Obi Wan Pere

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Everything posted by Obi Wan Pere

  1. @MotleyNerd If I'm not wrong the last upgrades of M4-78EP are just translations (it's still 1.5 version) and I haven't used yet the very recently updated version of TSLRCM (1.8.6). I have TSL 4 CD's version and in my last Playthrough I used TSLRCM 1.8.5 and M4-78EP 1.5 with the Coruscant MOD without problems. If is not a pre-condition to install a MOD before start a Playthrough, usually I install the MODs just before reach the area they're related with for avoid possible issues when we install several MODs (or just for have an easy way to return to a stable status of the game if there are evident problems). If you're interested in the order which I installed the Coruscant MOD -and related- you can check the 2nd page of this thread: https://deadlystream.com/topic/7256-my-playmulti-modthrough/#comments Anyway you're right, I love this MOD too and I think that deserves upgrade it, above all if becomes incompatible with other major and popular MODs.
  2. Hi @nonameperson66 At first I did that, as I wrote in the thread, but after I applied a better solution. Time ago but I'll try to explain it. The most heavy transparencies shown in the first screenshot were with the MOD 'Kotor 1 Texture to Kotor 2 Game Bridge 1.0.0' installed. I removed the files of this MOD related with the Hutt and kept using just the files belonging to 'KOTOR 2 Community Patch-v1.4' ("C_Hutt03.tga" and "C_Hutt03.txi"). That helps but still show some transparencies (the second screenshot). After that I followed the instructions from @Malkior editing the 'Appearance.2da' file with Kotor Tool: "...the gist of it is to download Kotortool and use its built-in 2da editor to change the Envmap section from six asterisks (*) to whatever Envmap the TXI says to use (I believe it was CM_Specular) You can open the TXI with notepad or any text editor, and there should be one line that says "Envmaptexture" followed by whatever cubemap it needs." The result was more than satisfactory (the third screenshot and the same you've used in your post). Editing the file, If I recall allright there were not asteriscs in the corresponding cell but the process is the same, substitute the content of the cell (asteriscs or whatever) for the Envmap described in the "C_Hutt03.txi" file (the exact description). Mmmm... rescueing a missage I sent to Malkior when I edited the 'Appearance.2da' file: "The envmaptexture of the .txi file is "CM_SpecMap". In the 'appearance.2da' there are 4 lines related with Hutt's, the label column says "Alien_Hutt_01" to "04" and in the envmap column the 4 valours are set to "DEFAULT" (not asterisks). I think that the only one line I have to edit is "Alien_Hutt_03" because I assume is the related with the "C_Hutt03.txi" file. I did that way and set the envmap of the "Alien_Hutt_03" line to "CM_SpecMap". After that I used the edited .2da in my Override folder and drag there as well the "C_Hutt03.tga" and "C_Hutt03.txi" from the Community Patch (without use any of the files from 'Kotor 1 Texture to Kotor 2 Game Bridge' MOD) and ...it has worked." ---------------- I hope it helps you.
  3. Oh, no no no, it's not a criticism to the system, that wasn't the idea that I had in mind when wrote the post, and I don't know if it's a technical matter complex to implement or a desired behaviour. That is not what it's important. It wanted to be a recommendation to the unawared authors for their own interest -and benefit the possible users- and that their work not be skipped for so minor issue. Anyway I already commented about the changed flag after this MOD was updated during my last Playthrough. I wouldn't like that my words seems have some intention that are very far to have.
  4. If I understand correctly the authors must change manually the compatibility flag when a MOD is updated, so, why they don't do it? (oh, well, it can be a rhetorical question...) That works against the authors since the wrong flag can be a handicap for those users which Playthrough is based in TSLRCM and skip interesting work just seeing the non compatibility flag. IMO. I'd pray to the authors check their download pages and correct the flag if necessary (or write a visible explanative note if change the flag is some dificult).
