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Posts posted by Mephiles550
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Don't forget that the creator of WOTOR (T7, I think) even stated that some of the files from the base mod (not patches) should be removed due to conflict issues.
I use both mods and have no problems whatsoever on the Star Forge. I've always removed the files recommended by the author in the mod description.
One common problem I've had in the past, although not anymore, was that, on the leviathan, Carth or Bastila would be completely invisible when not wearing any gear, but their dialogue still functioned normally. Often, invisible characters followed by dialogue is an imminent sign of a crash, but that was never the case with this. Interesting. I don't believe this glitch was a result of WOTOR since I had removed the recommended files at that point anyway.
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First, unsubscribe to all mods, or go into the Steam workshop folders and remove the files manually then resub to them later if you want. Honestly, I recommend you just download mods the standard way (TSLpatcher or copy and paste into override) The Steam workshop is more of a pain than anything.
If that doesn't work, try to do this to the kotor2.ini file and edit the line DisableVertexBufferObjects = 0
Add spaces in between the words and set the value to one so that it looks like this Disable Vertex Buffer Objects=1
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Please, I would like to know if Weapons of the Old Republic is compatible with the Kotor Restoration Mod 1.2.
Thanks for your answer.
I use it with K1R and I haven't noticed any problems. Just install K1R later to be double sure.
The only potential is that the crippled Dark Jedi in the Lehon temple may or may not be bugged, but I've been having that problem a lot lately. I think that's a different mod's fault.
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The modules with low-poly models in need of editing would be:
Taris: (5)
North Streets
South Streets
Upper City Cantina
Lower City Cantina
North Apartments
Dantooine: (1)
Directly outside the enclave
Tatooine: (1)
Anchorhead Streets
Korriban: (1)
Dreshdae
Manaan: (4)
Ahto West
Ahto West Central
Ahto East
Ahto East Central
A total of 12 Modules, however we can add another two if we consider Korriban's low quality Sith models in the Academy and Valley. A good chunk of the game, but not really 3/4 of it.
It might just be easier to edit the Appearance.2da and add all of the UTC files into the override instead of editing the Module files. Most citizen UTC files are unique enough so that there wouldn't be any overlapping between different locations. The only exception I can think of this would be the Citizen.utc, which I've only found in Dreshdae so far.
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We've got a couple of mods for Kotor that edit the commoners, such as the NPC Overhaul mod or SpaceAlex's Kotor Enhancement mod, but the one thing these mods all have in common is that they edit several other aspects of the game.
What I'm asking for is basically a watered down version of these mods, something that edits only the low poly citizens. so that their low polygon models are changed to their high-poly equivalents and still have diversity in their clothing textures. I feel like this diversity in clothing would only be appropriate for places like Taris and Manaan. On Tatooine and Korriban, I think it would be better for people there to wear the standard light brown/pale outfit since they're probably not as wealthy if they're on those planets (The civilians on Korriban were mainly merchants and spacers/traders, and Tatooine... It's Tatooine). These changes could also be applied to the low-poly Sith on Korriban, like the guards, students and archaeologists diggers.
This mod would not only be convenient for people who want to play a slightly less ugly version of the base game, but it'd also be useful for modders who don't want compatability issues with large NPC modification mods.
I could have sworn we already had a mod like this, but I cannot find one.
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Here’s the footage if anyone is curious. It's not the PC version, it's a completely remastered version of the Xbox port. It's easy to tell not just cause of the texture/model quality, but it also has the same exclusive changes to the Xbox (like the Jedi Masters all wearing blue). That's the important thing here, we're dealing with Xbox rules, not a PC.
Even if you could get the mod to work, you'd still be dealing with the limitations of the Xbox version that were ported to Xbox One X. That'd mean you'd have to rescale all textures, edit all of the modules, basically make everything small enough to be accepted by the Xbox without showing up as garbled anomalies or a game crash. It wouldn't be worth the effort, let alone possible on an Xbox One because every BC game is basically run on an emulator designed specifically for that game to ensure perfect optimization.
It is possible to mod the original Xbox version of Kotor, but you're very, VERY limited with what you can do.
The mobile port is actually the PC version. That's why you can see so many people play modded versions of Kotor on mobile devices. I've seen plenty of videos showing off BOS: SR with that. -
If you want Dooku's actual lightsaber, there is a mod for Kotor 1 that's got you covered. I currently use it for Malak's saber because it fits him pretty well.
https://www.nexusmods.com/kotor/mods/248
And ya, changing the stats and backstory behind the weapon is a quick UTI edit.
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Excellent idea! I always got sick of seeing my party on the leviathan. Ruined the immersion.
There's also another similar screw up on the Star Forge. On the first cutscene, where the Sith Master informs Malak about the Jedi infilitrating the Star Forge, you can see the 3 Dark Jedi and the 3 Jedi having a stare down. It's pretty funny but annoying. It's only visible on a 1080P resolution.
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The Porgs should have just been Gizka in the first place.
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Non-party members don't have any appearance.2da entries for model J. I would assume that is the cause of your issue. You'll need to add in PFBJM/PMBJM as appropriate.
