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Posts posted by N-DReW25
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Just now, Liserg said:Thank you for your work! Tell me, please, do you plan to restore the Rakata Temple on Tatooine as part of your project? And will you use any resources from the Lost Modules Pack mod?
If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).
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12 hours ago, nonameperson66 said:Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.
So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files.
For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP.
To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine. -
The first update of 2025 is on the horizon - and I have quite a few screenshots to share with you all!
First, the male Jedi in this screenshot currently uses a female appearance by mistake. This bug will be fixed in the next update as seen below:
SpoilerFor those of us who haven't yet realized that RC-K1CP restores the unused Jedi appearances on Dantooine and the Star Forge, do be aware that you can still install the NPC Diversity Pack and other mods like DP's Jedi Diversity on the Star Forge after RC-K1CP so that you can get your modded Jedi appearances without RC-K1CP ruining that for you with incompatibilities or inconsistencies.
There will be a few more minor additions done to Dantooine, such as this guy's new appearance.
SpoilerHe gets the orange Twi'lek appearance that was restored in K1CP, as far as I'm aware the K1CP only uses that appearance on Taris so I've added it to several more NPCs that you'll find throughout the game.
Another appearance change comes in the form of Deesra Luur Jada.
SpoilerHe now uses the Twi'lek Jedi variant which, in the vanilla game, only appears on the Star Forge. If you are a fan of the KotOR 1 Twi'lek Male NPC Diversity mod by Leilukin, do know that Deesra is still wearing his brown Jedi Robe even though you can't see it. That means you can safely install Leilukin's mod after RC-K1CP and still get Leilukin's unique Deesra appearance without any fear of incompatibilities.
But you might be wondering why I gave him this appearance in the first place? Well, he is a green Twi'lek who wears brown robes... you know who else is a green Twi'lek who wears brown robes?
I have successfully recreated the Garrum and Tar'eelok Restoration using the source scripts provided in Sekan and Seamhainn's original gamefront mod.
Here are some screenshots of the arguing Master and Padawan duo within the next update of the RC-K1CP mod:
SpoilerIn addition to these restorations, there will also be the restoration of unused Czerka, Sith Officer, and Republic Soldier variants alongside fixes and restorations of in-game music that is heard across the game. For now, I shall show you a teaser of the Republic Soldiers.
SpoilerThe restoration of Republic Officers, especially on the Endar Spire, allows me to restore the cut Republic Officer soundset. A major gripe players had with the Endar Spire fight scene was that all the Republic Soldiers use the exact same Republic Soldier soundset when they die, K1CP tried to fix that by giving the soldiers random male soundsets. With RC-K1CP, you'll hear a mix of Republic Soldier soundsets, Republic Officer soundsets, and female soundsets with this next restoration.
SpoilerThe female Republic Soldier has also been restored, though they have only been restored as a sort of background NPC you can never interact with. If you wish to have female Republic Soldiers you can interact with, my Female Republic Soldier Restoration mod can be installed after RC-K1CP. Not only does this mod restore the female Republic Soldiers, but also adds AI generated VO so you can speak with the female Republic Soldiers you encounter on Manaan.
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On 2/11/2025 at 7:51 PM, ZeldaTheSwordsman said:1. A dialogue cheat-sheet for T3-M4 to compensate for the bad design of his lines being untranslated droidspeak when the player needs to actually know what they say.
So, if you actually click on T3's response line and actually listen to the dialogue lines being spoken you'll see how most of the droids will say stuff like "What's that? You want me to repeat the instructions". Most of T3's dialogue lines are usually railroaded with one or two responses that lead to the same outcome with the droids pretty much repeating what T3 said in droid speak in English.
Now, here is the dialogue cheat-cheat for T3-M4... you ready?
It's in here:
SpoilerIt's called playing G0-T0 or HK-47, all three droid companions have matching dialogues with different subtitle texts that all lead to the same outcome. Don't like T3, don't play as him... simple.
This bad game design exists in the vanilla game in the form of the Droid Warehouse quest, and the bad design of not being able to understand the Astromech was introduced all the way back in 1977 with the first Star Wars movie.
Quote2. The item ID for the missing "Fixing Droids" quest item so that people can cheat it into their inventory.
Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now?
And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest.
If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal.
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On 5/11/2023 at 1:14 PM, Snigaroo said:TSLRCM Companion Training Revert
I would like better companion training in general, and requests for that are already present, but in the interim a very simple request I have is removing the ability to teach Affect Mind and Dominate Mind to companions. It's totally pointless to do so and should be removed just as a matter of saving time.
I've been thinking about this, and it's been conflicting me.
If you remove the Affect Mind and Dominate Mind dialogues from the companion dialogues, that edits their DLG files and makes them cripplingly incompatible with other mods.
However, I just realized all one would have to do is add a "bogus conditional" to the Affect Mind and Dominate Mind dialogues so that they're never accessible by the player and thus will appear to have been removed when they haven't. By doing it like this, it will be possible to add such a basic change to the DLG via the TSLPatcher and thus make said mod compatible with other mods that hard edit dialogues (like PartySwap for example).
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8 hours ago, redrob41 said:I think for what I work on next, I'm going to concentrate on upgrading some of my older mods. Give 'em the ol' HD treatment.
Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable).
And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow.
In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result.
And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod.
Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.
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For a future update, would you be able to fix an issue with the male Twi'lek heads, the Sith Officer head, and Corran Falt's head wherein their head models all have this "dark shade" tint applied to them? I think this bug is similar to how Kreia's vanilla models are bugged with a green tint - you might know the technical terms for what I'm trying to describe here. If you compare the Twi'lek and Sith Officer heads to their K1 counterparts you'll see what I mean as such tints are not present in that game.
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On 1/10/2025 at 10:09 AM, Snigaroo said:Ideally there would be no aliens sitting next to one another who looked completely identical at all, and that's part of what I hoped would be fixed with eventual NPC Diversity. The Quarren issue was a separate standout because of the model problem, which is why I requested it separately. Just putting a different alien there would resolve it just as well though, yes.
Well, if that'll satisfy you then that'll work for me. I can still hold the opinion that giving the Quarren the high poly model is the ideal fix whilst players (like yourself) can install a hypothetical K2 NPC Diversity Pack over the top of my Bug Fix Collection to get your ideal fix which is to swap the Quarren with another alien.
On 1/10/2025 at 10:09 AM, Snigaroo said:Sure, though just as an aside at some point before the next build revision we will need to coordinate on that mod and a build version will need to be produced, because there are parts of it I'm fairly sure will conflict with build content, and there are some parts I have questions on as well and might want reverted to vanilla behavior for the purposes of use in the builds. I don't think it would help to go over those specifics now because I imagine the mod will receive more updates before it comes time for the next mod build revision, but this just to alert you that I expect that it'll need two install options, one for the full package and one build-specific install. As long as you're good with that I'd say it's fine to put it in there, otherwise if you'd rather keep the collection purely your vision having this hypothetical mod as a standalone so the builds can use it would probably be best.
Yes, closer towards the next build revision I am more then happy to discuss my Bug Fix Collection mod. When that day comes you can tell me what strikes you as concerning and I'll see what can be done about a build-friendly install.
