Mephiles550

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Posts posted by Mephiles550


  1. Do you have any steam mods that are more advanced than just retextures still enabled? Any character mods?

    Also do not use old save files, changes will not show on them. Check from the new-game character customization menu each time. You'll have to start a new game. 


  2. If I had to guess, there was something incompatible with your Heads.2da file or your Appearance.2da file

    You've linked a few mods from Nexusmods, but you also mentioned mods from Steam. the workshop I guess. The files from Steam Workshop mods are in a seperate Steam folder from TSL's override folder that you would manually install mods from a place like Deadlystream or Nexus mods. These two folders often conflict if multiple mods are installed in each.

    Since the mod from Steam Workshop is a head mod (carth and/or bastila), It may be possible that you have a conflict between two different Heads.2da files. Please try disabling the Steam workshop mods you have that are not just simple texture mods, basically anything involving a brand new character head.


  3. 14 minutes ago, Thor110 said:

    It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere.

    You would have to make a room animation to transition cleanly I think.

    Not sure it's something I could manage.

    Basically I'm using the Brotherhood of Shadow approach where the solution is just loads of explosions and fade to black mid-way through the explosions, just like Hollywood would want. Then when the fade to black is done, the new module loads, you're at the same spot you detonated the charges. Now we have a newly blocked cave and a new tomb that was now "exposed" offscreen, i.e the TSL cave module instead of the Kotor 1 module. 
    I don't think it needs to be that complicated, Kotor was never really creative about stuff like this in the first place, TBH. 

    You could have the Sith students tell you there's a hidden tomb with all types of artifacts and goodies and stuff hidden near the cave exit. They could provide you additional explosives to blow up that area directly as well along with the cave exit. This would be a nice reference to the Thorium charges from TSLs Korriban. You would need to plant explosives at both the cave exit and the area where the tomb would be in TSL, then detonate both at once (and not only one at a time due to obvious reasons). Why both at the same time? lol idk make up a story reason in-game. The actually reason is because there's no module with only one change, it has to be the two new ones (no cave exit, new tomb area)

    The idea might not be the best, but it's simple and I think it could work. 

    • Like 1

  4. 12 hours ago, Thor110 said:

    I have considered porting the caves and ludo kresh's tomb over to K1, or rather using it in my port of K1, but I don't think it makes sense because then the tomb would have been looted by the second game and would have to be empty.

    I also looked at just using the caves and leaving it locked, but there is a slight difference between the two caves models, in KotOR1 there is a small opening at the end of the caves, just across the bridge, in KotOR2 there is not.

    So I couldn't decide on what the best approach was for the port.

    As for KotOR1 itself, it's very easy to port levels over to the first game, you're more than welcome to use the files from my K2 to K1 port of all the levels which is still available on ModDB.

    https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9

    I have thought about the best reasoning for how a port of the TSL caves to K1 on Korriban would work. My idea is that, after the Sith students escape, you plant charges to blow up the cave exit and cover it up in the new rubble. The idea is that you're essentially covering their tracks to prevent further searches for them by the Sith. The new TSL module variant showing the end of the bridge without the opening will load in right after quick cutscene/animation showing a bunch of explosions at the entrance. The tomb of Ludo Kresh suddenly appearing can be explained with a simple text pop-up saying something along the lines of how the explosion that destroyed the exit and shook/quaked up the cave area so much that the rocks covering the hidden tomb were forced away. If you rescue the students, the Twilek student gives you instructions to plant explosives at the exit with a remote detonator afterwards, rewarding you with additional XP and ligthside points. If you just kill the students, youll find the detonator parts on their bodies and the same idea can be done anyway.

    This is just a really crude idea of how it could be done, but I think this was allows for a natural transition from one module to another without causing any conflicts. It really is convenient how the rest of the cave is entirely the same besides this. 

    • Like 1

  5. I saw a few of your vids before this topic was made, mainly your explosive script test.

    That terentatek mod is perfect at 1.5X. That should be their canon size should have been, I think or close to it. They're not able to take on full grown Rancors but they definitely should be a little bigger than the Rancor youth. That camera view for it on Kashyyyk is also perfect. No model clipping with the angles but it's super close to its open jaw while it roars, a really cool shot!

    I'd eagerly await a mod for a 1.5x resize version of it. 

    Everything else is incredibly cool and/or a really impressive start to something potentially great. Keep it up

    • Light Side Points 1

  6. Bruh this is such an awesome idea, absolutely terrific. 
    It did make me think about some stuff I never considered before though
    From a... realistic? perspective I guess, would something like this even be done? IDK this deep into Star Wars but I imagine that, being an actual enlisted soldier as opposed to a mercenary or bounty hunter, bounty payouts placed on enemy targets would not be applicable for you. Even if you are a scoundrel or scout class, you're still technically an enlisted soldier. AFAIK, an enlisted soldier in most IRL militaries would not receive bounty prize money aimed at ordinary citizens only for capturing/terminating enemy targets while on duty, and Revan's story as both a soldier and Jedi made him on duty for the Republic 24/7.

    IDK I'm just rambling. Amazing idea but it does pose some questions. I also admit IDK how this would be applicable to anything IRL.

    Maybe instead of the Republic themselves paying you, you could actually be paid by another organization that has a vendetta against the Sith? Like maybe getting paid by some representative of Aratech or something. 

    • Like 1

  7. screen3.jpg

    I find it really interesting how in this beta screenshot of the Korriban academy, there is an open area in the background which is otherwise just a static door in the final game. This area is included in TSL, it's the small area you receive Thorium charges. I believe it's supposed to be some kind of library. There is another static door close to the one in question which also leads to an actual location in TSL, another set of barracks. 

    It's seems that the the academy library was included in the early build of Kotor. It's also possible that the barracks nearby in the other static door led to the previously mentioned barracks as well, but we have no definitive proof of that.

    This is a really far fetched request and one I'm not expecting to realistically happen, but it would be so cool to see these areas restored somehow to the first Kotor. IDK how, ripped and rigged (for a lack of better wording) from TSLs module onto Kotors. If not that, then something made from scratch. 

    Even if nothing comes out of this request, it's nice to just let people know that the Korriban Academy actually had cut content that was restored in TSL, ironic for a game with so much cut content itself.


  8. For what little input I can suggest, my plan for Yavin 4 in Kotor in my head was to just use ported Dxun modules Thor110 provided and do the planet kinda in reverse. Using repurposed TSL modules in kotor as 'new' levels feels like the modern equivalent of just reskinning old Kotor modules.

    If you could get permission from the animator, you basically already have the Yavin IV Ebon Hawk animations made.

    IDK what you'd do for the temple hangar, here maybe get creative and imply it landed somewhere off screen like how it works for the Yavin Station in the vanilla game. You work your way from all the Mandalorian Base (abandoned military settlements around the temple), go through the two main jungle areas (remove the original TSL Ebon Hawk at the end of the first one), go the the temple exterior of Exar Kun (Freedon Nadd's modules) and fight a spirit of Exar Kun inside his (Nadd's) tomb or something. For some variety, the weapons caches could instead lead to a hidden modern Sith Base or something that's being used for... nefarious deeds or something. The Holocron toolset lets you create custom Sith bases, right? That could add some extra variety and more quests. This is just some brainstorming I had on a rainy day. I'm also a big fan of the cut Kotor modules, the cut Kashyyyk level and the cut Tatooine cave would work good for some kind of story relevance, the latter especially towards providing more hints about the Infinite Empire or Rakata


    If you include the weapons cache with the droids (it feels so out of place I'm almost convinced it's just a repurposed old Tatooine Anchorhead module), combining all Dxun modules, a new Sith base and those two cut modules, that's 8 or 9 modules, something like that. On par with planets like Kashyyyk and Malachor in terms of length maybe. 


  9. 12 hours ago, Salk said:

    If the issue is the .utc file in the override, it won't help deleting it, if the save game has already spawned it in that area.

    In that case, the player needs to delete lashowe's .utc file in the override and then load a game before entering the valley where she is spawned.

    For the life of me, I cannot understand how Revanbeta50 can keep believing that the screenshots attached for each help request, with no comment whatsoever, can be of any help.

    Very good point, I should've also mentioned that. Iirc years ago this problem was maybe more complex than the utc file and idk what I did to fix it, guess that's why I forgot to mention the need to use an older save anyway, not like it matters since its required anyway 

    And yeah I don't even bother going through the proper steps with him anymore lol I just try to do whatever to help 

    • Light Side Points 1

  10. I swear this happened to me once. I think I fixed it, but it was a long time ago. Do you have any UTC files in your override with her name? Maybe try deleting it. Check to see if you have any files that are scripts named after "kor36", that's the module name for the Valley of the Dark Lords map you're in. Delete and backup anything that looks suspicious

    If you're not able to fix it, just take the L on this quest and load an older save prior to starting this quest, or just let her keep the holocron 

    • Like 1
    • Light Side Points 1

  11.  

    2 hours ago, Revanbeta50 said:

    How did I lie 

    Why does everyone hate me here

    calm down its alright nobody hates you here, we're just trying to figure out what you want

    Do you just want the Sith Officers with the new uniforms in multiple colors?
    Or do you want every single Sith Officer to have the new uniforms but only in white?
    Or do you want every single Sith Officer to have the new uniforms but only in white and with Saul Karath's head (the officer in the screenshot)

    2 hours ago, Thor110 said:

    You said no and your screenshot clearly shows a modded game.

    So why don't you tell me? Why did you lie.

    The screenshots he provided are the preview pics on the K1 NPC overhaul mod page, they're not his. That certainly did add to the confusion at first, I'll admit.

    • Light Side Points 3

  12. You can either get Kotor 2 via Steam, which supports resolutions the original game did not have (including 1440p and 4K) or you can play it on the original release or the GOG release, both of which will require external software/modding to get it to support 1440p because games back then rarely even had 1080p resolution. 

    For mods, the restored content mod is very straight forward. The hak pad mod should be installed after it. 

    If you're using the Steam version of the game and those are the only 2 mods you're going to use, just turn on these mods via the Steam workshop, no involved installation needed. I believe the hak mod is on the Steam workshop.

    If you're using a version not from Steam, install the restored mod first, It's been a while but I believe the installer is very straight forward. As for the other mod,  I think you just have to copy the files from that into the override folder in the Kotor 2 main folder.


  13. Have you seen this yet? It replaces most* of the Sith Assassin's quarterstaffs with lightsaber pikes/staffs. I say most because, although its been a while since I used this, I believe there are some instances where it does not replace them. 

    Or do you mean the Kotor 2 version of the Force Pike? Force Pikes can mean a lot of things in all of Star Wars canon, I've seen them as weapons with lightsaber blades at the end and some without.


  14. I've especially been wanting a fix for that Sion fight post-scene for such a long time, that was something that's been bugging me about Malachor forever. So glad to see it fixed! This mod basically covers nearly all the little gripes I've had about the game that I always found odd.

    • Like 1

  15. I had no idea that custom model replacements were possible on the Xbox, very cool to see! I always thought it was texture modifications only. 

    As for translation, I assume that all of these mods only have English text and descriptions, you will need to translate the mod yourself using something like Kotor Tool to change the text from English to Spanish manually. 

    Then again, I am very unfamiliar with how the translations of this game works from a technical perspective. Maybe someone here more knowledgeable about that could help you out with that, but I believe that's the limitation you'll have to work around.


  16. This may or may not be the answer to your problem, hope this helps. Been a while since I installed this mod, but I know I definitely had this issue and this helped it. Really hope someone updates the mod to fix this cause otherwise a lot of people aren't going to get this working and some people won't realize the answer is in a few pages deep of mod reviews.

    Quoted from the BOSSR mod comments section:

    --------------------------------------------------------------------------------------------

    As many people seem to struggle with this:

    -Install this as your very first mod, most importantly before K1R, it'll work with K1R if you install it before K1R

    -Extract the content of the bos_sr_1.0 files. Extracting one will extract the content of each part

    -Extract the patch into a seperate folder

    -Go to the tslpatch data folder of the main mod and open changes.ini with your favorite editor

    -Replace all / with \

    -Do the same for the changes.ini in the tslpatchdata folder of the patch

    -run the installer for the main mod, it should run through without throwing any exceptions

    -do the same for the patch

    -install k1r and all your other mods

    --------------------------------------------------------------------------------------------