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Posts posted by Kexikus
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On 1/12/2025 at 8:42 PM, Snigaroo said:Sure, although @Kexikus perhaps this is something you could address directly in an update? Sorry to keep piling all these bug reports on you.
Well, technically, it's completely useless to spam Repair since there's no chance involved at all, so if it doesn't work the first time, it won't randomly work later. But I get that players wouldn't know that and might think that they could get it to work eventually.
Now, fixing this issue would be quite annoying actually, since it's hard to track if it's the first time you try to repair HK at this "repair state". Of course, I could make it so that you only loose influence the very first time you fail any repair but that seems weird as well.
And finally, to me it actually makes thematic sense that if you keep trying to repair HK unsuccesfully over and over again that at some point he would refuse to be repaired again and have a lower and lower opinion of you, i.e., lower influence.
With all of that in mind, this does not seem like something worth fixing to me.
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Thank you very much. I'm still very confused though. In the savegame, it looks like HKs appearance was correctly set, so I don't get why he's invisible. I will have to look into this in more detail and try to replicate the bug myself.
For now, you can try just removing drdparts.dlg and continuing the game. It's effect is only visual and everything else should still work. But I would recommend that you make saves before completing HK and everytime before you repair him.
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I'm confused. Can you send me a savegame after the model disappeared?
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It looks like maybe the dialog patching did not work. You could try this file and see if it fixes the issue..
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On 11/28/2023 at 6:13 AM, freestyleSF055 said:I have also run into the same issue reported by previous users. When I install the chassis, the model disappears, then when I move forward to confirm dialogue, the game crashes to desktop.
I've tested completely removing the mod via the uninstallation instructions provided, and doing so completely makes the issue go away, meaning it is definitely this mod at the source, or at the very least an incompatibility.
I followed the following mod pack to the letter, featured by much of the KOTOR community:
https://kotor.neocities.org/modding/mod_builds/k2/full
The version of the mod I installed was #4, for TSLRCM compatibility + reskins.
If relevant, I did not downgrade my game to an earlier version as some users sometimes do when modding. I am using the latest official version of the game on steam.
I've attached my appearance.2da in case that helps you. Thank you.
Thanks for the file. It looks fine. Could you please also attach your drdparts.dlg and hk_repair.ncs files?
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That sounds like a mod compability issue. Might still be somewhat fixable but I would expect you will run into more issues later on (at least with repairing HK).
Is this after he joined the party or before?
And please attach appearance.2da from your Override, that might help find the issue.
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That sounds plausible, yes.
Please attach the hk47.dlg so I can have a look. Maybe there's some obvious fix.
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I assume you use some kind of HD menu patch?
Then I guess you could try and figure out how the planet position in the 5120x2880 galaxymap.gui relate to the vanilla one and from there figure out how to change their position to match the ones in this mod, but I don't know how easy this is going to be.
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That certainly is a great idea.
If anyone wants to use my skyboxes for this, you are free to do so from my end. Just make sure you check the Terms of Use of scifi3d.com where I got the models I used in my skyboxes.
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On 4/7/2021 at 7:25 AM, Sith Holocron said:I would humbly suggest that you read the post right before yours.
Kexikus will post information when there's something to announce.
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9 hours ago, ZeldaTheSwordsman said:The full files. The shortcuts were a misclick, I just didn't clean them up at the time because I didn't think the game would even notice they were in there. But as we have seen, I was wrong.
That's weird but good to know. I wouldn't have expected them to make a difference either.
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2 hours ago, ZeldaTheSwordsman said:No, this was installed after all the mods listed in the post.
I did have a misclick during installation where the first time I tried copying some of the files into the override I accidentally hit "Copy shortcut". Could the shortcuts sitting in the override have done that?
EDIT: They indeed seem to have been the culprit. Tried a reinstall of the mod without making that mistake, loaded a pre-departure save again, and this time things worked right (instead of what looks to have been "walls of an asteroid clipping through parts of the Ebon Hawk and blocking the view out transparisteel").