I would like to point out that anything in the Bug Fix Collection that doesn't need to be TSLPatched is in an "Override Components" folder which are optional. Higher quality NPC and Area textures are two texture options which ports the K1 equivalent textures from which are higher resolution in that game (512x512 in K1) whilst in K2 these exact same textures are low-res (256x256 in K2), there's also a graphical fixes mod where, if you can't get some to AI upscale these, you can likewise chose not to install any of these.
On 1/10/2025 at 10:09 AM, Snigaroo said:I honestly don't think the default take is salvageable, so an AI recreation is viable. However where possible I would like to avoid using AI for brand-new voices or re-voicing extremely minor parts and instead get genuine human-acted lines. I imagine there might be some folks in the Discord who would be willing to do this just in exchange for being in the game, and I'd prefer at least exploring that route first.
I do like the idea of giving people the opportunity to star in a minor role like that.
On 1/10/2025 at 10:09 AM, Snigaroo said:Her lips do indeed move, at least for some of the lines (for some the camera angle is far enough out that it's hard to tell). But the very first line is a closeup on her and she's speaking, which makes the whole "in your head" thing even more immediately weird for the player, because from the start she's shown to be speaking aloud.
That's really strange indeed.
On 1/10/2025 at 10:09 AM, Snigaroo said:I'd appreciate that quite a lot, thanks. Are all the things that you've restored fully-voiced? And would there be any compatibility issues you could foresee with Kex's Visually Repair HK?
The things I've restored are fully voiced.
I would have to make a compatibility patch for Kex's Visually Repair HK-47 for the two to work, though it should be as easy as re-adding the same dialogue content from Kex's mod into the restored DLG.
I do recall there being a nasty bug with the Visually Repair HK mod wherein if you have low repair you'd obviously fail the repair but you'd also lose influence, there was no check to have the influence hit apply once so if you kept spamming the repair dialogue over and over again with low Repair you could get HK's influence so low he'd outright refuse to let you repair him again. If you gained influence through dialogue and in-game events, you could again use your influence to unlock the repair dialogue and once again take the negative influence hit to bring the influence back down again. If I do make a compatibility patch, mine would be different so that this couldn't happen in-game.On 1/10/2025 at 10:09 AM, Snigaroo said:I meant 1 health in the OP and just wrote 0 on autopilot, so that's my bad. Aside from that though you raise good points, none of which I thought of. The droid warehouse is particularly damning as you're absolutely right, it requires the use of T3 no matter what. That makes the best way to do this by just making him damaged and letting the player restore him to full HP via dialogue, but you're also right that most people will have given him his unique equipment and it would simply regenerate him to full.
Is it possible to forcibly unequip all items from T3 during that sequence, so he won't have his implant equipped and thus if he's set to 1HP he will remain at minimum health until the player intervenes to heal him (preferably via a dialogue option as discussed in the request)?
There should be a way to unequip all items in the slot where the regen item goes, but if K2 has auto-regeneration (K2 has that feature whilst for K1 that can be activated via a mod) or if the game auto heals the party on the Ebon Hawk these efforts would be in vain.
On 1/10/2025 at 10:09 AM, Snigaroo said:@JCarter426 do you have any additional insight?
Though even asking that I am not wedded to what was originally intended, since it was cut along with so much other content on Nar Shaddaa. Unless there's enough leftover dialogue and the like to actually make a restoration here reasonable and fit into Nar Shaddaa's progression well, it would probably just be better to return to the suggestion that Tienn offers a discount if he meets Bao-Dur, and Bao-Dur tries to protect Tienn if you attempt to screw him over.
Below are some TLK lines I fetched from the dialog.tlk:
Spoiler50309 : Droid Espionage: Bonus Mission
50310 : After Bao-Dur returned to speak to Tienn Tubb alone, Tienn told Bao-Dur that he has been intentionally sabotaging his droids because he doesn't trust them. He asked Bao-Dur to go examine the tracking system of the Black Crescent in the docks to see if it has been tampered with.
50311 : The Black Crescent's tracking system cannot be reached. It can only be accessed from the Dock port terminal.
50312 : After examining the Black Cresent, you discovered the tracking transponder has several modifications done to it that allow it to be tracked through hyperspace and intercepted.
125515 : After examining the Black Cresent, you discovered the tracking transponder has been modified to it that allow it to be tracked through hyperspace.
50313 : You came back and told Tienn of your discovery. When you revealed the discovery to his maintenance droid, TT-32 detonated, nearly killing Tienn.
125516 : You came back and told Tienn of your discovery. When you spoke of this to his maintenance droid, TT-32, it detonated, nearly killing Tienn.
(Dialogue)
Tienn: 85887 : Much work, swoop bikes to maintain, maintenance that is routine and dull, but it can be done, it just takes time.
Presumably Bao-Dur: 85888 : I you need an extra pair of hands, I could help. We need to change those codes
(Unknown Player Question)
85904 : Do you have a multi-variance phase injector?
Other than this, there is next to nothing else in relation to the "Droid Espionage" side quest so reworking the surviving remnants into something more useful, like a discount, would be useful.
On 1/10/2025 at 10:09 AM, Snigaroo said:"Fall!" would definitely make much more sense in context. Either way it just needs to be traded out--even if you can't add more, the existing ones can be edited, right? As it is now, the line is just way too short and too nonsensical. I'm not sure how it would sound if it was cut to just be "Fall!", but otherwise some other word or phrase Kreia says just needs to be nabbed and tossed in in the place of Fallen.
Yes, they can be edited out and swapped, for example any soundset audio you don't like could be swapped with grunts for example.
On 1/10/2025 at 10:09 AM, Snigaroo said:It's been a hot minute since I used BOSSR so I don't remember the sequence you're speaking of, but I'm not entirely opposed to jumping to stunt modules if that'd be an easier way to execute the mod.
Here is an example of what I'm referring to, the 11:47 mark is the beginning.
On 1/10/2025 at 10:09 AM, Snigaroo said:It appears for me, this must be a graphical bug Obsidian didn't get the chance to fix and TSLRCM overlooked.
On 1/10/2025 at 10:09 AM, Snigaroo said:I do have a save near this one but unfortunately I wasn't able to get a screenshot--screenshots are tough for me to grab, I have to tab out, tab back in, take the screenshot and then tab back out again for it to grab the screen. That means I can only do it for stationary objects, I can't really grab something that happens as quickly as a blink. Hopefully others have the same issue I do and can get a shot.
I trust you aren't on the Steam version? Screenshots are as easy as pressing F12 on the Steam version.
On 1/10/2025 at 10:09 AM, Snigaroo said:I am aware yes, but my frustration is contained to not being able to get it early. By the time you get it at endgame you don't even care anymore, you have your custom sabers that you've built over the course of the game and there's no special attachment you would have to your old saber any longer. Which is its own sort of statement, I suppose, but that's why I want to have this option included: to let players get attached to their old lightsaber by making it the first one they receive back, if they do indeed choose to go that route.
Regarding her attacking you immediately, I don't see how that would even kind of work. Do you have any specific ideas related to that?
Now that I think about it, killing Atris first thing would result in you having to kill all the Handmaidens and thus lose out on the Handmaiden as a party member. Towards the end of the game, the only reason the player goes to Telos is to confront Kreia who went to Telos to confront Atris herself, if Atris is dead then Kreia would go to Malachor.
