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Posts posted by SovereignXII
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I'm using a mod which replaced the Mandalorian armours with their disguise version, but the Red and Yellow version have a metal clanking sound for their footsteps like it was HK-47 or some other droid. I'm trying to see if I can change the footstep sounds for these 2 armours with Kotor Tools but I don't know how to do so. Does anyone have a clue?
Thanks
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Hello, I was wondering if it'd be possible to make a mod that would add wearable Republic and Sith officer and admiral uniforms to the game, in the form of findable loot or for purchase from a merchant? Cheers 🙂
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On 3/12/2020 at 10:46 PM, JCarter426 said:No, it has nothing to do with Kaevee.
Are you sure? I was watching a video about lightsaber drops and with the TSLRCM Kaevee was the person who gave the part/saber. It was from Dec 2019 so that would be v1.8.5
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On 3/12/2020 at 10:46 PM, JCarter426 said:No, it has nothing to do with Kaevee.
Hmm, well I finished Dantooine and the only saber related thing I got was for finishing the planet and talking with Vrook.
Also, I don't want to make a separate thread about it so I'll ask here: I loaded the game today, was at Telos where Kreia talks to Atris. the line where Kreia mentioned she was the one who asked for the PC to be exiled in the first place ended prematurely, it was like:
Kreia "I was the one who a-"
Atris "I did as you asked"
I know there's some kinda memory issue with the game than can cause dialogue to start skipping after playing it for a few hours, but this happened near to when I started today.
There was also an oddity on Citadel Station - Sith Invasion. I could still select Kreia as a party member?
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15 hours ago, JCarter426 said:TSLRCM does move Jorran's part elsewhere.
Zez-Kai Ell never gave a lightsaber part, however, as far as I can tell from a quick glance at the files.
Is it given to that female Padawan in the enclave? If so, that's the issue. I use the 'UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK version 1.2.3'
Specifically the options to remove Kaeve from the mod restoring the original interactions found in vanilla K2.
I forget everything from many years ago when I attempted a K2 RCM run, it didn't go far, but I remember her and she felt really out of place.
Sigh, I guess I'll have to use a save editor to add a saber. As feedback for TSLRCM. Maybe make restoring everything to do with Kaeve optional or something?
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I'm doing my first playthrough of this game with this mod installed and I'm noticing a seemingly reduced amount of sabers/parts. When I saved Jorran from the Dantooine Enclave I opted to buy what he had, but instead of getting a lightsaber part as expected, I was given a slotted upgrade instead. Once I got Disciple I left to go to Nar Shaddaa, I broke into Vogga's stash and got a part there so I was able to build my lightsaber, then I reunited Lootra and his wife and was given a Double-Bladed.
But I've finished Nar Shaddaa, met with the Jedi Master and wasn't given another saber? I thought sabers were automatically a reward when finishing a planet? And since Jorran didn't give me a saber part, that means I'm down by 2 sabers (?) when I kinda need (want) them since I've already made everyone a Jedi.
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4 minutes ago, Effix said:You might as well do it manually, if you're not sure if that mod is ok. Plus it's a good modding excercise.
The first male player character row is 136, check the modelj and texj columns (values PMBJM, PMBJ), copy those to the same columns in Atton's row (452).Adding those to Atton in his row seems to make it work completely now.
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26 minutes ago, DarthParametric said:There are only two races in KOTOR, Human and Droid. Wookiees and Zabrak are a Human sub-race. So the User limitation property only tells the game whether it is for Droids or Humans. In K1, Wookiees are restricted from using robes and such via baseitems.2da. I thought that the Sub-race property added in TSL could be used to do the same directly in the UTI, but it seems selecting Human as the sub-race just acts the same as the User Limitation. You can limit and item only to Bao-Dur or Wookiees, but not restrict them. That would still have to be done in baseitems.2da. @JCarter426 might have to weigh in on that. I have vague memories of discussing the denysubrace column in the past, whether or not it can be tallied to cover more than one sub-race.
Armour and robes are divided into body types for different armour classes. What model is assigned for each is defined in appearance.2da. Revan's robes uses its own unique body type, body J. Hence the model name is PxBJ. You'll want to read up on how that all works before going further.