So I guess let this be a warning: If you accidentally hit "Copy shortcut" when copying stuff into your Override folder.. clean up the shortcuts. If you don't, weirdness will result.
Glad to hear you managed to resolve the issue.
Did you initially copy the full files to Override as well or just the shortcuts?
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Uhhh, I have honestly no idea what's going on there.
Did you maybe miss any of the files during the installation? Except for those you intentionally skipped of course.
Did you install any other mods at the same time as this one?
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Glad to hear that you like my work.
As to the issues you are experiencing, that's a problem with mods that change the camera in cutscenes where often the original camera settings were designed to hide such things. IMHO the camera mod should have left the cutscenes alone or at the very least, fixed the camera angles/positions to hide the level edges (especially in the first screenshot) so that's not something I can fix.
As for the logo, I did check the game (in widescreen) to see if they are visible anywhere in vanilla and if they were, I already removed them. It's of course always possible that another mod changes a camera so that they are visible again (as you obviously noticed) and even if I made them smaller, the same could still happen. Nevertheless, I'll keep that specific case in mind for a future release. It's not high on my priority list though, sorry.
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That's probably it. Make sure to follow the installation instructions of the latest version of High Quality Skyboxes II when updating!
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Uploaded a new version that fixes an issue where players would get stuck in the Nar Shaddaa cantina. There is no need to redownload, simply delete 306nara.wok, 306narb.wok and 306nard.wok from your Override.
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Uploaded a new version that includes the fix for Taris Upper City north as well as lower quality (1k) versions of all files for weaker computers.
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2 hours ago, DarthParametric said:The real question is how it is applied, since there are only three selectable difficulty levels. Although it does seem like 4 makes the most sense for "normal". But I have no idea, I've never played around with it myself. Maybe @Kexikus can update his 2DA breakdown.
I could, if I had any idea, how it worked myself. Not knowing how many 2da files work is one of the main reasons that breakdown never got any further than it did.
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Published another update, this one being more serious since it fixes breaking dialogs in a number of modules. The issue was most notable in 401dxn but also occured in other modules. Thanks to everyone who reported the issue.
I strongly suggest you redownload the mod if you have a previous version installed. If you do make sure to read the read-me for special instructions on how to update the mod!
In the most likely case that you are using TSLRCM you will need to delete 401dxn.mod and 510ond.mod from your modules folder before installing the new version of my mod but read the full instructions to be sure.
Sorry for that!
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On 12/28/2020 at 6:33 PM, Siako said:Will be realesed on Android?
The mods that are required for this aren't even available on mobile so there's no use for that currently.
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Are you using the steam workshop for TSLRCM/M4-78?
Also, it's not related but do you also have the M4-78 and Jedi Temple compability patch?
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That file is completely different from what the fix in this thread does and I'm not even sure if it will work properly without this fog fix.
On 12/12/2020 at 5:54 PM, Vexxedsoul said:Do you have any way I could get that off of you? I'm about to make a review of the game with and without mods to show what the game can look like, I'd love to have it fully updated if at all possible, and if you can link me the files what are the extra installation steps for the M4-78 fog fix you added?
Why don't you just follow the instructions in the OP of this thread? There is no need for anything else. Hassat Hunter was just looking for a way to distribute the fix with a workshop mod which did not work but since you only want to play/show the fix, that's not necessary anyway.
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I published a tiny update that fixes some compression issues with the Nar Shaddaa skybox.
And I also published the mod on the Steam workshop.
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It really helps to use the WASD keys to look around. That's much faster than using the mouse. Using that I also never had any problems killing most if not all enemies.
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MOD:Visually Repair HK-47
in Mod Releases
Posted
Unfortunately I have no experience with Linux or modding on Linux at all. I would recommend you ask the creators of KotorModSync. Maybe they can help.