The Atris confrontation is obviously important as the player learns of Atris' connection in bringing upon the events of the game (as you would know), the player learns of Nihilus' impending attack on Telos and that the Sith are striking from Malachor and that Kreia has gone there. The player hears this either from Atris herself or through the Sith Holocrons were Kreia will reveal this information, if Atris is dead then none of this information would be available to the player.
Now, in addition to the difficult persuade/convincing of Atris to give you your Lightsaber back as I take it you are proposing, would it work for you if there was a greater emphasis on the Lightsaber at the end of the game once you defeat Atris? At the start of the game, you are rejected of your lightsaber as Atris cites "you are not a Jedi any longer, you are not worthy" and now at the end of the game it is now Atris who is now a Jedi no longer and it could be the player who is now the true Jedi, if the player is light side then Atris (through AI dialogue) would willingly give up the lightsaber to you as she acknowledges your character development over the course of the game and rewards you with the lightsaber.
If you are dark side/neutral, you could of course murder Atris and Kreia makes note of it that you have reclaimed your lightsaber, or if you fail to convince her to surrender the weapon Atris just outright Sepekku suicides herself with said lightsaber and you're forced to go through the Kreia dialogue albeit without gaining dark side points.
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On 1/7/2025 at 1:35 PM, Snigaroo said:This adds different textures for the Quarren which differentiates them? Because while the request might sound like it's just fixing the Quarren being the low-poly model, the issue is differentiation in this case--in conversations with @JCarter426 he thought that the low-poly model was used there specifically because it looked different to the other Quarren also sitting at the table, to avoid the impression of multiple identical Quarren being next to one another. I tend to think he's right in this case, which was why I was aiming for texture variation in addition to the model improvement.
Ah, so I was confused then.
Here's how it is fixed in my mod, which is evidentially not what you're asking for.
What you consider this problem fixed if the second Quarren was replaced with another species? The other tables have different species sharing the same table so if someone were to replace the low-poly Quarren with a Duro (using a Duros texture not used in that room to make him unique) with matching dialogue would this fix your issue? If this fix would be suitable, I could roll it in with the NPC Overhaul request to make a two for one deal.
For K1, I do plan a sort of "Alien pack" which would include Quarrens. I'm currently focusing on the aliens already available in K1 like Duros and Aqualish as, in my experience, going about and adding new alien NPCs to the game resulted in me almost removing most of the vanilla aliens as they kept being replaced with new aliens in my planning. For Quarrens, I planned to add four new Quarren textures to the game.
What I could do is make these Quarren textures and release a K2 mod using these skins which would give unique Quarren appearances to Loppak Slusk, Visquis, Saquesh, Qimtiq, and the three Quarren in the Nar Shaddaa Cantina.
QuoteCzerka Mercenary Placement Tweaks
The mercenaries outside the abandoned military facility are dispersed in a way which is deeply unfun for the player, where your companions just latch on to them and keep constantly running deeper into the gauntlet of opponents. This is extremely challenging even much later in the game on Nar Shaddaa for instance, and here it's patent torture. It'd be nice if the mercenaries' positions could be nudged a bit so your party can take a breather after the first group near the speeders, re-buff and then assault the rest of the base.
Didn't Thor already make this?
QuoteCanderous Doesn't Face Nihilus
I mean let's be realistic, the fight is a bit out of his league. Keeping Canderous out of it makes sense--he couldn't possibly stand up to Nihilus, and unlike Visas or the Exile has the potential to be consumed almost immediately--and also has the knock-on benefit of making the fight against Nihilus tougher, which is welcome indeed.
Spliced dialogue would probably suffice here, with the PC explaining the situation and Canderous just doing brief interjections with "But--" "I--" and the like and getting interrupted. The Nihilus fight would just be Visas and the Exile, with Canderous walking on to the bridge after Nihilus dies--his arrival would be what triggers the blastback from Nihilus's dissolution, and then the TSLRCM scene between he and Visas would play as normal.
An old, pre-TSLRCM mod (by Zbyl2 ironically enough) did just this.
The Ravager Rewrite mod had it so that the Ravager quest would begin at the beginning of the Battle for Citadel Station and not after, it'd be just Mandalore and Visas doing the Proton Core mission (Which worked as Zuka referred to the player as "Mandalore") and at the end when you reached the Bridge there'd be a small cutscene of Mandalore leaving Visas at the door. The player would arrive, run up to the Bridge, meet up with Visas, and fight Nihilus together.
This mod also restored the TSLRCM Mandalore/Visas scene in a very weird way, so if someone were to redo the Ravager Rewrite they'd have to add a scene where Mandalore returns to the Bridge post-fight to get hit with the blast or the entire scene would have to be moved to Malachor which could be done utilizing the Malachor VI modder's resource.
QuoteEsok Isn't Worthless
I suspect Obsidian's intention might've been for Mandalore to fight him hand to hand as Esok has the complex unarmed animations feat, though since doing that isn't restorable just giving him a weapon would be better.
Would you consider this fixed if I added it to my Bug Fix Collection?
QuoteVibrocutter-B-Gone
The moment you get out of the Peragus medical bay there's a vibrocutter on the corpse immediately outside. This always felt a bit too easy to me--yes, this is a tutorial, but it's just unimmersively convenient. I'd like for the vibrocutter to be moved to one of the bodies in the security room, forcing players to use the plasma torch (or their bare hands) in combat for at least one room, to make picking the torch up feel less useless (and the vibrocutter less convenient).
At some point, I intend to convert my Beta Peragus Miner Pack into a general "Peragus Miner Improvement" mod with Beta Peragus Miners being only an optional feature. This mod is going to be mentioned for another one of your requests down the line, but since my Beta Peragus Miner Pack already covers items (Restoring the vanilla Miner Uniform that can be used alongside Kainzorus Prime's Peragus Mining Gear mod) would you consider this request fulfilled if the Vibrocutter was added to a corpse/that locked locker in the security room as an optional install (meaning you don't have to install the rest)?
QuoteZuka Swap
The Mandalorian Patrol Captain says that Zuka is on the east side of the camp "near the hangars," and Zuka himself says that the relay dish is "right behind him." It seems clear that he was originally meant to be on the other side of the camp but was moved, likely due to concerns that his generator platform was crowding the hangar entrances. I'd like to see him moved back to where his dialogue indicates he should be, provided it can be done in a reasonable way that doesn't interrupt movement in and around the hangar area. Failing this, it would be nice to use some AI, if possible, to adjust the lines of the patrol captain and Zuka to fit his new position.
I think AI would be your only option here, Zuka has the cutscene with the exploding wires and the Sith Assassin ambush where he is currently so moving him to the Hangar will only be a pain in the ass to make.
QuoteTelos Mercenaries & Sullustan
If you decide to fight the mercenaries outside the cantina on Citadel Station to save the Sullustan, the TSF will fight the mercenaries with you. But if you decide to kill the Sullustan after that, the TSF won't raise a hand to stop you. It's a ridiculous situation; you shouldn't be able to kill the Sullustan without the nearby TSF agents also turning hostile.
