Kexikus

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Everything posted by Kexikus

  1. VP already uploaded the files. The link is somewhere in the MVI thread So go ahead and finish it
  2. Well, as a first step answer the questions properly with ALL mods listed. AFAIK that's not a general issue with Extended Enclave but a compability issue.
  3. What "Enclave Patch" are you refering to? The Extended Enclave mod? Are you sure that you have no other mods installed (like Extended Enclave)? Because I had that issue when I had Extended Enclave and PartySwap installed.
  4. I agree with JCarter on that one. There's definitely potential to be found in the vanilla/TSLRCM ending sequence, but it's overshadowed by plot holes and boring game play. However, I think that it's possible to take what's there and both rearrange it and add to it while keeping to what's established in the rest of the game. This could include a proper conclusion to Bao Dur's story as well as better endings to the Malachor/Kreia plot. But just from the many many different outcomes alone this would be a tremendous task, not to mention making all of this work in the game (in a technical quality that matches vanilla). If done properly this would pretty much be the one mod I wish TSL would get.
  5. It wouldn't make sense to use the new canon anyway since KotOR / TSL is no part of that. But they did keep the legends map from the Essential Atlas for pretty much every planet that stayed canon.
  6. My guess would be that you were supposed to be able to skip placing the detonators. And if you do that, the Ravager wouldn't be blown up but instead loose control after Nihilius' death and crash into Citadel. Why Bao Dur would let that happen in this potential mod I don't know though.
  7. My idea for a "fate of Bao-Dur" mod would have been to take him on to the Ravager and then have him stay behind to save Telos by blowing up the ship. The lines bead-v posted could work for this, just as the "Make my sacrifice matter". And that mod could also restore the "Ravager crashes into Citadel" cutscene^^ But my thoughts on the possibility of this mod were not developed any more than this
  8. Those are the correct scripts. k_con_talkedto is the script you want as condition for the first time (!) dialog and not the later one even though the name might suggest as much. Then have k_act_talktrue as the script run at the end of the conversation (the end doesn't really matter as long as it's fired somewhere) and you're all set up.
  9. There's a typo in the description stating that this mod is for K1 but will work with K2 while it's the other way around. But this mod, like the original version, will definetly be a permanent addition to my override folder. Read the description.
  10. Sounds like you're making good progress If I may make a suggestion though: Test the randomised sounds ingame before you actually create all of them. It could very well be hardcoded which items can use randomised sounds and which don't. It's unlikely but checking could save you a lot of work.
  11. I could give every module its own unique skybox. That wouldn't be a problem, but it wouldn't be worth it either. Anyway, make copies of LUN_Sky0001 to LUN_Sky0005, rename them to LUZ_Sky0001 to LUZ_Sky0005 and place them in your Override folder. That'll give you a high quality skybox for the LS ending. The sun could be too bright though as I edited the Unknown World models to have a less bright sun. I will fix this and include the renamed skyboxes in the next patch for this mod. That'll either be a small update in about two weeks after my last exam for this semester or I'll hold off on updating it for a bigger update I intend to do anway. In that case it'd take longer. But in the meantime you can just fix it yourself as described above. Thanks for letting me know of this oversight
  12. Hmm... Seems like I simply overlooked the fact that it uses a unique skybox. I'll have a look.
  13. Because there is no special skybox for the LS ending. It simply uses the Unknown World skybox.
  14. I take it you figured out how to do randomised sounds for weapons then? If so, could you share how it's done? Either here or in the sound files thread in the tutorial section.
  15. Nope, that's against the site rules:
  16. I'm not quite sure what this talk about XML files is either, but to be on the save side just ignore the Load and save as XML options. Simply use load and save 2da. And keep in mind that you have to properly set the options as Fair Strides described or you won't be able to use KotOR Tool to give your item the appearance. You could still use K-GFF but activating the correct setting is probably easier^^
  17. Try right-clicking your swkotor2.exe and go to Properties. Then select the Compability tab and check "Deactivate Visual Designs", "Deactivate desktop..." and "Deactivate scaling..." (I made up the English translations as my Windows is a German version). One of those or a combination fixed my cutscene crashes in KotOR 1. Those are for Windows 7 though and I don't know if Windows 10 still has them or maybe has any other options. Also setting the game to use compability mode for Windows XP will probably not hurt either.
  18. I suggest you just learn 3dsMax. When it comes to KotOR modelling there's almost no difference and in any other regard it's waaay better and not outdated. 3d modelling will always be difficult no matter which tool you use, but Sithspecter posted a very good tutorial series on 3dsMax in the Tutorials section that should allow you to get into it.
  19. Just as bead-v suggested, the mod will give each of the areas that reuse music their own music file (aka a new filename for the music). I will then provide copies of vanilla files renamed so that at least some music is playing in these areas. However, I will also provide a list that specifies which area uses which music file so that you can replace it with whatever you want. I could of course just use the vanilla music for every area and only give them new names but that feels really pointless, so I want to have some default changes when installing the mod.
  20. The Aspyr patch is only available on Steam. There's no way to get it for the 4-CD, Collection or gog version. You seem to have the latest pre Aspyr-patch version though.
  21. That is a really good point bead-v. I'll go with that option. But then we need default options that this mod will install. Here's my list of suggestions: Taris Sith Base -> Manaan Sith Base / Academy Shyrack Caves / Tombs no changes Taris Hideout / Temple Summit get individual file names but the music stays Leviathan -> Manaan Sith Base / Academy (not quite sure here) Taris Sewers remain unchanged Manaan Sith Base / Dreshdae / Sith Academy get individual file names but the vanilla music stays Anchorhead no changes Ebon Hawk -> Hideout Sandral Estate -> Dantooine Outback Dune Sea no changes Yavin Station -> ??? Sandpeople Enclave -> Dune Sea Unknown World no changes Please post any further suggestions (especially for a track to use on Yavin Station). Thank you
  22. I'm not 100% sure and a quick search didn't return many results either but I think the KotOR Collection is already patched to the latest versions of both K1 and TSL. You should be able to confirm this by checking the Details tab in the properties of your executables. There it should say 1.0.3.0 or something like that for K1. I can't tell you what the version number for TSL should be, but if it's not 1.0 the patches are probably installed.
  23. The model format between K1 and TSL differs. So you have to convert them, which is usually not that difficult but could produce problems since these weapons have on/off animations and AFAIK MDLOps will screw those up (the weapon will always be in the on state when changing the area).
  24. Updated my SWTOR Style Training Sabers mod to fix a bug on Matale Grounds. If you had this mod installed, please uninstall it and install the new version. Sorry for the inconvenience :/