft it for some reason. It worked well in my previous playthrough, but it's not working now
    1 point
  33. Another welcome surprise! And one thing I didn't like about VarsityPuppet's Ajunta Pall Unique Appearance mod is that it gave Ajunta Pall a scary-sounding voice when the character himself is not trying to terrify anyone. He's a weary, regretful spirit and the original voice conveys that perfectly. I'm going to use this in my next KOTOR playthrough.
    1 point
  34. This is a fantastic mod! Thank you for investing your time and talent to create it.
    1 point
  35. That 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
    1 point
  36. You mean with Major Hurka? I would hope I can add that in one day though I'm afraid there'll be a lot of updates between now and that point.
    1 point
  37. Hello! I'd like to report a bug regarding this mod: wanted to test it myself and came across a soft locking bug that keeps me from boarding the Ebon Hawk: once you get Calo low enough to do his dialogue of blowing them all to bits, a little in-game cinematic plays with the remaining party joining you in the hangar (what should presumably happen because of this mod): only the problem is that, instead of normally proceeding with the normal dialogue and showing Calo talking, getting bombed and having those bars crash down on him, thus most likely enabling a constant that allows you to board the Ebon Hawk, after the party joins in in the hangar, the dialogue never happens and all the NPCs stand around, not being able to talk to the party nor being able to interact with the Ebon Hawk. Clicking on Calo also resets the little cinematic with the party, but the same happens even after doing that.
    1 point
  38. This is amazing! I love Heyorange's mod, but the textures quality was off-putting. Fantastic job ty!
    1 point
  39. 1 point
  40. would it be possible to make more realistic textures for the model? current textures look a bit cartoony?
    1 point
  41. The version hosted here is outdated by multiple revisions. You can grab the most recent 3.3.8 (stable) or 3.3.8.1 (test/beta) releases from the KSE repository on Gitlab: 3.3.8 / 3.3.8.1
    1 point
  42. I didn't mention it because it's irrelevant, I wasn't talking about an issue in-game. Mod download is "Remove beeps from KOTOR and TSL.rar", inside there's 5 wav files, one of which (gui_open.wav) is just a copy of the original vanilla file, same CRC32 and all.
    1 point
  43. What does this mod do exactly?
    1 point
  44. thanks a bunch the restoration zone is my least favorite part thhhis game
    1 point
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