  5. Time ago I haven't tried with K1. About K2, instead make a long list you can take a look at this thread based in my last Playthrough with TSL although as Salk says it's always a personal taste matter. I hope be useful to you.
  6. This won't solve your current problem but can be useful for anyone and further Playthroughs for identify, by oneself, conflictive MODs if you're using several of them (although identify them doesn't mean correct the problem). In my last Playthrough I got used to make different backups of the whole Override folder (even the Modules folder) with a list of installed MODs at that time, before install new and see that they work. I don't mean make a backup for each MOD but after install a couple. If you find a problem you can restore previous Override folder backup(s) until the problem disappears (warping if needed for check) reinstalling later MODs of that backup one by one, using Saves previous to the first installation of these MODs (for what @Kexikus says) and check (warping if needed again) which is conflicting. It worth the time (and the space in the HD) wasted.
  7. Hi Haven't you any recent Save before that part? see if the problem reproduces? I've just played once with Brotherhood of Shadow: Solomon's Revenge and I remember the Administrator and the place you're referring to but aside some crashes with this MOD, nothing like the problem you say. About the cheats console always has been a headache for a lot of users. At least in my case I realized that for bring up the console need press two keys, the "accent" (is that the correct word/description?) " ` " and after the tilde (or " º ") at the left of the " 1 ". If I recall right the console is invisible and one way to know that it's activated is trying to move your character with your usual keys, if doesn't move that means that you're "typping" in the console. With the console activated most people have problems with cheats no working because has been typped some Key, even the "accent" if you use it for activate it, and the cheat sintaxis is not correct. So, when you see that your character doesn't move using the movement keys (that means the console is active) use the Backspace Key several times to erase any typped Key, you'll see nothing of all that but it works. Now type the correct cheat and it must work fine. (Ohh, I know, I know... I don't like use cheats especially but when is needed, it's needed).
  8. Yes, I can assure you that it is. Keep in mind that you need install it before go to Onderon for the first time and you'll need three files/downloads. If you have any doubts can take a look at the third page of this thread: and check the comments of this page:
  9. I found the same error installing this MOD in my last Playthrough some months ago. After searching "something" for hours I decided uninstall it. I posted it in the download page but never got a reply.
  10. May the 4  be with you... :sword:

  11. opss!!! I'm very sorry. I copied the quoted tip from My "Play'MULTI-MOD'through" thread (the author @DeadMan is correct there) but I confused the names in the post of this page. Edited and corrected. Thanks for the warning.
  12. It's a personal tastes matter. According a tip from @DeadMan: "My mod covers only vibroswords, IRoberts will also change vibroblades and vibro double-blades, so I say use his version. If you like my weapon skins more (look at screenshots) you can mix them - install my mod first, then his but do not overwrite conflicting files." In my last Playthrough I did that, I installed first Vibrosword replacement pack 1.0 and after [TSL] Vibroweapons replacement pack retexture 1.0 (without overwrite files). Don't worry asking. When I don't know something ...I ask
  13. Oops!! I didn't remember this one!! Or I missed it in my selection or, decided not to install Party Swap, I let it apart.
  14. You haven't missed it. I didn't use it. According the posts of the download page of Party Swap it's not compatible with Extended Enclave
  15. HI MAQS I used most of the MODs you're referring to. (Always after TSLRCM and M4-78) - Extended Enclave must be installed before go to see the Jedi Council, most accurately, before enter to the Jedi Enclave from Enclave Courtyard. - GenoHaradan Legacy must be installed before reach Telos for the first time. - Azgath N'Dul's Tomb must be installed before reach Onderon for the first time. - Thorium Charge must be installed before reaching Dxun, or more accurately, before reaching Dxun Jungle from Dxun Jungle Landing. Anyway take a look at this thread, maybe it can be helpful for you. https://deadlystream.com/topic/7256-my-playmulti-modthrough/page/3/#comments
  16. It must be the same droid identified by @Kainzorus Prime in the thread https://deadlystream.com/topic/6961-black-market-droid-voice-clip-crash/ "A similar screeching static, possibly due to a bad encoding, was found in one of IS-43's files in the Industrial Zone. It's his system overload warning performed by a female voice. However, this particular file does not seem to cause the game to crash." I've downloaded the files but by now, without KotOR installed and without Saves, I cannot check them.