Ideally this should also have some form of longer-term consequence due to the TSF identifying that you murdered some of their people in the open mere minutes after being removed from house arrest. But because it's extremely difficult to do that in the context of the story, it might be better to make the Sullustan simply run away if you threaten to kill him, and alter the party's influence dialogue there accordingly.
It's also unrealistic for the TSF to not try to stop the mercenaries if you simply choose to not interfere though, for what that's worth, which would still be a difficult thing to try to properly contextualize. Maybe the mercenaries could shoot the Sullustan, the TSF could be alerted and rush over to try to stop them and the mercenaries could simply do the laugh animation and run away? That would also contextualize how tenuous the TSF's control of the station is.
The TSF fighting the Mercenaries was added by TSLRCM, in vanilla the TSF simply ignored all forms of combat around. I'm not sure if the TSF AI is dumb enough to fight the Sullustan alongside you if you go that route, though I'm positive they'll ignore TSLRCM's Masked Duros Attacker.
I do agree with your idea of having the Sullustan run away instead of fighting him, though I'd go a step further... make the Mercenaries unarmed.
Think about it, the Mercenaries are in the Cantina trying to have a drink. A Blaster Pistol makes sense as they'd have a holster for it, but why is one of them carrying a rifle? I'd say remove the blasters and have one of them unarmed with the complex unarmed animation feat whilst the other uses a Stun Baton. When they'd attack the Sullustan, they wouldn't be shooting him, they'd quite literally be beating the shit out of him just as they were threatening to do.
And since the player has the option of not crafting Long Swords at a workbench or buying weapons from the Dobo brothers, having one Mercenary unarmed and the other armed with a Stun Baton would be fairly balanced and would more realistic in comparison to the Merc with a pistol and the Merc with an entire rifle getting beaten to death by the player, a guy and an old woman with one hand.
QuotePoorly-Acted Sith Soldier
There is a hilariously badly-acted line in the DS Onderon path where a soldier confronts the Sith and says something like "WHYYYY DO THE BEASTS TURN ON UUUS master", with the most weird inflection and emphasis I've ever heard (you can hear it at this timestamp). I would not at all be surprised to learn this is fan-acted content put in by TSLRCM and I'm gaslighting myself thinking this is vanilla. I would love for this to be revoiced.
It's not a fan voice over, it's genuine cut-content. A reason why the line sounds so bad is that the scene it appears in might've been cut early on, leaving us with this shitty take that should've been reshot but wasn't.
This line was spoken by a Sith Soldier, if his UTC character file was left unused in the game files then it's possible Obsidian intended to have this line be filtered but it wasn't. It might be a good idea to have this line filtered with a Sith Soldier/Storm Trooper filter and see for yourself if it's an improvement. If you'd like to avoid the filter route, a mod that fixes this could also change the Sith Soldier into an Officer so that the filter isn't needed.
Alternatively, I'd like to bring your attention to the K2 Alternative Voice Overs mod. How this mod was made is that I took lines from the vanilla game, feed it into ElevenLabs' Voice Changer feature and it'd take the lines and replaced the voice with an AI voice model of my choosing. I could experiment with this line and see if I can create a better sounding version of it, and better yet... I could have a filter applied to the AI recreation to enhance the results.
QuoteI'm Right Here Kreia
Presently, when Kreia interjects to talk to the player about the crystals in Dantooine's crystal cave she always has the "in your head" voice effect applied, even if she's actively in your party and standing next to you. The same is true for Nar Shaddaa when you "listen" to the planet, but that's more understandable since you two are actively talking about a Force phenomenon, and speech might be distracting. The same isn't true in the crystal cave, and it'd be nice if the voice effect could be removed. I'd rather keep the original lines than have AI re-voice it, however, if it proves impossible to cleanly remove the filter.
If Kreia is in the party, are her lines Lip Synced or do her lips not move? I expect that her lips don't move as it's an "in your head" conversation, and if they don't move Lip Sync files would have to be made for her lines in addition to the removal of the echo filter. If her lips do move, then that's even weirder still.
QuoteRamana & Red Eclipse Debt Reset
Presently, if the player owns Ramana and/or demands the fealty of the Red Eclipse, either will break as soon as the player prestiges, recognizing only their starting class (or perhaps highest-leveled class?) as their current level and refusing to pay more credits as the player continues to level up. This makes the Red Eclipse in particular virtually useless, as it is almost impossible to get them to swear fealty to you earlier than level 15.
I would like this to be fixed, but I would also (if possible) like the rewards given by either party per-level to be disassociated from the player's level. They shouldn't give more and more money each level, but a consistent amount each level-up: Ramana 500 credits per level-up and the Red Eclipse 1000. Or, alternately, to represent the vagaries of the slave trade and ups and downs of business, the amount that the Red Eclipse gives could be randomized, from 1 credit up to a max of 2500.
Finally: have these people not fucking invented banking? It's an utter waste of time and devastation of immersion that you have to fly halfway across the galaxy and talk to a random guy to pick up your $50. There should be some sort of mechanism (perhaps by interacting with the security computer on the Ebon Hawk?) where you can remotely demand the credits be deposited to your account and they will do so if you qualify, regardless of where you are presently.
Could this "banking" system you speak of be added to the Ebon Hawk's security terminal? You go to this otherwise useless terminal to collect your digital debt money from Ramana/Red Eclispe from time to time.
QuoteJek'Jek'Tarr and Suits
The Weequay you can speak to in the Jek'Jek'Tarr to reveal the room in the bar where the captain of the Lunar Shadow is located says he would puncture your suit if he weren't in a good mood. But if you speak to him before Mira takes your suit and enters the JJT you're not in a suit--his dialogue should be changed. Maybe "puncture your flesh-suit" would be okay.
And also, if you've gone to the Jek'Jek'Tarr prior to the call from Visquis, the dialogue between Atton and yourself about where the bar is and its gaseous environments should be altered and just focused down on the need for an environment suit, preferably with a bit of AI VO to let Atton comment about how you know how dangerous it is in there and how it'd be safer to take a suit this time.
The Jekk'Jekk Tarr is a complete mess lore wise.
Whilst it'd make sense to have the Jekk'Jekk Tarr locked so that you don't enter it until once you've been invited by Visquis, doing so would cut all the unique dialogue where the aliens refer to you as not wearing a Space Suit. I think it might be easier to have the aliens distinguish through dialogue that the Jekk'Jekk Tarr air is just freighter exhaust/Nagnol gas, meaning you need a Breath Mask/Poison Implant/Antidote Kits to survive breathing that stuff, but once Visquis invites you he'll lock you in the entrance and flood you with Cyanogen which Visquis will make clear that the Cyanogen is deadlier than the normal Nagnol gas which fills the Jekk'Jekk Tarr.
Doing it like this will also explain why the player doesn't start choking again if the Force Breath ability runs out, as by that point they'd be breathing Nagnol and not toxic Cyanogen.
QuoteBao-Dur's Peaceful Beach Conversation
On Telos's surface, if the player has Bao-Dur (and maybe Kreia?) in the party at the same time, Bao-Dur will strike up a conversation about how peaceful he feels on the beach, and Kreia will ask the Exile if she can feel the Force there. This conversation can be (and often is) interrupted by hostile Cannok nearby; whether by placing the enemies further away or some other scripting means, it should be altered so as to ensure the dialogue plays properly.
