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Showing content with the highest reputation since 06/04/2024 in File Comments
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2 pointsNot really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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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 pointsFeel 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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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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2 pointsWell, I have to apologize for that. I just checked my source files and it looks like the mdl in the uploaded zip files is an older one. The same goes for P_KreiaH.mdl (but I don't know what it is actually used for in-game). I guess I can attach the correct ones here for now. If you uncover more errors that I made, then someday I can release a patch. Hopefully there won't be so many that it requires a full version update. I suppose it's bound to happen when there's over 1000 files to keep track of. Maybe a site modderator has a suggestion on the best way to patch the mod? P_Kreia1hBB.mdl P_KreiaH.mdl
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2 pointsHello Sith Holocron, your mods are indispensable to a walkthrough for both games. Your Random Panels, the ones for M4-78, the Atris Holocrons, the ones for Telos, the Ebon Hawks textures, etc... All of them add a necessary immersion for KOTOR and TSL. Thank you for all your work thru the years on those two great games
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2 pointsHello! I wanted to ask if this mod is compatible with, if at all, R2-X2's Repeating Blaster Attacks Restoration. It received an update the 16th of November this year and given the Improved AI mod includes a compatibility patch for it (along with this mod itself suggesting using Improved AI alongside it), it made me curious if it's also possibly recommended as long as the Improved AI compatibility patch is being utilized as well.
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2 pointsDefinitely a worthy addition to the game, the doors to get here were in the original level and there was a "Library Map Note" present in dialog.tlk as well. I have already adapted it, the modders resource version contains an empty module, but the installer version can install it directly to the first game, someone just needs to add some content to them, I know there is already one modder working on it. I did consider fixing the arch, however there was no rubble present from it so I figured perhaps it had been damaged a long time ago, rather than recently.
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2 pointsI had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.
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2 pointsJust tried to install it, but there's an error in the ini. [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" Fixed! I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes]. I'll test it to make sure it works and get back to you.
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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 pointFinally! Here is a patch of sorts to fix the Coruscant Knight's lightsabers to how I originally wanted them. Just had to remap and detach the faces on the model since it was mulching the UVW map or whatever. YAY. Well I finally got it mostly correct, but the grip area still has a bit of a problem with stretching the texture. Will continue to tinker with it and I'm forming an idea for the next version of the mod which will make saber building a bit more complicated. c_knights_remapped.zip Unzip this folder and drop the models and texture into SLM's patch data folder and let overwrite. Then just copy to override.
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1 pointA lot of mods actually. I have the mod that makes party banters inside the Ebon Hawk, the only one i could think could interact. If i delete the stuntdth3,4,6 and 7 scripts, the cutscene display normally. With any of them i encounter the problem. I could try to install them directly to the ebon hawk module, maybe dropping them to override causes interactions ? Otherwise, after the Dantooine landing and all, everything works fine. Even if i have a dogfight traveling to Dantooine, the cutscene displays fine and i still get the money for everything + i get the item related to this fact.
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1 pointI just installed the Spectral Ajunta Pall Canonical Appearance 1.0.2 and it does not edit the kor37_freedon.utc file. This mod and mine works perfectly together. On the other hand i found this mod: [K1] Legends - Ajunta Pall's Blade 1.0.2b. This one does edit the kor37_freedon.utc file. But you can make them work together if you install my mod first then the other two. My mod is simple to install just put the files (kor37_freedon.utc and ajunta_hide.uti) into the override folder of your game. The other two requires TSLPatcher to install. The use of TSLPatcher in these cases is NOT optional, you can't just copy the files into the override folder.
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1 pointDudes, I want to say a warm thank you for the patch, fixes a lot of ridiculous things that BW and LA etc didn't bother to fix. I respect the gameplay and story part, dialog fixes, animations, etc, actually that's why I installed it. BUT why not make a small part of the patch optional? For example -high-polygonal npc models, I do not care about graphics at all, and my computer is ancient. I do not know the guts of the game, but on Taris after installing the mod began terrible lags, in all cantinas and the upper city. I could be wrong, but this patch replaced some wandering mooks with MC player, am I right? I'd like to enjoy the story, not the graphical contrivances. What do you think about that, hmm?
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1 pointIn all my history of playing this game, I could NEVER finish the dam speeder without either getting all of the pieces I needed or accidentally starting the Jekk'Jekk Tarr quest. Tell me, if I don't manage to complete the speeder does the DLG still say "it is once again fully assembled". 'Once again' suggests that I already completed the speeder bike when it's possible to not complete it in time, so what happens?
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1 pointAnyone using Steam and not the workshop, I had to make sure the installer was pointing to the location of my game's .exe file because it kept trying to install to a LucasArts folder. I am using a 64-bit Windows 10 PC, so the location for my Steam version of K2's .exe is in the following folder: C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II Only strange thing is that the download from here is "tslrcm186.exe," but my game menu shows that version 1.8.5 is installed. My advice would be to keep the installation file saved on your computer, so if you're ever in doubt as to which version you installed, you can read the file name. Well, I guess another strange thing is that, since I have a GOG and a Steam version of TSL, I would like to install RCM for both versions of my game. However, the RCM installer, after installing successfully to Steam, will not let me change the file location of a subsequent install. Not the end of the world, but I don't know anyone who recommends the vanilla over the RCM version.
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1 pointThat looks incredible, though I personally don't like what is displayed on the screen ( even if it still looks amazing ) because these terminals appear all over the place and I feel should have a more generic screen being displayed as they do originally. Other than that though it looks fantastic and I am just nit picking to be honest.
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1 pointI got it working with the Steam version + Steam's TSLRCM. If you've already tried to install it then go to the game's main override folder, something like: [drive]:\[steam folder]\SteamLibrary\steamapps\common\Knights of the Old Republic II\override If there's a file "kreia.dlg" there then delete it Next, before you install things you go into the folder "tslpatchdata" in this mod's files. Open changes.ini with a simple text editor like Windows Notepad. Change the line "LookupGameFolder=1" to "LookupGameFolder=0", save. That will enable you to point the patcher to a location. Now you run the TSLPatcher.exe, it will ask you where your game is located. To work with Steam's TSLRCM you need to point it to where that is located, it should be something like: [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937
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