  17. I haven't installed KotOR now. Never got to identify its correct folder but if can be useful -for you or anybody- It's the droid (if I recall allright) that change its own programming, related with the side quest about the original colonists.
  18. I didn't know that the conversion was already made. Glad to see the problem is fixed. What about the same static/scratching noise -but without crash the game- of the voice droid in the Research and Develop room?
  19. The motherboard linked to my brain needs expand the RAM and I'd need more storage capacity... I forgot mention another thing . At some time after defeat the 3rd HK team, (re)entering at the Ebon Hawk you must see a cutscene showing HK-47 torturing one HK-50 -to confess the location of the secret factory. That is the best clue for to know that the MOD is working and you'll get the factory later on.
  20. I think that you can talk with HK-47 about the HK-50 at anytime. I don't want be wrong but I think the sequence is (keep it in mind if you have modified something with KSE and keep in mind that the valours change according the sequences): 1- Reactivate HK-47 and talk him about the source of the HK-50. You'd already must have a device -I don't remember the exact name- that HK-47 can recognize and track but you need defeat three HK teams before he can do it (I think that is here when the quest is started/updated). 2- Defeat three HK-50 teams (quest updated). 3- Talk with HK-47 again (in some of that dialog options is when shows up the dialog saying you can't go there now). I'm not sure if the quest is updated here. Even if all be OK you will not know nothing else about the secret factory until ...you will be there. If after the second visit to Telos Academy you don't start automatically the Secret Factory with HK-47 as your PC the game, at least the secret factory, is broken. This kind of glitches are over my capacity. If is not due some other MOD that you can identify try with different combinations of the video options. Sorry for not be more helpfull about that.
  21. Hi @mackmitchell94 I don't know your Playthrough but, beside be needed defeat the HK teams, the secret HK factory starts automatically after the last encounter with Atris in the Telos Academy, where you go (automatically) only after see the Jedi Council in Dantooine ...which means that you've found already all the Jedi Masters. I can't recall exactly the terms but after defeat the HK teams, talking with HK-47 about go (or find) the secret factory, shows up a dialog line saying something like you cannot go now and will start later on. What I don't know is that modifing the quests via KSE you can be ruined your game.
  22. @Elwood288 In fact, some weeks ago, with the game and the MODs still installed and checking things, I re-run Peragus from the start and found another footlocker with the gear in the Administration Level (at the back of the big screens, I think). Keep in mind that in the first run -during the Playthrough- by this zone, the MOD wasn't installed yet.
  23. There is an interesting thread about this problem: https://deadlystream.com/topic/6961-black-market-droid-voice-clip-crash/ Anyway (and I think it has to work with all versions of TSL) there is an effective trick for avoid the crashes. It consists in rename the folder where are located the voice over dialogs of the droid. I haven't checked if the crash is due a particular file(s), there are 49 (in that case I assume would be enough rename the particular file(s)). The path of the folder is "...\SWKotOR2\StreamVoice\802" (at least in the 4 cd's version) and the folder is called "blackmark". I've renamed it as "(NO) blackmark" and works fine. Now you can talk with the Black Market droid without problems, you'll not hear his voice but you'll see the text dialog.
  24. Hi Nika First "Shem's Ultimate Sound Mod for TSL and KotOR" then "JC's Sound Effects for K1 1.0" I found that solution in the Reviews section of JC's Sound Effects in a review from @ebmar
  25. ------------------------------------------- (Irony MODE ON) Glad to see you consider it funny (Irony MODE OFF), but that means you haven't understood nothing