N-DReW25

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Everything posted by N-DReW25

  1. Not K1R, the RC-K1CP is a different mod though they are similar in that they're both restored content mods. K1R does not restore the robes I believe.
  2. All of the unused robes except for the Jedi Padawan class robes are already restored in RC-K1CP (the restored content mod for the K1 Community Patch). Here are the locations of the restored robes: Dark Jedi Robes: Dropped from the Kashyyyk & Tatooine Dark Jedi trio Red Jedi Master Robes: Found in the Manaan Sith Embassy Blue Jedi Master Robes: Found in the Sith Academy Do you think these'll cause any problems with your mod?
  3. The Jedi Temple scene does have crashes at various points depending on game version and/or system. As I personally do not experience these bugs, hence why I can't fix them, a temporary fix has been made by adding an option where you can skip the Jedi Council scene when you meet with Drayen outside the elevator. This'll take you straight to Corellia with Drayen in your party and allow you to play the mod beyond the Jedi Council scene. This'll be added in Episode Two with all of Episode One's bug fixes and improvements, however, Episode One's bug fixes (and this particular bug fix) will be available to players early in the form of a sub mod which will be downloaded separately from ROR and will be installed on top of ROR as it is now.
  4. It's the third installment of the JCarter426 trilogy. Backstroke of the Old Republic > JC's Romance Enhancement: Biromantic Bastila for K1 > JC's Recruitable T3-H8 for K1 /s
  5. What is your primary language? I take it you are using a translator to translate to English, am I right? In Kotor Tool, go to the following directory: Kotor I > RIMs > Modules > korr_m33_m38ab_s.rim > Blueprint, Items > kor38b_mask.uti That is where the Tulak Hoard's Mask UTI file is found. All the normal items are in the following directory. Kotor I > BIFs > templates.bif > Blueprints, Items The UTI file is the item file. This is where you assign your custom texture/model to your item. You replaced i_mask_009.mdl/mdx in your mod, if you rename it to i_mask_014 then it should replace Tulak Hoard's Mask and the Circlet of Sasha. If you rename the file to something greater than 14, like i_mask_030, that becomes a costume model and it won't replace the vanilla models. In the UTI file, you'll find "Model Variation" under the "General Tab" below "Stack Size". The Model Variation for kor38b_mask is set to 14 so if you set it to 30 with your custom model in the Override folder then it should work.
  6. If you mean making a mod that makes the player character speak, then I believe this was attempted before in a thread years ago and the result was either it's impossible to do or it requires a lot of time consuming effort to essentially implement one single line of dialogue that it'd take years to produce a little bit of voiced player dialogue that'd be prone to all sorts of problems and incompatibilities that it's virtually impossible regardless.
  7. As Squall has said, there is no launcher for the Steam version. You mean this mod? The K2CP mod? That Community Patch? The K1CP should be installed first for Kotor I mods only, the same does not apply to K2CP - the reason for this will be listed down below. K1CP is to be installed first for Kotor I, followed by RC-K1CP the Kotor I restored content mod for that game. TSLRCM is to be installed first for Kotor II, followed by K2CP assuming you aren't using M4-78EP. The reason TSLRCM is installed first is because it was released first, its installer does not use a combability installer like TSLPatcher or HoloPatcher that'll merge conflicting files together. Instead, TSLRCM's installer just copies all of the files into the right places to install the mod. TSLRCM is massive and it changes a lot of things so it wouldn't be feasible to have a compatibility installer. It both restores cut content and fixes hundreds of bugs. Modern mods get around this by making you, the player, install TSLRCM first and our mods afterwards. We make our mods with the objective of being compatible with TSLRCM and K2CP is no different. You install TSLRCM, you launch the game, and you see if the Kotor II logo has been replaced with a new Kotor II logo that says TSLRCM 1.8.6 in-game. That's how you check on Steam.
  8. The Korriban Academy Guard is on a lower elevation then the player, making it a bit hard to see. You can take better screenshots of the Sith Commando if you use the Taris Undercity elevator guard and the Manaan Sith Commando instead of the Korriban Academy Guard.
  9. N-DReW25

    HD Canderous Ordo

    I understand now. I'm not sure why it says that but the file "P_CandH01.tga" is a head texture. I'm guessing here, but I know Dark Hope revised her textures at one point so maybe the HD texture in the .RAR file isn't the same as the one in the screenshot. Again, I am guessing.
  10. Don't be bummed out if few people watch, I'm not saying people don't want to watch your progress but time zones are a thing and some of us can't watch livestreams if they start at 3 in the morning in our different time zones. Do upload the streams as videos and link to them here, I'll definitely be interested in watching them should I miss the streams. You might also be allowed to mention your livestreams to the Kotor Discord, though do follow their anti-advertisement guidelines of course. I fully understand the concept, but when you see what I see... 😨
  11. N-DReW25

    HD Canderous Ordo

    The head is included in the download
  12. @Elayerfawkes45 Can you update the mod so that the TGA files are contained inside of a .ZIP file?
  13. Yes, K1CP includes the fix so you don't have to install the fix if you've already got K1CP installed.
  14. As Salk has said, the features you've listed were either added after this list was made and/or they were adding so much restored content at the time that certain content was forgotten and weren't added to the list despite it being in the mod. The same could be said about TSLRCM's restoration list, there are things within TSLRCM and things that aren't restored in TSLRCM that aren't listed on TSLRCM"s what's restored page. My own restored content mod for the K1CP mod has restored features that aren't listed on K1R's what's restored page and they probably won't be listed for the reasons I am about to explain: Even though their lists are incomplete, there is enough information in both K1R''s and TSLRCM's what's restored lists for first time players to have a read and be convinced that they want to play with TSLRCM/K1R. My restored content mod has Ajuur's restored appearance, a 4th Black Vulkar who gets killed by Calo, expanded VO for the Dantooine Star Map, and Chadra-Fan NPCs on Tatooine. Adding these to the K1R list under "not restored" and adding things like Ixgil the Bith as "restored" isn't going to make people download K1R and like the mod more, people are already downloading K1R and these unmentioned restorations are merely surprises that they encounter along the way.
  15. @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.
  16. 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.
  17. Can you send me the changes.ini file from inside the TSLPatcher folder of the Sleheyron version you installed?
  18. Was this installed via the latest Sleheyron update that was released on Monday?
  19. Is the file m13aa.git in your Override folder?
  20. 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.
  21. 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.
  22. Swap the Unofficial TSLRCM Tweak Pack with the M4-78 EP mod. TSLRCM first and M4-78 second is key.
  23. You mean with Major Hurka? I would hope I can add that in one day though I'm afraid there'll be a lot of updates between now and that point.
  24. 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).
  25. 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?