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Showing content with the highest reputation since 03/15/2025 in File Comments
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2 pointsThank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there. Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
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2 pointsThank you for pointing these out! I did plan on including Waffle’s armor in the mod but it seems I forgot to delete it. I’ll revise it as soon as I can with the incompatibilities noted and the updated readme/description! The Sith in question is the apprentice on Korriban who says "once you become a Sith you can do anything!" It's one of the students with the medallions. I was aware of Galaxy of Faces. I'll add that as an alternative.
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1 pointI'm going to go out on a whim and say the installer isn't compatible with your setup. I'm not 100% sure what a "Linux Ubuntu Steam Deck" is, I vaguely know "Linux", "Ubuntu", and "Steam Deck" as separate things but I wouldn't exactly know where to start when it comes to installing ROR on those as we mainly test on Windows PC. This would be a difficult thing to do. There are hundreds, maybe thousands, of lines you'd need to update into Spanish (or any language). Translating Episode One would take time, and we'd need to rely on you to be around so you can translate Episode Two, Three and so forth. Even if we were rushing, the mod might take years until it is "finished" and even then we may have to rewrite dialogue and text in Episode One if we need to change or revise something meaning your translations may not be up to date with the English mod.
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1 pointFeel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
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1 pointThats great. Still, a couple of hours of gameplay with some points only in the place where i least expected it threw me off. I think you should add it in some places for the same of it. I believe that makes the experience better, like Peragus II in Kotor2 where Kreia and atton dialogue both have chances for points.
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1 pointSpoilers!! Okay so i finished EP 1 and its great. Pretty linear, however, theres a lot of bugs. I played canon, Revan was a man with dark side ending, The exile was a woman with dark side ending. 1. The jedi master actually has the "you look fine to me" and "okay that should do it" dialogue flipped (when you ask him to heal you). I also did not see any healing effects from this even when i was low on hp. In fact im willing to say it increased my force points. 2. There are numerous spelling mistakes throughout the whole game 3. On numerous occasions Revan and The Exile get misgendered. It happened once, that in the same dialogue their pronoouns changed 4. When coming back from the king of corellia and going to find the bunker, Bao-dur still seems to have the old dialogue where he says smth along the lines of "If you dont have the [ship stuff] dont come back". Im pretty sure he didnt refer to the hard drives 5. The epilogue cutscene freezes, particularly at the end of it and when the male sith master appears for the first time. General feedback? This mod is actually pretty nice. I think that the story so far makes well enough sense. I think there should be much much more itneraction that give light/dark side points (I was doing a dark side playthrough, and managed to only ever get light points, and it happened once :/) It also throws me off a little that the jedi master does not level up, but it does actually make sense I guess. The murder mystery aspect was pretty well done, and the Sith lords are elusive enough. Im not sure whether it is a good idea to reveal that so many sith exist in the epilogue, considering for the while time we saw 2 people, who werent confirmed to be sith. Otherwise, the dialogue is great. I'd have to replay it to check if every person doesnt actually talk the same but i didnt have an issue with that on my first playthrough. Im not sure if onderon was a good pick for corellia. Iirc from swtor corellia reminded me more of coursant, and planets like taris or nar shadda wouldve fit it more, but i might be making stuff up over here. 9/10 Msg me if you need smth more. Very nice mod and its going in great direction. Im open to further testing of it or providing more info of mistakes here and there.
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1 point@Nm6k You posted some questions to be answered in the Reviews, since I can't access the Reviews I shall answer some of them here to the best of my ability. I believe the music track should be the same as it was in the Demo, though in areas where we removed combat like the Jedi Temple & the City you can't hear that music as there is no combat though we may move those missing tracks to other planets potentially. The current species stats will be listed in the second Dev Diary that will be posted in the ROR Forum's here on Deadlystream. Whilst something akin to a tutorial level could be added, it'll probably be added at a later date. I'm sure players wouldn't want an Episode to be delayed because we're too busy making a tutorial level for mechanics we already know. Whilst it wasn't going to be removed, it was at one point in the early 2020s moved to Nar Shaddaa before being moved back. Thank you for this report, can you tell me where exactly this occurred (and use a spoiler box like I've used below) That was intentional, after looking at the TJM's and EoD mods I wanted the player's who play ROR to use the same sort of strategy you're given in the Kotor games. Whilst we can't yet add repairable droids or computer terminals, we did add plenty of opportunities to use Stealth, Grenades, Land Mines, Masks, and special blaster types to your advantage throughout Episode One with the opportunity to sell and purchase better gear in-between sections.
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1 pointAs DP has already pointed out, the III is hidden amongst the symbol behind the Kotor logo. The reason it looks like this is because our main graphics artist, RedRob41, wanted the ROR logo to imply that the mod is Kotor III because it obviously isn't, Kotor III would've been an official video game whilst this is just a fan-fiction video game mod.
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1 pointHi SC and ND! This is an excellent mod, and I had no issues with installing the previous version. Unfortunately, when I tried to install the most recent update, I was met with two errors during installation. This happened with both SC and ND's versions, and appears to be due to the audio file (HoloPatcher looks for a .wav file, and not finding one, throws up an error during installation). I'm attaching my install log in case it is user issue, or if that helps resolve the issue. Many thanks for your help + the work developing the mod! installlog.txt
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1 pointThat did it. I have a patch for all the known glitched vanilla models and fixes for lag and crashing. Since using "disable vertex buffer objects=1" fixes the bugged light saber hilt texture, my goal has been to make the game more stable and patch any bugs when using this setting. Honestly, most of these danglymesh animations aren't even working, so no one will notice changing them to trimesh.
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1 pointYes. Just remember that if you install the other mod first and then my mod second, that you should overwrite any duplicate files. If you install my mod first then the other mod second, do not overwrite any duplicate files. Unless you personally prefer the other mod's textures over mine. In that case you can pick and choose which files you would like to keep. Just keep in mind that using other textures with my models may yield some less than perfect results (in a case by case basis) since they may not be as finely tuned to any uvw fixes that I have done.
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1 pointIncluded in the mod is two different versions of the guide, one you do everything manually and the other is mostly automated. If one doesn't work, try the other. This build has been tested on many different systems and the majority of it has been tested regularly for about 10 years. I am aware that the community patch is new and people are interested in it but it doesn't restore a lot of things the Restored Content mod does bring back and the two are simply incompatible.
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1 pointAh! I understand now! Frankly I expected more than 11 banters. But under the conditions you outlined, it seems the mod is working correctly. I am working on the 4th Star Map right now and I have 9 out of 11 banters procced. I suppose the 2 convos I triggered were just enough to bring me up to the expected number, and since I never took Mission/Zaalbaar out together, those were quite likely to be the ones I would never see outside the Hawk. I guess this is just a case of my misaligned expectations. Thank you for the responses and I apologize for wasting your time.
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1 pointGot it, thanks for clarifying. The fact that you’ve at least had some conversations on the Ebon Hawk is a good sign. Would you mind please providing the following information: Does your version of tar_02af.mod contain a copy of wk_basvis_next.ncs? Which Star Maps have you found so far? If you open your saved game with the KOTOR SaveGame Editor, under Globals --> Booleans, what are the values of G_Banter1 through G_Banter11? (If you have just found a Star Map, please return to the Ebon Hawk, let any conversations play out, and save your game before checking.) Under Globals --> Numerics, what is the value of K_STAR_MAP? If you’re curious, here’s roughly how the scripting code determines if it should play a conversation when entering the Hawk:
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1 pointAs I specified above, I was referring to the Extended Enclave compatibility patch that was included in my Handmaiden/Disciple romance mod (which is this mod), NOT the standalone EE compatibility patch in the mod build. My FAQ article for my same-gender romance mods has also stated that if you use my Handmaiden/Disciple romance mod with the KotOR Community Portal's mod build, you should not use the standalone compatibility patch in the mod build. The standalone EE patch was made specifically for players who do not use this Handmaiden/Disciple romance mod. In fact, the download page of my standalone EE patch has also explicitly stated: The Handmaiden/Disciple romance mod version of the EE patch needed to add the PartySwap compatible option because not everyone who uses my Handmaiden/Disicple romance mod uses PartySwap.
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1 pointRevision 11 (the last update) of The KotOR Community Portal's mod builds did not change anything about the installation of PartySwap, Extended Enclave and their compatibility patch, so you should still follow my previous instructions about the installation order. You still need to do #5 to run the installer of the Extended Enclave compatibility patch included in my Handmaiden/Disciple romance mod again and select and install the "PartySwap Compatible" option, because it is necessary to patch the changes made by PartySwap specifically.
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1 pointHey! These cutscenes are awesome. I also ran into a similar issue with the 3440x1440 60fps cutscenes when getting the game going on Linux. With some cutscenes everything is fine (the alt legal.bik works) but some of them have issues, 01a is a good example. I poked into VLC to see what was up and noticed that the vertical resolution is slightly off. I vaguely remember there being issues back in the day when the hexedited value for a larger cutscene resolution didn't match what was being played and the behaviour I saw is similar to that See the video and buffer resolution in the 60fps movie file: Comparing this to the same movie in 30fps version: The reason that the alt legal movie works is that it has the correct resolution: So unfortunately it looks like the 60fps videos need to be trimmed by a tad 😅
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1 pointThe mobile versions are not an "officially" supported platform for the mod. The mod is developed for - and only tested on - the Windows version. An Android-specific version would require a dedicated contributor that could ascertain, create, and test the required changes. The likelihood of that happening seems low given that nobody (that I am aware of) has volunteered to do so during the better part of a decade that the mod has been around for.
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1 pointA lot of my older releases were made when I was a LOT younger and had bugs and other issues due to my poor understanding of modding at the time they were created. I’m currently in the process of going back and recreating anything I personally think is of value from scratch, making sure they’re done properly and in a bug free way. A lot of them will make a return, but not all.
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1 point"This mod is compatible with Fallen Guardian’s Dustil Restoration." Brilliant! These two mods are still great on their own, but being able to play them together really helps Korriban feel more like a complete experience and less like an afterthought, compared to the base game. Keep up the good work! ^w^
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1 pointTo fix the saber workbench issue, a crystal UTI needs to be added to the mod. The resref for this is the "template" referred to in upcrystals.2da. Additionally, the longmdlvar therein needs to point to the hilt UTI, which is j_juhsaber01 in this case. For future users, @Stormie97 will need to rectify this with an update to the mod. Fortunately, thanks to a handy tool by @VarsityPuppet, it's possible to fix this for anyone that has already installed the mod (at least for those on Windows). Grab the ZIP below and extract it somewhere. Copy the upcrystals.2da file from your Override folder, paste it into the extracted PATCHER folder. Run the BAT file and follow the prompts and it will patch your 2DA with the corrected values. Copy and paste upcrystals.2da back into your Override folder. Also make sure you grab the UTI and TGA from the FOR OVERRIDE folder and paste those into your Override as well. Stormie97_Juhani_Saber_Patch.zip
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0 pointsAlright here you go. Non SLM version of his dialog that I forgot to make when I released the mod in the first place. Now it gives vanilla lightsabers. baodur.dlg I think I may have just copied his SLM dialog into the BD armor mod with the new entries for armor building...Ooops. But if you have already installed SLM then you should use the original one you posted.