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Showing content with the highest reputation since 07/19/2025 in File Comments
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4 points
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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 haha1 point
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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
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