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Everything posted by Snigaroo
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(If anyone's hunting for the Discord link and can't find it, it'll be put up later this weekend, but you're more than welcome to join now from here!) Hello everyone! Although I hope many of you will also read some of the announcement on reddit to learn a little bit more about the premise behind what we’re doing, I know many of you probably don’t like reddit, or at least its format. For those who don’t, I figured it’d be a good idea to present myself here and explain why I think what we’re doing is a beneficial move—and, if I can, to allay any concerns you may have. Although I’ve spoken to and cooperated with many of the modders here before as part of my work on the mod builds, I was a hanger-on in the community a long while before the first mod build was ever posted, back well into the filefront days. At that time I modded for myself, in much the same way that I continue to do even today, the builds being a reflection of my interests. I mention this because I want to reinforce that modding KOTOR is and has been important to me, as important as I’ve claimed it is in the reddit thread. I mod my games because I enjoy the process of doing so, and I rely on and respect the mod community for producing the content which I utilize. If I believed this merger would in any way limit or harm the capability of you folks to do the work you do, I wouldn’t have agreed to it. This merger is happening because both of us, Tyvokka and myself, think that there will be a clear benefit to both sides in the process. That does NOT mean that the rules, culture, or expectations on either site are significantly shifting. Although there have been rule changes both on reddit and here on DS now with the implementation of this merger, we don’t expect any further changes in this vein. Our goal is not to homogenize or forcibly integrate either of the two communities, but to create a sort of fluency and ease-of-communication between them. In other words, we seek to have two separate communities that willingly cooperate with one another, not a single mega-community, which I think would be both impractical and unhelpful. The actual “merging” will therefore remain a primarily administrative one, wherein we hope to share the burden and work together to improve both communities, but with the goal of retaining their uniqueness specifically in mind. The sole exception to this is the Discord, which we hope will serve as a nice, casual mixing zone for the entire KOTOR community, including users and groups not affiliated with either reddit or DS. So, what exactly do we plan on doing then? I’m going to give an answer which might sound worrying, but I hope you’ll come to see as actually encouraging: we don’t know yet. Now, don’t take that as us having no ideas, because we have plenty. For one thing, as soon as wiki functionality here on DS is fully up I’ve already agreed to migrate /r/kotor’s wiki here, which includes many troubleshooting guides which we’ve refined over the years which some of you folks might find helpful—the mod builds, too, will eventually be cross-hosted. But as for everything else, we’re going to take things slowly and play them by ear, because we’re not sure how to best proceed yet. Our end goal is to allow the Deadlystream community to harness the large userbase and skills of the reddit community to help test and develop content for mods, while also encouraging reddit users who may be interested in developing their own mods to give it a try; on the flip side, we would also like to see mod and feature suggestions from the reddit community engaged with more actively from the folks here on DS. For direct interactions, with the exception of the Discord, that’s *all* we’re looking to accomplish at this time. How we get to that end goal, though, is a matter yet to be formalized. That’s because we want to try to find the best possible system for both sites, and are going to continue to take suggestions and test options until we find something that works, ideally without causing any hassle. We’re not committing to anything right now because we want to hear suggestions, thoughts, and questions first, and then we want to see whether our first ideas shake out well or not. If they do, more power to all of us—if they don’t, we’ll go back to the drawing board until we get it right. But whatever the final outcome is, I want to reiterate that it will be a system which will be minimally invasive. I take the shared administration of DS seriously, and I want to make sure as much as I’m sure everyone else does that there’s no “help reddit” quotas, influxes of members who haven’t the faintest idea of the rules of DS, and so on. We will change whatever needs to be changed to make sure that this integration goes as slowly as it may need to, with best possible outcomes on both ends. With that said, I think I’ve written enough. I wouldn’t at all be surprised if most of you had additional questions, and if you do have them please ask; I’d be happy to go into more detail about anything that you may be concerned or confused about, including any questions you may have about me personally. I’ll end by saying I’m excited at the prospect of working more directly with the mod community as I did working on the builds that released today, and I’ve got nothing but hope about where both sites go from here. P.S. – For those of you who do hate reddit’s format but would like to use the site, the best thing I can suggest is to disable the redesign from your account preferences at the top right, then download the Reddit Enhancement Suite (RES) extension. It gives a lot of additional user-controlled features that can make using reddit tolerable.
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I'd also recommend ndix's PMHC06 fix. It seems like it's a clear bugfix and a worthwhile addition.
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I'm afraid it was my misunderstanding of which mod was being referred to that probably encouraged AFP to dismiss it. I didn't realize it was referring to the Peragus 3D model, and not the Peragus icon as it appeared on the galaxy map. I shouldn't give advice so late in the evening. Given what the original problem is and what the mod does, I think it's clear the original 3D model was the product of an oversight or the dev squeeze, which merits correction.
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The Mandalorian Banner Fix is included in a different form in JC's Minor Fixes, so it can be excluded. I also think the Aleema Keto RDC and Kinrath bash mods are matters of personal preference and should probably be excluded, but I think the prestige class saving throw error is clearly a bug, and barring correction from HH I feel it likely that power cost correction is also a logical fix. I'd recommend their inclusion, but not the other three.
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Presently in the Downloads section you can no longer view all the various subcategories of a game at once (ex. going to the "Knights of the Old Republic 2" category brings up all the subcategories on the right, but says there are no mods in the mother category). This was incredibly useful to me as I could view all the submitted mods for a game regardless of their category all at once; it'd be nice if viewing them all together saw a comeback in some way.
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That's possible, and I'll test against that. I had a few users report the issue and I replicated it so I suspected it was the case, but it's possible it's only an issue for users who already have an installation.