I just found an appearance.2da file from a mod on google that claims to let Atton use the J slot revan robes. Would it be as simple as copying the lines from Party_NPC_Atton from that .2da into mine? Or would be be more involved?
Edit: Well I added PMBJ to Atton's 2da section and it seems to work now... xD
As for baseitems.2da, taking a look I assume it's the denysubrace section that controls whether Bao-Dur can wear something.
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7 minutes ago, DarthParametric said:By default, companions don't have a body model assigned for the J slot (Revan's robes). It will required editing appearance.2da to add it in.
Adding a Sub-race: Human restriction should prevent Bao-Dur from using it, since he is the Zabrak sub-race.
Odd, it has User Limitation: Human in the uti file, so I don't know why he still can.
I also have no idea what J slot means, or what I'd exactly need to change in the apperance.2da file. The most I currently know how to do is open the file with Kotor Tool, but what would I do then?
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I'm trying to make this mod: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/revan-s-robes-star-forge-robes-for-tsl
compatible with this mod: https://www.nexusmods.com/kotor2/mods/918
I seem to have succeeded, both item are now craftable in the workbench and they display just fine on my Female Exile, Disciple, Visas. The GameFront robes don't display on Bao-Dur properly for obvious reasons, but for Atton they also cause his body to become invisible and talking to him crashes the game? I thought he used the regular male body type so I'm a little confused here?
p.s How does one go about adding a restriction to an item so Bao-Dur cannot equip it? Regular robe have the Restriction of cannot equip: Bao-Dur, but I can't seem to add that to the robes.
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I finished K1 so I started my K2 playthrough, but I can't seem to stop the game from crashing no matter what I do. Sometimes It'll go for hours, other times it's only a few minutes. I had a few crashes on Peragus II while I was exploring. One crash happened once I exited the Droid Control terminal in the mines. Now I'm on Nar Shaddaa and the game keeps crashing. This time I was just walking around near the swoop race area, there isn't any crash window message, the game just basically closes itself.
So far I've tried running the game as Admin, Compatibility Mode Win XP Service Pack 2 and 3, disabled fullscreen optimisation. I've disabled Soft Shadow and Frame Buffer Effects and I've tried using in-game v-sync and currently my Nvidia control panel v-sync. I have threaded optimisation turned off in my control panel too.
One crash was when the game transitioned into GO-TO's yacht and showed off the bounty hunters. But a google search showed I needed to set Disable Vertex Buffer Objects to =0.
I'm on Windows 10 with an Nvidia GTX 1080 and in i7 8700k with 16GB RAM. The game is the GOG copy and as for mods, I have :
uniws 1080p patch
1080p UI
TSLRCM 1.8.5.
UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK version 1.2.3 (Only the Kaevee Removal Part 1&2 and original Saedhe's Head components)
TSLRCM Hssiss Glitch Restored
TSL Jedi Malak Mouth Fix 1.1.0
Revan_Cutscene_K2_102
K2 Masked Revan Star Forge Robe-918-1-0
JC's Supermodel Fix for K2 v1.6
JC's Handmaiden Sisters v2.0
EZ Swoop racing Kotor 2
1080p AI upscaled 60fps Cutscenes
Visual_effects remover k2
force power armour restrictions removed k2
Get a Grip Zeison Sha Armour Male Model Fix
Harbinger Hull Fixes 1.1
Peragus Administration Level Room Model Fixes
Boma Beast Teeth Fix
Bounty Hunter Starport Visa Fix 1.1
Ebon Hawk Cockpit Fixes v2.0
JC's Feat Fixes for K2 1.1
JC's Minor Fixes for K2 v.1.5
JC's Shader Fixes for K2 v1.1
JC's VO fixes for K2
MarauderFixPack
pchc06 fixed
PMHH01 fixed 1.1
Sensor Droids fix
Serocco Guard VO Fix
Movement Animation Fix
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14 hours ago, DarthParametric said:You're not using the latest MDLOps by the looks. That's a non-compliant ASCII. If you had to decompile the binary this is not your original model presumably. Decompile it with MDLEdit. Grab the latest beta version from this post.
