-
Content Count
2,375 -
Joined
-
Last visited
-
Days Won
162
N-DReW25 last won the day on September 22
N-DReW25 had the most liked content!
Community Reputation
1,521 The Chosen OneAbout N-DReW25

-
Rank
ROR Writer
Contact Methods
-
Website URL
https://www.youtube.com/channel/UCom7p_fuByYeU4W25Dq-G-w
Profile Information
-
Gender
Male
-
Location
Tyrena Station
Recent Profile Visitors
197,153 profile views
-
@SAO1138 I've been chasing a bug report for the RC-K1CP mod and I've discovered that the cause of their problem is due to the current HoloPatcher installer setup for your own mod. Here is the following text I fished out of the changes.ini file that is the culprit here. Everything that is a module for Sleheyron is fine, it's the fact that you have vanilla module .MOD files alongside the Replace= function. Assuming those are the vanilla module files compiled into the .MOD files, this exact setup is literally nuking the K1CP and RC-K1CP mods that are installed before Sleheyron as your modules are hard overwriting our modded .MOD files with unmodded .MOD files and are undoing all of the work these two mods have done for these modules. The user I was helping claimed that all of my restored content in danm13 didn't show up, no arguing master and apprentice, no Shuma etc. It's late at night so I can't explain it in full detail now, though another modder might be able to help you if I'm unavailable, but you'll want to use the File= function instead of Replace= function. Replace= will hard overwrite the .MOD file if it is already in the Modules folder whereas File= (File0=, File1=, File2= etc) will skip the .MOD file if a .MOD file of the same name is already present. The correct way to have your setup is to use the File= function to check whether or not the .MOD is present. If it is present it will skip and if it isn't present it copies the vanilla, unmodified .MOD file into the Modules folder. After that, it injects files in like the .DLG files and/or patches files inside that .MOD file such as the .GIT file and such. What I instead do is, because I'm lazy, force players to download the K1CP mod before all of my other mods. This way I can skip the whole File= function for the .MOD files as the .MOD files will already be present in the Modules folder via K1CP and I can instead inject and/or patch my files into the K1CP's .MOD files. As that mod is immensely popular and is a bug fix mod pack there isn't much reasons for players not to use it. You don't have to follow my method, but this is a possibility if you want an easy way out. And can you also remove the old versions from the main download page? If you delete it from there, players can still download old versions by going to the "What's New in" section on the bottom, clicking on the "See Changelog" button, and for example if I press version 1.0.0 then a download button appears on the bottom.
- 82 comments
-
- 1
-
-
- story
- expanded universe
-
(and 1 more)
Tagged with:
-
I have discovered the problem, this has been caused by the Sleheyron Story Mode mod. I will be commenting the bug report on the Sleheyron mod page shortly.
-
Can you send me the changes.ini file from inside the TSLPatcher folder of the Sleheyron version you installed?
-
Was this installed via the latest Sleheyron update that was released on Monday?
-
Is the file m13aa.git in your Override folder?
-
So Shuma the Hutt is not present? Did Ajuur have his new appearance as shown above? Are the restored footlockers and unlocked the static footlockers there? The restored footlockers are in the training room with the workbench and the Aratech shop whilst the "static footlockers" are the footlockers that can't be opened in the vanilla game (RC-K1CP restores the ability to open them). Did Tar'eelok and Garrum spawn? And where did the crazy lady and her boyfriend/CS-42 spawn after doing her side quest? She's supposed to spawn out in the hall as her room is now occupied by Shuma. If all of those things above did appear but not Shuma, it might be possible that a bug is preventing him spawning in. I would like to say this, having one thing not appear and being able to move on despite it is better than the game being soft locked and/or crashed.
-
Actually, I just realized something. Do NOT use M4-78EP with the Lonna Vash mod, that WILL break your install. My advice would be to drop M4-78EP and just stick with the Lonna Vash mod. M4-78EP is a mod you would want to test out as a standalone mod that you want to test out and see how it feels, a fair majority of players don't use M4-78EP because they felt M4-78EP is either too long (3 hours of added content which I can only describe as a slow burn dungeon crawler with little to no combat through several giant modules) or breaks meaning you're stuck on the planet and lose your 20+ hour playthrough. Lonna Vash, on the other hand, adds M4-78's Jedi Master to Korriban so it's less of a headache to deal with for new players.