Good catch, this was an oversight on my end. Everything works perfectly now and I can get the models to work on all NPCs. Thank you, angry Santa Maul head
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Not as an appearance.2da edit yet, but I may end up resorting to that even though I'd rather not.Your Bandon Female model for me currently replaces the Star Forge Robe model female variant and I thought that since it already replaces a standard model, it'd work for all npcs. This isn't the case. Actually, I don't understand why the model works for all playable heads and all party members but not regular NPCs. It'll crash for both normal humans and twileks. Did the original Star Forge robe model also do that for NPCs?
What I'm doing now is making armor items categorized as a Revan Robe and equipping npcs with the armor in Kotor Tool. I'm also using a male variant of Bandon's armor that replaces the Star Forge robes for males.
What I intended to do was make a bunch of random female Dark Jedi/Sith NPCs wear this armor with various different textures. I've got all of the texture variants down working perfectly, the only problem now is getting the model to work on standard NPCs.
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Also, I believe that I made a discovery: in Korriban, you can actually beat definitely Toll Apkar. There is a mistake in one of the scripts that when corrected and you challenge him after 10 wins, he will bet cards and after he loses, he will go away. Maybe you guys already knew, but to me this is new.
I didn't know that, but I knew something similar happened on the Yavin station where, if you beat Suvam 10 times, he gives you a small permanent discount on items.
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Beggin' yer pardon sire for bumping this topic, but I'm curious about something.
Your Female Bandon armor mod is perfect, DP. I'm just wondering if it would be possible to make it compatible with female Twileks? Would it be as simple as renaming a set of the MDL/MDX files to something else or would something have to be edited in the model files themselves? The outfit works for all female party members, Mission included. For some reason, common female Twileks are incompatible and cause a game crash.
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But don't forget that Kotor is fairly inconsistent in general when it comes to things like blood and gore. There are severed limbs seen throughout the game, corpses with exposes rib cages and flesh and piles of blood. The dead Jedi on the Star Forge are set pieces and props, just like the other previously mentioned decals. Dismemberment is still an acknowledged concept in the game, but the NPCs can't do it to one another since that's not how combat in the game works.
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That one with Maul was easily the most brutal. Not only did he get cut in half, but his body quickly deteriorated from flesh and blood to cheap CGI. Horrifying.
Anyway, years ago I saw an image from ShemL that showed the hanging Jedi on the Star Forge wearing the stock brown Jedi robes. Maybe someone could add an alternative texture for either new underwear, clothes or robes on the model.
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If this project does become successful, could we please see a future mod that adds the same diversity to the Jedi being held on the Star Forge bridge?
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Just to let you all know, if you were as confused about where the Steam Workshop mod downloads go to, it's:
Steam/Steamapps/workshop/content
Depending on how many games you have on Steam that you have subscribed mods with, you could have either a few or several folders, all of which are named as a series of random numbers. You'll have to figure out which folder has the mod contents you want.
I hate the steam workshop cause of this, so I just copied and pasted all of the Steam Workshop files for this mod into the appropriate folders like normal.
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I should note that the most advanced modding I can do is using KSE or porting basic models from Kotor 1 to Kotor 2, so my ability to create any of these ideas is sadly out of the question...
I'm just an amateur and an enthusiast!
Considering that even experienced modders can have a real pain in doing that, I wouldn't put yourself that low. MDLops can really suck sometimes.
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Well you need Canderous to get you in with Davik, technically. Without that you have no real connection to a ship that is fast enough.
But that's the point, with the codes, a fast ship would have been unnecessary. Any ship would have done. Just put in the codes and you're good to go.
Regardless, there's nothing wrong with getting the codes before being on Canderous' side. Ships weren't readily available on Taris, remember? "They impounded all of my ships and swoop-bikes" is what the Upper City merchant said. Ships were likely a valuable commodity few could get in the first place. Where'd you get one in the Upper City let alone lower? Needing to progress in the story to get the Ebon Hawk at some point still works.
The only question is, are there cut Canderous lines that discuss how you already broke into the base prior to him introducing his plan to become partners? It'd be weird for him to immediately suggest that they break into Davik's without having formed any sort of alliance prior.
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Anything Mark Twain is great. My personal favorite is the Mysterious Stranger and Huckleberry Finn
If you want something non-fictional but science oriented, try The Self-Aware universe or Science Set Free.
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I chose the PS4 over the Xboner, but I cannot deny Microsoft's BC policy absolutely kick's Sony's greedy ass out of the park. I love how their willing to port and enhance even original Xbox games like Kotor. Really, it just looks like the PC version with the Xbox hud design.
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When models go horribly awry. It is still animated, believe it or not. Moves a bit like spider. Sadly, I have no video of it.
That last image looks like something you'd fight in BloodBorne. Kotor model glitches are some of the most terrifying things in a game I've ever seen.
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Lol, the EA blackhole continues to suck good companies away into the void. Not even Nihilus could consume and destroy as fast as EA can. Andrew Wilson should just have the title of "Darth" from now on.
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If you used as a game character Darth Malak, then you know that he does not have any animation, except combat. This mod is a similar problem, it's unfortunate that no one can make the Nihilus model fully animated for Kotor 1. I'm sure that many who love this game would say to him many thanks.
I was more curious about his cape animations and such. He was given the fighting animations Malak had (or lack thereof), but the model itself still has it's own exclusive animations that weren't borrowed from Malak.
TSL Textures Remastered
in Work In Progress
Posted
Amazing, reminds me of the old Star Wars comics before the prequel trilogy. They loved scenery like this.