Thank you so much, I was able to find two instances of it being set to 1.0 instead of 0.0. Now it works perfectly.
And yes, I believe the hilt is a modified version of SithSpectre's Kylo Ren saber made to look like Jedi Ben Solo's hilt. I just modified the texture that came with this hilt so it looks more film accurate and now I've fixed that weird blue blade issue.
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17 hours ago, DarthParametric said:One of your blade planes likely has its scale value set to 1.0 instead of 0.0. Open the ASCII in a text editor and correct it, then recompile.
The only reference to a plane I could find was within these lines, but I couldn't see anything that said 1.0. " w_Lghtsbr_098 Dummy01 lshandle01 plane242 plane239 plane241 plane240 E.powered ".
Do I change each one, such as plane242 to plane0.0?
Edit: So I used MLDOps to get an ascii file, but I don't really know what I'm looking at, I couldn't find anything that said 1.0
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I've been messing around with a saber hilt I'm trying to get right, it's almost the way I need it to be except for a strange issue I can't seem to resolve.
When I load my game with that hilt equipped, the beam is this really thin blue line, not visible at every angle. It fixes itself once I ignite the saber but returns again when I load.
I assume it's an issue with the .mdl file? I don't have screenshots but I can upload a video of the issue if it helps and I'll attach the mdl file to see if anyone can spot the issue.
Thanks for any assistance.
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8 hours ago, DarthParametric said:It's a common problem when selecting the option in the terminal that you accidentally cancel the cinematic. I tried to fix this in K1CP but didn't have much luck.
The DS credits is a known issue due to it being hard-coded in the exe. When you use a widescreen hack, it doesn't apply to the DS credits because Bioware used an extremely clunky brute force hack to get them to play immediately after the pre-rendered fleet cutscene. A solution would require an exe hack, so unless @ndix UR wants to tackle it you'll probably just have to live with it.
That's good to know, I'm just glad it's not something only happening to me. If indix UR does tackle it then that'd be great. But at least knowing what causes it is enough of a relief.
13 hours ago, Sith Holocron said:Mods?
Apparently it's the widescreen mod, but I can live with it in that case.
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On my recent run of Kotor 1 I noticed that the cutscenes for destroying the machinery at the underwater research base on Manaan didn't play. Then at the end when doing the Darkside path, the final cutscene 'The Infinite Fleet' was extremely quiet, after which the credits took place in a tiny window in the corner and my character was standing there on the Unknown Planet idling...
Anyone know what's up with this and how to fix it if possible?
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18 minutes ago, Ebony Moon said:I've played KOTOR on console for so long there are certain things that I will miss if any of the all in one packs change them. Plus some of the mods I use are not compatible with K1r - and probably not with the other one, too.
I think there are a couple of mods that put Deadeye Duncan on Manaan. I use the deadeye_man.zip by Darth333. There is a line you can say that dismisses him, it's along the lines of saying goodbye, so long, which makes him walk away and fade out.
I try to find some of the individual fixit mods. Like that glow rod one you posted about before. I use mods, also, that restore things to what they were like on console, like Xor being human, not that purple twi'lek. Fortunately there's an individual mod for that.
Odd, I use the same Deadeye mod, not sure why he doesn't walk off for me, I can just keep initiating the conversation, great for getting lightside points but a bit weird xD
I use the same Xor mod too! I just wish I could get a mod which makes Bolook green without touching anything else about that quest.
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2 hours ago, Ebony Moon said:It would be nice to have a Bastila Vision fix standalone. I would do it myself but my expertise is very limited.
Yeah, to be honest, while I don't have the CP installed anymore I'm, quite happy with my current setup. The only issues I wish I could get a standalone fix for would be Deadeye Duncan not leaving after speaking to him on Manaan, the restoration mod I use to bring him back is pretty old so I imagine that's the issue with him not leaving. The Bastila thing of course, and also the Sound Dampening issue with the Assassin Droid on Korriban.