The Holocron Toolset makes moving NPCs like this a breeze (assuming that they're pre-spawned in the module).
I could add this to my Bug Fix Collection or Thor could add it to his Czerka Site Cleanup mod.
QuoteJust wanted to point out that exactly what you want is already present for the Onderon Palace so it'd just be a Mandalorian parody of that.
QuoteOnderonian News Anchor Slip-Up
One of the news holograms on Onderon has a piece about Telos, and in it she says the "Peragus project requires constant fuel". Clearly she meant Telos in context but her dialogue was either written improperly or she misspoke; since the subtitles themselves list Peragus, this was probably an error on Obsidian's end. A quick splice might be all that's needed to fix this, as she says Telos at least twice in the same bulletin.
Just looked it up in the dialog.tlk, the slip-up appears to be even worse.
Spoiler'Peragus Station requires constant fuel,' reported one senior scientist. 'Over time its orbit will degrade and it will crash into the atmosphere.'
AI or a splice can easily fix this.
QuoteVaklu Repeats Himself
When meeting with Vaklu in the Onderon market just before the assault on the Sky Ramp, he says two virtually identical lines (you can see what I mean at this timestamp). Both lines are good, but since they're saying the same basic thing it's very jarring to have both, and I personally would prefer the second be removed.
How about a splice along the lines of this?
QuoteYou should make haste to the Palace, because at any point they will have learned of your attack on their base on the Dxun moon.
Together we will crush their army and then, deal with Talia.After that, it won't take the Sith long to realize they've been betrayed. But together we will crush their forces and then deal with Talia
It keeps the general gist of what he's saying, he now doesn't repeat himself, it doesn't require cutting an entire line, and cutting it like this gives the "It won't take long for the Sith to realize" a whole new context - that they'd learn about the attack on Dxun and then only after would they realize Vaklu double crossed them.
QuoteProperly Gating HK's HK-50 Dialogue
If you choose "you look a lot like a series of droids that have attacked me" when speaking to HK-47 and then back out of the conversation subsequently, HK's dialogue for the HK-50s is unlocked even though you haven't yet proven to him they exist. You should be forced to finish this dialogue chain to get the HK-50 dialogues unlocked.
So I have a mod idea I'm calling the "K2 Restored Content Plus" mod, it's similar to the Unofficial TSLRCM Tweak Pack in that our mods are modular but my mod adds minor restored content back to the game.
I've actually gone through the hk47.dlg for the K2CR+ mod and I've done extensive bug fixing, dialogue rearrangements, restored missing lines, so much so that I've actually kept a list of all the changes I've made to the file.
I've actually just added this fix to the K2CR+ hk47.dlg, I could send you my list in private so you can judge what I've other fixes I've done for yourself.
QuoteT3 Actually Breaks
When Kreia screams "Betrayal!" and electrocutes T3, there's a subsequent dialogue option with her where you can ask how T3 was broken and she brushes you off brusquely. But T3 isn't actually broken, except for that one brief cutscene; he's perfectly fine.
Ideally I'd like it if her actions resulted in T3 actually being broken, unusable for the player until he's repaired (either through the player's own skills or by asking Bao-Dur). If that's impractical, however, then his health being reduced to 0 and the player being able to speak to him and "fix him" to max HP at the cost of one repair kit would be nice--just something to make it explicitly clear that there was actual lasting damage that the player had to intervene to fix.
It would really depend on how the "making party member unusable" feature works, but if it's something that can be flicked on and have T3 unusable for all modules then that could work. I don't think it'd be easy to stop T3 from moving around the ship and repairing it in his "broken state", but perhaps we can keep that and have T3 express that he's broken through dialogue. You try to speak to him and the dialogue box goes "[T3-M4 appears to be broken in several areas]" to which the player has to fix him through dialogue with either a Repair Part or a Repair Kit to get him out of that broken state and to reenable him for party selection.
I would like to say that having him reduced to 0 HP would kill T3, if this happens on the Ebon Hawk when T3 is outside the party that'll result in either the "I am broken, so very very broken" glitch or T3 will be restored to 1 HP and either he'll regen naturally on his own or the unique +3 Regen upgrade he gets from Peragus will regen him back to full health anyway.
Now there's something we aren't considering here - would it be possible to break T3, make him unselectable in the party menu but then do Nar Shaddaa? T3 is required to get the Codes from Vogga's warehouse, most likely the game will force you to use T3 despite any "T3 actually breaks" feature we may add.
QuoteVisas is Quick, but not That Quick
When does Visas have time to knock out your other companions when she ambushes you on the 'Hawk? They're knocked out in an entirely different room on the other side of the ship, even if you just entered the ship with them! She should pull a Juhani instead--if you entered the ship with any party members they should come with you to fight her and she should stun them before the fight initiates, so it's still just you and her.
That was Obsidian's intention according to their dev notes in the dialogue, it's the only thing TSLRCM didn't restore from Obsidian's Visas ambush notes. I think the reason it wasn't restored is that the game removes your party whenever you board the Ebon Hawk, so you can board the Ebon Hawk with Bao-Dur and Atton in the party, the game removes your party members as you are entering the Ebon Hawk, the Visas ambush cutscene scripts dictate that all party members who aren't in your party be dumped in Kreia's room, Bao-Dur and Atton technically aren't in your party as the game auto-removed them so they get added to Kreia's room too.
This doesn't apply to the Red Eclipse fight scene as that scene doesn't take place on the Ebon Hawk. The "Ebon Hawk" in-game is the module 003EBO, entering this module will auto-remove your party members, whereas the Red Eclipse fight on the Ebon Hawk takes place in the module 004EBO which doesn't have the auto-remove feature.
You could create a stunt Ebon Hawk module just like how Obsidian did for the Red Eclipse scene, but then you'd have to remove the Visas ambush content from 003EBO, move all of the Visas ambush content from 003EBO into the new stunt module, and be willing to accept the fact that, after you walk out of the medbay with Handmaiden you'll warp from the "Ebon Hawk" to the "Ebon Hawk/003EBO" and you won't be in the same hallway where you were in the stunt module as you'd have to watch a bunch of party member banter as per the usual when entering the Ebon Hawk/003EBO.
QuoteHanharr Recruited in the Tunnels
There's no reason the Hanharr party recruitment scene happens in the arena, except because Kreia's recruitment of him as her servant when the player is LS happens there. If the player is DS or takes Hanharr via "Choose Mira or Hanharr," Kreia should merely save Hanharr from Zez in the tunnels and demand his life-debt right there. It makes much more sense than a frail old woman dragging an eight-foot-tall Wookiee a hundred feet.
I agree with this, just goes to show that the Jekk'Jekk Tarr is a complete mess lore wise.
QuoteOld War Buddies
If you're not aware, there's unique dialogue if you take Bao-Dur to see Tienn Tubb where they talk about the war--it's really neat actually, and you should check it out if you haven't heard it before. Bao-Dur says that they're in a grave fight and need help, and Tienn says it's hard for him to refuse when the war is brought up. But then... nothing happens. You don't get anything despite having someone Tienn trusts so much with you. I'd like it if Tienn offers you a discount if he and Bao-Dur speak. But, in turn, Bao-Dur should interfere and try to stop the player if they attempt to extort parts from Tubb's droid TT-32
These lines are actually part of an incomplete cut sidequest, it went along the lines of having Bao-Dur temporarily leave the party to stay at the shop to help Tienn as you went to the Dock Pylons to do some quest. Once that quest was done, Tienn's protocol droid would explode and possibly kill Tienn (The killing Tienn part might've been scrapped before the quest itself got scrapped, do recall how Nar Shaddaa was completed two weeks before K2 was released).
JCarter might know more about it, or could fetch the side quest lines from the tlk to discuss it with you.
QuoteKreia is a Sadist, but Not Like That
My response to "Jek'Jek'Tarr and Suits" would cover this one.
QuoteRemove Visas's Superfluous Peragus Dialogue
I'm looking at the lines and they're even more confusing.
QuotePlayer: Was your Master the one sent to Peragus?
Visas: I am not familiar with the place you speak of - my Master has not entered Republic space for some time.
Visas: But there are others, who may move more freely, who may have been responsible for such an act of destruction.
The player didn't even mention its destruction, if she isn't familiar with Peragus how would she have known it was destroyed?
It might be good to swap the second lines it around so that it instead goes.
QuotePlayer: Was your Master behind the destruction of Peragus?
Visas: My Master did not cause the end of the planet you speak of.
Visas: But there are others, who may move more freely, who may have been responsible for such an act of destruction.
Player: Was your Master the one sent to Peragus?
Visas: I am not familiar with the place you speak of - my Master has not entered Republic space for some time.
Visas: There are many factions within the Sith, all seeking to take what little remains in the wake of the Jedi Civil War.
And once you ask her once both dialogue options become locked so you can't just keep re-asking her different questions that have the same answer over and over again. Though otherwise cutting one of the dialogues would make sense and I do agree this entire dialogue design is terrible.
QuoteCombat Bark Sanity Patch
KOTOR 2 has some uniquely bad combat barks. Sure, "Down you go!" is a meme, but Kreia saying FALLEN every second is no less frustrating. No, it's actually more frustrating.
I'd like three things here:
1. Remove Kreia's "Fallen!" bark (it makes no sense anyway) and replace it with something more sensible.
2. Add additional variation to combat barks (if possible) so companions don't just repeat the same things over and over again.
3. Make the barks used by companions different based upon whether they are LS- or DS-aligned (again, if possible).
I believe the "Fallen" bark plays when she succeeds with a Critical Strike, or at least that's what the SSF file is telling me.
Adding more barks isn't possible, there are six battle cry barks but the game only uses 5 or 4 of those whilst two barks remain unusued. You ever hear Kreia shout "Battle calls" in the middle of a fight? You haven't because it can't be played in-game.
Random fun fact: The tlk line for "Fallen" is actually "Fall!" so Kreia shouting "Fallen!" might've been a mistake on Sara Kestelman's part.
QuoteLudo Kressh's Tomb Unique Zones
JC and I discussed how interesting it might be to have the various areas of Ludo Kressh's tomb where you see the apparitions appear as akin to the places where the memories actually took place: Malak proselytizing to the Jedi looks like it's in the Dantooine Academy, the Republic captain and troops who fight the Mandalorians over the chasm are in a room that look of Dxun, Kreia and the party look like they're in a hold of the Ebon Hawk. Obviously none of these could be exact, nor should they be--it would just be a sort of vague visual impression, if achievable.
Could this be something like BOSSR where the player warps to stunt versions of these locations for these vision scenes to take place?
QuotePerhaps you, or anyone else, can provide a screenshot of this?
Could this be a problem with the texture, an easy fix, or could this be a similar issue to Master Vandar in the vanilla game where the inside of his mouth is blue just like his robe, a model fix.
QuoteTSLRCM Shuttle Enhancement
TSLRCM's usage of the shuttle leaves MUCH to be desired.
First of all, who the hell stands up in the back of a crash-landing shuttle? Give my people a bench or something! It would be less immersion-breaking to revert the TSLRCM change and have the cutscene play out without interruption if party members can't even sit down during the shuttle sequences!
Second, Atton's line delivery for the second shuttle shoot-down above the Polar Mesa is awful. Regardless of whether the 10,000 IQ party can discover the novel concept of "sitting down," this second sequence should be scrapped entirely if the lines can't be suitably redone with AI VO so the delivery isn't patently abysmal.
So the shuttle module only ever existed in the game files as a model, it was less complete than the HK Factory and M4-78 on Xbox as at least those areas had module files, everything about the shuttle scenes is modder made hence the quality.
What options do we have to work with here? The skybox outside the shuttle is the Polar Region hence why the first shuttle scene has the camera pointing away from the window and inside the shuttle. There might be some seat placeables that won't look too out of place inside the shuttle, the cutscene will have to start with a second or two of black screen so that Kreia and the Exile can sit down without the player being able to see them sit down.
If not seats, maybe Kreia could meditate on the floor? And when the ship gets shot, Kreia and the Exile could use the unconscious, kneeling, or horror animations during these parts.
Quote@Ol' Cappy's Companion Starting Armors
I really adore this mod, but as of right now it has four things which I'd like to see fixed/enhanced:
1. The benefits provided for each armor are just a little over-tuned. I'd ideally like to see the bonuses be small enough that it's worth switching off the starting gear no later than the first post-Telos planet, but bearing in mind that these are simple clothing sets with no DEX caps and oftentimes are instantly better than most early-game Jedi gear for those companions who are trained as Jedi, these items instead are usually good through midgame at least, and sometimes the whole game. Some users probably prefer that, but for balance and consistency I would rather most of the gear here see a nerf down to be less viable overall, something to switch out of even for those companions who are made Jedi.
2. Presently when the party is confined on Telos their gear is confiscated this new clothing is as well, and they're given basic clothing in its place. I'd prefer if they just kept this unique clothing equipped, if they were wearing it already.
3. In the workbench preview screen for each of these items they appear as regular clothing, rather than a unique preview model.
4. There are no unique icons for each set of clothes.
1) That's fair.
2) I think that would require an edit to the on-enter script which undresses the party, puts all the items in the lockers, and puts default clothing on them, this point is possible.
3) I think this here might be impossible to fix. I suspect this is being determined by the Baseitem.2da file where in these companion armor's "base item" types are set to default clothing.
4) If permission was granted from Leilukin for the icons of her TSL Improved Party Outfits or 90SK for the icons of his K2 Armor Fix Metastasis mod, would these suffice?
QuoteTSLRCM HK Factory Patches
There are two issues with the HK Factory at present:
1. This may happen with the mod builds only, but there's a wall with a massive black shadow on it (potentially lightmap-related? I tested without the texture and it was fine) on a wall near the communications hub.
2. The three HK units who confront HK-47 on the upper floor of the factory (two, after HK one-shots the third) have a ludicrous amount of health. The HKs on the lower level got their health reduced to sane levels in 1.8.6, but these never did. It takes almost a full minute to kill either of them, it's simply unfun tedium. They need to have their health reduced down to levels to match the HKs in the lower level of the factory.
Perhaps you, or anyone else, can provide a screenshot of the first one? That way it'll be easy for someone with just TSLRCM to warp to the HK Factory and check if the bug is present there.
And I agree whole heartedly with the second one.
