-
Content Count
2,409 -
Joined
-
Last visited
-
Days Won
168
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by N-DReW25
-
Voice the main protagonist
N-DReW25 replied to Elayerfawkes45's topic in Knights of the Old Republic General
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. -
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.
-
-
- 17 comments
-
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... 😨
-
- 17 comments
-
-
Yes, K1CP includes the fix so you don't have to install the fix if you've already got K1CP installed.
- 4 replies
-
- 1
-
-
- republican soldier
- dark hope
-
(and 1 more)
Tagged with:
-
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.
- 94 replies
-
- K1R Whats Restored
- List
-
(and 3 more)
Tagged with:
-
@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.
- 89 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.
-
-
- 53 comments
-
- 1
-
-
- 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:
-
I put that mod together, I might be able to help you here. I would like to ask you for extreme specifics as to what you are trying to do. I am aware of your Kotor Let's Play Series on YouTube and how you're almost finished Kashyyyk. I'm fairly certain you aren't already using the Wookiee Redux mod so what exactly are you planning to do? Are you trying to add them to the Kashyyyk modules in your already existing playthrough? A save game file saves the module as is, so if you install a mod afterwards the mod will never appear in your save but if you were to start a new game the mod would appear. Are you trying to spawn them in a stunt module? As in, you make a clone of Chuundar's house so that you can have modded NPCs and modded content for roleplay purposes but, from the perspective of your audience, they aren't aware that you're in a stunt module? (Kotor II's red eclipse encounter uses a cloned Ebon Hawk for that scene, you aren't on the actual Ebon Hawk but you don't realize that.) Are you using another mod to spawn them in? Like an armband mod that can spawn them in and you want me to reconfigure your armband mod to use my appearances instead of the vanilla appearances? Or would you rather not reveal your plans in public as to prevent spoiling your plans to your audience who may lurk this site? If so, we may take it to the DMs so that it stays between you and me? Do know that my mod doesn't touch the vanilla appearances, it simply adds the modded appearances as brand new appearances on the appearance.2da file and applies them to the NPCs inside the .MOD files (module files containing all the module related files). Let me know what you're trying to do and I'll see what can be done