If I could get fixes for those 3 things my KOTOR setup would be perfection. 👌
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On 2/28/2020 at 7:46 PM, Salk said:Hello!
I know for a fact that K1R has its share of problems but what kind of issues have you encountered with the Community Patch? There has been a major release (1.8) in December 2019 and at the moment there is a small pause in the development of the next version but I'd not call it a stop. From what I remember, the fix you are asking for is part of the latest K1 Community Patch and I strongly advise you to use that.
Cheers!
The issue I had with the community patch was that companion messengers like Lena, Jagi etc. kept looping their dialogues. I'll paste what I wrote on the mod's comment section and github issues page.
"I'm having an issue that only started after installing this mod, so I must assume it is responsible for it. Basically the problem is with the messengers that appear for companions. Like Lena and Jagi.
Their conversations glitch out and loop. E.g Jagi appeared on Dantooine to challenge Canderous to a duel on Tatooine then he walked off. After the conversation I spoke to Canderous with him saying we had to get to Tatooine so he could kill Jagi. After that convo ended, the screen went black and we were entered into a conversation with Jagi again (he was standing near that Jedi who tells you about the Terentatek) and this conversation was his dialogue on Tatooine 'so you have come and I see you have brought friends' etc. etc.
I convinced Jagi not to fight, he 'supposedly' took his own life, and that ended the conversation, I received XP and a journal entry saying Jagi was dead and it has shaken Canderous. I went to where Jagi was in the convo and he was just standing there, I spoke to him and it re-entered the original conversation back outside the Hawk, where Canderous was surprised to see Jagi, and Jagi challenging him to a duel. I went into the Ebon Hawk and Canderous is talking about needing to go to Tatooine to kill Jagi. I haven't gotten there yet so I don't know what effect this will have.
Another example with Lena, after I finished the conversation with her. I tried going back to the Ebon Hawk but the screen went black, and the conversation restated. Overall I went though Lena's conversation 3 times before I finally was able to enter the Hawk. "
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I'm hoping to request a mod that would fix the dialogue issue where Bastila stops commenting on visions after visiting so many planets because the game assumes you're post-leviathan. I believe the K1R mod fixes it, and the Community Patch incorporates the fix. However, I've played with K1R and it has issues and I do not wish to play with the restored content. Further, the Community Patch also adds issues into the game. Both mods have stopped development it seems.
Since I don't know what file is responsible for fixing Bastila's vision dialogue, I'm hoping someone on the site can help with this.
Thanks.
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Viridian Mantle of the Force & Cyan Heart of the Guardian (Optional Silver Heart of the Guardian)
A simple mod I've wanted to do for a while but just learned how to. Replaces the Mantle of the Force's colour with KOTOR 2's Viridian and swaps the Heart of the Guardian's colour for the Mantle/Cyan. Simply place the files into the override.
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Submitter
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Submitted02/18/2020
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K1R CompatibleYes
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Edit: I managed to find it, I'll be uploading the results to the files soon.
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On 2/18/2020 at 8:14 AM, AmanoJyaku said:Found by entering "color" into the search field, and selecting "Files" from "Search In". There may be others, have fun searching.
That was the mod I was referring to when I said "I've also seen another mod on this site, which adds the extra colours but does other things like create a green/yellow colour for Bastila, gives all the blades animated textures, changes some colours like yellow."
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Is there a mod which adds the extra colours from KOTOR 2 like Viridian, Silver etc. and adds them into KOTOR 1? Maybe adds them to the Dantooine Cave or adds them to Suvam's merchant inventory?
I've seen a mod which replaces Mantle of the Force with Viridian. I've also seen another mod on this site, which adds the extra colours but does other things like create a green/yellow colour for Bastila, gives all the blades animated textures, changes some colours like yellow.
I'm just looking for a straight conversion of the extra TSL colours to make them available in KOTOR 1
Thanks.
Possible to change footstep sounds associated with an armour?
in General Kotor/TSL Modding
Posted
Thanks guys, I'll give it a go and edit my reply with the results :3
Edit: Thank you both! I messed around with it and found that 1 for the footsteps and 0 for the soundapptype is what I needed it to be