Quote@Pavijan357's TSLRCM Tweak Pack
Pavijan restores Saedhe the militiaman's head to the vanilla KOTOR 2 version, reverting TSLRCM's change which made him white. I'm unsure of whether this issue stems solely from the Tweak Pack or was an extant issue with the basegame head (or even maybe an issue stemming from the mod builds), but Saedhe's eyelids are blank white presently, seemingly untextured. I'm hoping it's a quick & easy fix.
Perhaps you, or anyone else, can provide a screenshot of this?
QuoteGive Me Back My Goddamn Lightsaber
I have never, ever, ever, EVER gotten over Atris keeping my lightsaber. It lives in my head rent-free. I know thematically the point is to move on from the past that saber represents, and in gameplay terms the goal is to keep the Exile away from having a saber for half a planet more, but man, COME ON! The way I roleplay my Exile, that saber represents the same defiance and certainty that they displayed the last time they faced the Council, and they would have wanted it back from Atris at all costs.
I know some content exists which lets you get the saber back already, but it has some problems with it: it's too easy to achieve and it doesn't take advantage of AI VO opportunities, which I think would probably be necessary to make this work well.
Stealing it really isn't an option (at least, unless this is integrated as part of the Great Polar Academy Heist request), which leaves only convincing Atris to give it to you willingly. I think you should only be able to convince her to give it to you if you promise your help to find the other Jedi and end the conversation on a good note (without her saying "leave this place, leave Telos"). In that event, she would be willing to let you 'borrow' the saber, to help defend you on your quest.
And I swear I will pound her fucking ass with it when I see her next.
Anyway this would need to be tied into the lightsaber quest as an alternate way to end the quest early; otherwise, you would just construct a new lightsaber as normal.
I trust you are aware that TSLRCM added the ability to get the Lightsaber back from Atris after you kill her on Telos, and if you are I take it that this request is about getting your Lightsaber on Telos during the first visit?
I'd like just to mention that there is actually cut dialogue that indicates that, should the player piss her off enough, that Atris would outright attack you with the Lightsaber. I wonder if it's possible to somehow restore the ability to kill Atris and the Handmaidens on the first visit without ruining the lore.
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On 5/11/2023 at 9:05 AM, Snigaroo said:Dynamic Player Head Use
Currently there are many player heads which are situationally used to replace NPC heads to add to the game's variety, but there are also many player heads which aren't used at all, and many, many NPCs which could benefit from more unique appearances. It'd be nice to see a mod make full use of all the alternate player heads on existing NPCs, to make more of the NPCs you interact with over the course of the game visually distinct.
Something akin to this was added in an update to my NPC Diversity Pack mod, once you installed the main mod you can install a "Player Head Commoners" option that replaces many of the generic commoner heads with Player heads who use the commoner body model. This makes them compatible with clothing mods, whether it be new clothing or reskins, player head reskins, and they are dynamic in that an NPC's head will be swapped for another one if you were also using that head.
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On 5/11/2023 at 1:14 PM, Snigaroo said:Low-Poly Quarren Fix
There's a Quarren in the Nar Shaddaa entertainment module who uses the low-poly Quarren model from the original game, likely intentionally as a point of differentiation from the aliens around him, but it sticks out like a sore thumb. It would be nice if alternate Quarren textures could be made that could then be situationally mapped to Quarren, allowing them all to use the higher-poly model but appear more consistently visually distinct.
I haven't read through all of your newest requests, so I don't know what else I might've already made or can make but I do know for a fact that the Low-Poly Quarren fix is already included in Bug Fix Collection for TSL.
My bug fix collection is essentially the K2 equivalent of my Unofficial K1CP Tweak Pack mod wherein it fixes bugs that weren't fixed by TSLRCM or the K2CP mod, if K2CP were to update and fix bugs I've already fixed I would update my mod to remove said fixes so that players can continue to use TSLRCM, K2CP and the Bug Fix Collection together.
I do believe there might be some features of my mod that could potentially conflict with the build (albeit unlikely) or possibly your vision for the build, and if you find them I'd be happy to hear your feedback for any suggestions I could possibly make.
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9 hours ago, WhiteSaber said:I also posted on the forum that holopatcher doesn't work for me - picture 1 below.
If you've posted this in another thread the mod author OzilsEyes isn't going to know you about it.
But going off of this, what is your Kotor directory? I ask this because the K1CP mod recommends the following:
QuoteN.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.
It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Modders are now using HoloPatcher because it has more features for us to use and has fewer bugs than the old TSLPatcher, this is why HoloPatcher mods keep popping up. If your Kotor directory is in the Program Files C Drive, then you're always going to have problems trying to install these mods. I've personally have had to move both my Kotor directories from my C Drive to my D Drive to make HoloPatcher install correctly.
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Hello again, for the first post of 2025 I am proud to announce another update to the NPC Diversity Pack.
Continuing from the previous update which added commoner variants that used the Player heads, this update adds two new variants that are completely optional: Commoners who wear Onderon Clothes and Fat Commoners who use DP's Fat Commoner Body Models.
This first screenshot below was taken with just the main mod installed.
This second screenshot was taken with both the Player Head and Fat Commoner variants installed, you can choose to install them all or you can simply pick and choose which ones you want to play with.
As for the mod "Onderon Fashion", I am having that mod deleted from the site as it has been integrated into this mod as its own standalone optional install.
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17 hours ago, Wasta said:as the title state: Can't download TSLRCM as deadlystreams says the mod is 0 bytes big and it just goes on in infinity. i tried to download it off moddb but it says TSLRCM has been deleted off of there and i don't have the option to download it from steam as my game version is GoG. any solution?
TSLRCM related threads should be made in the TSLRCM section, not the Mod Releases section. An Admin will probably move this thread there for you, but in the future that is the place you should direct these sorts of questions to.
The problem sounds like a problem on your end, everyone else seems to be able to download TSLRCM from here without any trouble.
If the download says 0 bytes and just goes on forever without ever increasing, have you tried cancelling the download and starting again? Have you tried turning your computer off and then starting again? Have you checked your wifi to ensure you have a good connection to be download such a large file? Do you have enough space on your computer to download the 131.56 MB file that is the TSLRCM installer?
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16 hours ago, dunnetahl said:After installing the mod mid play through in the Kotor Community Portal Full Kotor 2 Mod Build: https://kotor.neocities.org/modding/mod_builds/k2/full
I know the exact problem and the cause.
So TSLRCM's method of installing is different from most mods wherein the mod itself is contained inside an .exe file and is installed by copying the mod files to their correct locations within the Kotor 2 game folder.
M4-78EP's installer is exactly the same way, the exe installs M4-78EP by copying the M4-78EP files to the Kotor 2 game folder. Since this would result in the installer overwriting some of TSLRCM's files, the M4-78EP mod was built off of TSLRCM's files. For example, this meant TSLRCM's appearance.2da file could be safely overwritten as M4-78EP's appearance.2da is just TSLRCM's appearance.2da with the extra M4-78 appearances.
Now, it looks like you've installed TSLRCM, installed the Rebuild HK-47 mod, installed DP's Hologram mod, then installed M4-78EP.