-
-
- 52 comments
-
- k1cp
- community patch
-
(and 3 more)
Tagged with:
-
Kotor I has four Hutt skins though one is unused. There was a Hutt named "Shuma" which used Ajuur's Hutt texture in a pre-release screenshot leading me to believe the unused texture was actually Ajuur's texture but Ajuur ended up being assigned Shuma's texture. This unused Kotor I texture is used by Vogga the Hutt in Kotor II, however, Obsidian had actually reduced the texture quality of many of the original Kotor I textures from 512x512 down to 256x256. It's really weird because many textures from Kotor I had a texture downgrade as I just mentioned, other textures had their shaders removed (like the Mandalorians), and yet some of the new textures introduced by Obsidian like the Gran and the Mining Droids have 1K resolution textures on PC. If you plan on making a Kotor II version of your Kotor Visual Resurgence mod, I would recommend you look at the NPC textures to make sure there isn't a higher quality version in Kotor I. If there is a higher quality version in Kotor I, I'd just find a way to port the one you made for Kotor I into Kotor II (There's a 99% chance you've already done Vogga's texture for your mod).
-
Could a watered down alternative "Snigaroo Cut" install work? There would be the main install, which is the mod as it stands now, and the Snigaroo Cut which would contain only the bug fixes you want for the Mod Build whilst excluding the bug fixes you don't want. Also, I gave Esok and his goons Mandalorian Assault Rifles several updates ago. I take it that'll be one of the excluded fixes as "For Mandalore" already does what you want?
-
Half of this request has been fulfilled. The health reduction for the first level HK-50s has been added to my Fix Collection mod.
-
An update on the K1 Alien Pack update: It is almost ready, though there are other mods that I am developing that I'm too absorbed in thus resulting in the delay of the K1 Alien Pack and the RC-K1CP update that'll restore the Echani. This post is mostly being made as a reminder for myself so that if I see likes and/or comments on this post it'll spur me to finish the update. The K1 Alien Pack shall include the above previewed Echani NPCs, three new additional Trandoshan Skins and 32 new Gamorrean skins. The Gamorrean skins are nothing special to look at. As we may know, there are four Gamorrean skins in the game each with their own unique outfit and Gamorrean appearance. I would describe these four Gamorrean appearances as ranging from young, adult, middle-aged, and old. What I've done is that I've taken the four different outfit and applied them all to the other appearances, so imagine the old Gamorrean variant that usually wears blue wearing the red outfit that's usually worn by the young Gamorrean and vice versa. Doing this resulted in the the Gamorrean skins increasing from 4 to 16. I then made another four new clothing variants for the Gamorreans, thus increasing the skins from 16 to 31. The end result is that every single Gamorrean in the game will have a unique appearance as no two Gamorrean appearances will be used anywhere else in the game because there are just so many Gamorrean skins. Again, all of this is almost ready so hopefully we shall be seeing this update sooner rather than later.
-
There are two restored content mods for Kotor I. Kotor 1 Restoration (K1R) which is the older, complete restored content mod that is both incompatible with K1CP and has its own game breaking bugs that haven't been fixed due to the team leader leaving the community after the 1.2 release almost a decade ago. Restored Content for K1CP (RC-K1CP) is my own take on the restored content mod that is compatible with K1CP but it is incomplete. When I say it is incomplete, you'll read my "what's restored list" and see that there is clearly cut content that is missing from the K1R mod, however, my mod also has restored content K1R doesn't have and, even though my mod isn't done, the content that is already restored is, for all intents and purposes, finished. Unlike Kotor II, the Kotor I cut content is content many see as being content that was actually meant to be cut unlike Kotor II which is a bug filled and clearly incomplete experience. Not using the restored content mod for Kotor I isn't going to hurt your game.
-
It should be fixed now.
- 2 replies
-
- restored
- restoration
-
(and 4 more)
Tagged with: