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Showing content with the highest reputation since 09/17/2025 in File Comments

  1. Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's https://github.com/J0-o/KotorUniResPatch patches. They work quite well, but depending on what you already have installed you may need to undo existing overrides in order for everything to look right. (e.g. the high resolution menu mods) They've properly scaled pretty much every interface in the game to look right (and even unlocked the in game resolution menu) This does have me thinking that it might be a good idea to have a standalone version of this mod that can be dropped in to existing modbuild installs or installs with other pre-patched executables. Stay tuned for something on that, I'll see if I can take a look at what is needed on the weekend.
    4 points
  2. Not rude at all, you're right that it takes more effort than it should. Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues. Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain. Thanks for sticking with it, and sorry for the runaround. EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having
    3 points
  3. 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
  4. 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
  5. Looking forward to trying this after kotOR 1 Restoration 1.2 failed me. Thanks.
    3 points
  6. 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
  7. 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
  8. Really amazing job on making the hair-meshes and bone structure so much more detailed. Is that your take on TCS's Bastila in the preview where Revan is ogling?
    2 points
  9. Darkhope and Vurt both use the textures i used, however i used the ones specifically from VURTS resurgence for my mod. I got his permission to use them, including in my other mods on nexus as well.
    2 points
  10. 2 points
  11. 2 points
  12. Nice! They look incredible.
    2 points
  13. I'm really glad that it works for you now. I want people to get to experience the mod and have fun exploring, questing, and maybe have a chuckle.
    2 points
  14. 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
  15. 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
  16. Is it not possible to put all those files in one package instead of having to download them all separately?
    2 points
  17. This should absolutely be included in the K1 Community Patch. I've been waiting 20 years for this!
    2 points
  18. This also looks like a blatant ripoff of Tinman888's portraits, which I feel highlights another major issue with GenAI.
    2 points
  19. 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
  20. 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
  21. 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
  22. 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
  23. Compatibility with Extended Enclave Tweaks has been added as of version 1.1. Let me know if there are any issues.
    2 points
  24. 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
  25. 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
  26. 2 points
  27. Can confirm the same bug is happening on my playthrough.
    2 points
  28. 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
  29. Be nice lol But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.
    2 points
  30. @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
  31. 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
  32. How did we ever live without this mod before?
    1 point
  33. Thank you! You are awesome! I'm going to update it sometime soon and credit you anyway.
    1 point
  34. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
    1 point
  35. 1 point
  36. Someone should do the same concept but replace the head with Darth Parametric's Kira Carsen head.
    1 point
  37. He said he was going to link this once the next update for Sleheyron comes out, I just did it the easy way and used the files from the Hilt Variety. I might try to do a optional file that matches Crazy34's K1 style blades
    1 point
  38. I ended up with an override install because I figured there were more conflicting mods that installed to override and I didn't want individual NPCs to be overwritten since it's meant to be a comprehensive mod. But yeah good point, not sure why I didn't consider making a second option to allow for MOD-based install. I'll include it in the next update! Re armor, the difficulty curve is more important than the absolute difficulty, so since your armors get progressively stronger they should work together fine, and like you said people can mix and match.
    1 point
  39. That is Frame Buffer Effects which has a toggle in the settings menu. It might be off. Some systems have issues with them.
    1 point
  40. Not sure I understand the mod. Does it replace R3?
    1 point
  41. I just wanted to let everyone know that I whipped up a script that managed to fix the Read Schematic feat not being given to the player character after lightsaber creation. I took the script the Peragus Administration Level uses to give the player the Force Chain feat, and replaced Force Chain's Row Label number (205) with Read Schematic (245). Let me know if anyone encounters any issues with it! I'd like to publish this script as my own mod if Kaidon Jorn would be okay with it (it doesn't use any code provided above or in any other places from the mod, but I'd love to gain his endorsement if this helps people!) a_lrn_sch.ncs
    1 point
  42. Is this mod compatible with Restored Content Plus? And if so then in which order should they be installed?
    1 point
  43. My download gets blocked because a virus is detected in the file.
    1 point
  44. Any chance for a 2560x1440 version?
    1 point
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