Installing it like that has destroyed every mod that added new appearances as M4-78EP overwrote the modded appearance.2da with its own appearance.2da. The only way to fix it would be to install TSLRCM, install M4-78EP, then the Kotor Mod Build, or reinstall without M4-78EP.
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8 hours ago, Rictus said:I have, I'm not sure why it says unavailable on the link.
You haven't, and the fact that the link is unavailable is the proof of this.
If you check the first post of this thread you will see the following quote:
QuoteIf you wish to host your work here, please upload it to the Downloads Section rather than attaching it to a post.
All you have done is attach your mod to a post, that isn't the same as uploading it to the site.
You go to the download section, and you click on the big blue "Submit a file" button on the top right corner and that will take you through the menus to upload your mod to the site proper.
SpoilerOnce it is uploaded, an Administrator will have to approve the mod before it can be seen by the public. On it is approved, a thread will be auto-generated for you in this mod releases section.
Trust me, even if your attachment wasn't broken all it'd take is ten or so mods to be uploaded to the download section and this very thread will be drowned out and hidden from the community because no one goes looking for mods in the Mod Releases section, they do that in the download section.
I hope this helps
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These HK Encounters are activated via a "Trigger", imagine it like an invisible line across the floor that activates a script when the player walks across it. That script is what triggers the dialogue to fire.
This bug does sound really odd because the HK-50s spawning in tells me TSLRCM is (mostly) installed correctly. It could be that either the trigger is somehow missing or the script isn't firing. Or it could be that one of your mods uses a custom trigger/script that uses the same name as the HK-50 triggers/script and they've dumped it into the Override thus breaking the game.
Your vaguely mentioned "Arena" mod and the " k2 improved gameplay mod" do stand out as suspicious.
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I would like to give an update to the development of the Revenge of Revan mod.
The good news: I, as a developer of the mod, have done my part for the Episode One release - that includes writing dialogue, placement of NPCs/placeables, loot within placeables/NPCs/merchants, and setting static cameras to name a few. All that needs to be done now is a proper bug test to iron out any undetected bugs and to ensure that it can be played from start to finish without game breaking interruptions.
The bad news: I am not the team leader of the mod, that would obviously be @Logan23 who is missing in action. Now, during my time in developing the mod Logan has disappeared like this before and when he came back he revealed he had to take a hiatus to deal with real life obligations. Now, when Logan disappeared the first time it didn't really affect the mod because I would simply focus on one module then move on to the next to continue development, but this time around I don't have anything left to continue developing because I've finished everything I could develop alone.
If Logan came back tomorrow, a beta could be achieved by January. But alas, real life obligations takes priority over our modding hobbies.
But do keep in mind: Logan doesn't say when he is leaving or when he is coming back, I only found out what happened by asking him once he came back the first time. So unless Logan returns I don't know for sure whether Logan is on a temporary hiatus or if he's passed away due to a tragic car accident or something.
Now whilst that last bit is highly unlikely, if that is the case then Logan would obviously never be returning and so too would we never hear anything about the status of the mod.
So, this is what I'm thinking of doing in the mean time: Dev Diaries.
The format of these diaries would be similar to Scorchy's old Kotor 2 Let's Play, the first diary would showcase the changes done to the Jedi Temple at the start of the mod and show off the changes we've made in comparison to the old Demo. There would be multiple diaries detailing a section of Episode One until we reach the end, there would be quite a wait between diaries so if Logan still isn't back after these diaries I'll consider making dev diaries for Episode Two's content.
If Logan still isn't back after all that time, the next set of dev diaries will become post-mortem diaries detailing the content that was planned for the other planets as by that point it can be assumed something has happened to Logan. These post-mortem diaries would detail my own interpretations of how these planets should be written, though assuming Logan does come back and we do get to develop these planets my own interpretations for these planet will not be the final product as Logan can veto my ideas he doesn't like for any given reason or he can embrace ideas from other team members whose ideas are better than mine.
I have created new NPC characters for Revenge of Revan, some appear in Episode One and some are planned for future Episodes so if we ever do reach post-mortem's I can still continue the Scorchy style format by using Holocron Toolset to position these characters like sock puppets to create a visual of what it is I'm showcasing.
Now, I really do hope we never reach a post-mortem stage and that Logan is living well and will be able to see at least some of his mod released for you to enjoy. I would like to ask you all, what do you think of this dev diary idea of mine?
Would you like to see these written out and released so you can at least see all the work that has been put into the mod thus far? Or do you have reasons to oppose such a move?
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5 hours ago, Thor110 said:Not sure why N-Drew25 has m35aa.git in the release, it isn't necessary as HoloPatcher is updating the references in the .git file directly, so if that is the .git file you are referring to, there is no issue.
It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file.
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On 11/16/2024 at 5:50 PM, Salk said:1) In the Known Bugs section you wrote: "If you click on the Sith Students on the computers too much, they stop doing their "typing" animations." There are several animations of NPC typing on computers in the game and now I wonder if the problem you reported here is a global one? If not, then I think it'd be worth investigating why this won't happen elsewhere.
It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in.
On 11/16/2024 at 5:50 PM, Salk said:2) Do the Sith Patrols in the academy extend their patrol route to the new rooms?
Not right now.
On 11/16/2024 at 5:50 PM, Salk said:If not, do you think they should?
I think there should be one for the Library, the hall is long enough to have a proper patrol go through it.
On 11/16/2024 at 5:50 PM, Salk said:The request would be about providing the script source, if you'd not mind sharing.
These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers.
On 11/16/2024 at 5:50 PM, Salk said:As a side note, some people (me included) use Korriban Academy Workbench 2.0 and wouldn't really want to have two workbenches in the academy. I guess it could be mentioned in the Compatibility section of your read me. 😉
I could add that in, yes. Thank you for reminding me of that mod.
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Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod.
The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith.
The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant.
The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission).
For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around.
Green Bith:
SpoilerThis one was especially jarring to see when I first saw it in-game in this scene.
Red Bith:
SpoilerHis skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him.
Pale Pink Bith:
SpoilerI rather like this appearance, I could change the color palette of his clothing if this is desired.
Pale Yellow Bith:
SpoilerDare I say this Bith is without flaw.
So... what do we think of these new Biths?
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Complete Sith Academy [BETA]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 14.11.2024
Installation:
Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.
Description:
In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms.In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory.
For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now.At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1.
The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location.
Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise.
There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod.
Known Bugs:
If you click on the Sith Students on the computers too much, they stop doing their "typing" animations.This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base.
Thanks to:
Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist!
Obsidian Entertainment: For adding these new rooms to the second game!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
th3w1zard1: For HoloPatcher and the Holocron Toolset!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitter
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Submitted11/14/2024
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K1R CompatibleNo
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I do know @Marius Fett recently deleted his old mods as he intends to reupload updated/revised versions of those old mods. If Marius did ever make a Lightsaber blade reskin mod, it's possible you can't find it because it's been deleted.
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21 hours ago, Mansur321 said:I'm pretty sure we can make VO for Carth and HK-47, e.g. for warning about Katarn, and for relieving Sand People or whatever, respectively.
The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk.
Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine.
The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn."
That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!"
So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made.
21 hours ago, Mansur321 said:I hope this forum will be revived one day...
As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went.
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Fixing droids?
in M4-78 Enhancement Project
Posted
I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.