Leilukin

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Leilukin last won the day on February 19

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284 Jedi Grand Master

About Leilukin

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    Jedi Knight
  • Birthday 07/28/1992

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  1. As I suspected, wrong installation order was the cause of the errors you encountered. The Extended Enclave compatibility patch of my Handmaiden romance mod has instructed that if you want to use my mod with Extended Enclave, you should install Extended Enclave AFTER my mod. The Instruction section of the KOTOR Community Portal's mod build has clearly stated that: So if you want to use my Handmaiden/Disciple romance mod, you should read and understand my mod's instructions first BEFORE installing the KOTOR Communtiy Portal's mod build. Yes, you still must reinstall your game and the mods, because you have messed up the installation of the mod build and my mod by installing my mod only after Extended Enclave. If you do not reinstall, you will likely encounter potentially game-breaking issues when you reach the Rebuilt Jedi Enclave sequence when you return to Dantooine after meeting the Jedi Masters. Did you not read mod descriptions before you installed a mod? Both the KOTOR Community Portal and the download page of Extended Enclave itself has stated that it restores content to the Rebuilt Jedi Enclave sequence on Dantooine. The KOTOR Community Portal's description of Extended Enclave: Description of the download page of Extended Enclave: Since you have not reached the Rebuilt Jedi Enclave sequence yet, you may back up your current saves and use your current saves after you reinstall the game and the mods.
  2. At what point did you install my mod? Installation order matters a lot when you want to install a lot of mods. As pointed out in the FAQ article of my same-gender romance mods regarding installing my mods alongside the KOTOR Community Portal's mod build: Unless the mod explicitly instructs to do so, re-running the patcher will more than likely mess up your game, so I suggest you reinstall your game and the mods from scratch.
  3. No. I made this mod because I simply do not want to encounter those gendered dialogue. The potential of getting humorous response from the PC or other NPCs does not make it any better to me.
  4. Not my mod, but this might be what you are looking for:
  5. I'm going to quote my own response to someone else on Nexus Mods who complained about the items of my mod being too overpowered: So I stand by what I said about the game's balance (and difficulty for that matter) being subjective, and I make zero promises to make a toned down version of the mod. If game balance matters that much to you, I suggest you check out Ol' Cappy's K2 Companion Starting Armors mod instead.
  6. Try to right-click your KotOR 2 folder or subfolders, go to Properties and uncheck the "Read-only", then try to install my mod again to see if it works.
  7. My KotOR 1 Twi'lek Male NPC Diversity does not modify any nameless Twi'lek NPCs, so my mod shouldn't cause your game to crash when you enter that level of Vulkar's base where that nameless Twi'lek NPC is at for the first time. The Vulkar base does have an NPC affected by my mod, but when you enter the Vulkar base for the first time, he is not at the same level as that nameless Twi'lek NPC. Are you saying your game doesn't crash at the Vulkar base any more with my mod installed? At what point did you install my mod, and other mods you mentioned? Installation order matters a lot when you are using a lot of mods with the KotOR games, which is why the KOTOR Community Portal mod builds have carefully structured the order to install mods. Also, Snigaroo, the creator of the mod builds, had been testing my KotOR 1 Twi'lek Male NPC Diversity with the mod builds, and he never reported anything about the game crashing with my mod installed either. Did you start a new game after installing the mods?
  8. This was the first time I ever heard of a "Names Differ" error with any KotOR game or mods, let alone with my mod. I just tested my mod again, and I have no issue with entering the Vulkar base with my mod installed. Uriah is the name of the Twi'lek Pazaak card seller in Javyar's Cantina, and I had no problem entering Javyar's Cantina either. I have also tested my mod with version 1.10 of KOTOR 1 Community Patch and no issues found with entering these two locations as well. Are you using any other mods? If so, list all of them.
  9. Correct. The conversation is one-time only.
  10. Yes, the question about Canderous is only available before the Leviathan and after Juhani tells you about her family leaving the Cathar home world because of the Mandalorians' attack. The question about Canderous will also not be available any more once you finished the conversation.
  11. Do you have a problem with running the Install.exe of this mod?
  12. Leilukin

    PartySwap

    This was because of a conflict between PartySwap and Kreia's Fall In-Game Cutscene, since both mods modify k_003ebo_enter, the script that is used for the Ebon Hawk cutscenes. PartySwap modifies the script to add gender check to the rivalry/pseudo-romance scenes for Atton/Disciple and Handmaiden/Visas, while Kreis's Fall In-Game Cutscene modifies the script to allows for smooth transition to the Ebon Hawk when the Kreia cutscene ends. The mod build installs Kreia's Fall In-Game Cutscene after PartySwap, thus overriding the changes made by PartySwap. Therefore, I have updated PartySwap to 1.4.1 to add a compatibility patch for Kreia's Fall In-Game Cutscene.
  13. To repeat my questions to you on Nexus Mods: Did you install this mod before or after Handmaiden got angry? Did you get any errors when you installed my mod? What exactly are the other mods you are using?
  14. Alright, I see what you mean now. I wrote my original post to actually mean I figured out the solution was to use K-GFF Editor to add a "false" value of using GIT editors to remove UTC. I did not mean to say I had forgone using TSLPatcher at all, since if you visit the mod page, the page and file still show that my mod is still using TSLPatcher. The original post was also only meant to be a vent post and not a tutorial post, so I did not put that much effort in explaining it in a way people who are not familiar with creating KotOR mods would clearly understand.
  15. Yes, the simplicity of this technique of adding a "false" value to disable something from appearing in the game helps to improve compatibility with other mods.