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This may not be the ideal thread to bring it up, but given that the M4-78 installer is presumably to be fiddled with in the next upload, I feel I should point out specifically that many users are still experiencing problems with the TSLRCM creditless installer here on DS. I don't know if it happens for everyone, but myself and many of my users cannot select an install directory with the creditless installer, and it defaults to the LucasArts game disk directory. I positively beg that this issue be resolved for the TSLRCM version hosted here, and point it out so, whatever happened, you can watch for it in the new version of M4-78. I can only hope not too many users have experienced problems because of it.
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To fix the issue, if it's possible to fix it on your setup at all, you need to follow the instructions in the second video linked in step five. The widescreen resolution doesn't provide the fix, it's just the base required for what does fix the issue, which is the upscaled cutscenes.
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This is just the fullscreen bug. Fixing it on an integrated chip is hit-and-miss, but you can try some of the suggestions here. Option five is the most time-consuming one, but also the one most likely to work. If you try everything in that list and the game still fails to launch, you're basically out of luck.
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The message Sith Holocron has posted was mine, and I'd like to second it. It's not a critical concern that the installer doesn't presently allow you to select a specific installation folder since I can still link to the ModDB version for the builds, but many users prefer to get the mod from deadlystream, and I'm certain this is going to cause problems in the future. There's already been one case of a potential problem being caused by it already, when a user had the mod installed to a ghost LucasArts directory rather than their proper steamapps directory.
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Blog #60 - Why haven't the credits been fixed on TSLRCM and M4-78 EP?
Snigaroo commented on Sith Holocron's blog entry in Sith Holocron's Blog
I'm not an expert on the ins and outs of what's been occurring, but speaking from that somewhat outside perspective, this entire conundrum seems farcical. I understand that there may be annoyance about why such a popular mod as TSLRCM needed to be removed over something seemingly so minor. Indeed, since I think rules against porting are something of an antiquated defense against anti-modder thinking which has by-and-large passed with the years (certainly so for games so old as these), I might even be counted among those annoyed that this rule is being applied at all. Yet the rule against porting is still just that: a rule. Unless one wishes to forego all modding conventions and standards of behavior, it should be followed unless and until it's removed; no modder here would appreciate me uploading their mods elsewhere without permission or authorial attribution, and it's the rules and standards of the community which offer such protections. You take the good with the bad. But the complete lack of dialogue and progress since the removal occurred is both striking and, in my view, unjustifiable. Although the mod is available on ModDB and the Workshop, not all users are aware of the former archive and not all users have access to (or the desire to use) the latter. Moreover, there's been incredible confusion among the broader community about whether or not the new version will be just the audio fix or include other minor changes which might need to be tested for. I've had to put the testing of the new mod builds off for months in the hopes that the new version would be released in time for testing--but it hasn't been. No word, no progress, no indication of anything about the new version. And, worse still, no indication of whether this is a matter of intransigence or simple slow progress. People rely on TSLRCM, and I, at least, rely on transparency to do the work which I do, to know if I have to account for mod updates. This fix, by all rights, should be minor. The work of splicing necessary audio, so far as I've seen, has already been done. That leads me to the conclusion that intransigence is the problem, not slow work. To which I must ask: why? If the concern is one of porting, a real stance that it should be allowed, then a discussion on the matter should have begun over a month ago. But if it's simple bull-headedness over TSLRCM itself having the rules enforced against it, I can't see a way to conscience such a stance. I would love to have it explained to me.- 4 comments
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That sucks about your situation, but I thank you for mentioning it. It's another option in my expanding arsenal of "things you can try using to un-f*ck your game," which is becoming unfortunately long at this point.
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Really, this works? Interesting, I'll absolutely have to keep that in mind for future bug reports on the sub. I've actually never heard of this as a fix before.
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Fullscreen bug. Follow the instructions here, specifically the third option with the two linked videos. Although time-consuming, that should allow you to play at native resolution while avoiding the issue, provided you're not on a laptop (in which case it becomes more complicated, as the fix may or may not take).
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How does the player know that the targets aren't people who are deserving of being assassinated, as Hulas indicates to you? What tips the player off that they're worthy of being saved, and how does the player know that all three of them are worthy (provided, of course, that the player decides to keep them all alive and does so on the basis of being an LS character) and not simply one or two of them?
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The same thing happens when using the KOTOR 2 Full Build, which can be used to help isolate this, perhaps.
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Welcome. Very glad to see that work has resumed, and that you've decided to release completed areas in individual releases, as one of my previous problems with Ultimate was its all-in-one release while yet being an incomplete mod. It's quite likely that I'll be advising the use of your work in the Builds from here on out.
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The update seems to completely remove the fullscreen bug, which has long been a major problem. For that reason alone it's a lifesaver, but I agree that it has other, and significant, problems. Screen tear and visual lag even with v-sync enabled is something I've experienced, in addition to the rather poor menus filled with Xbox controller buttons which are simply... unnecessary, and Ubisoft-esque in the worst of ways. That said, I would still gladly choose to use the update so long as the lightsaber texture issue is fixed. I can deal with screen tear in exchange for not needing to spend hours getting the game and movies running in widescreen without native support.
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WARNING Toasty Fresh's Mods DANGEROUS!
Snigaroo replied to Lawkmt3's topic in General Kotor/TSL Modding
It's quite possible that it's the latter; Mediafire has rapidly gone downhill of late. Ads used to be minimalist and generally clean, but recently it's gotten so bad that I've had to migrate all Build hosting to MEGA. -
Bugging Mike Blair would be a lovely thing right about now, especially since (as I see it) the length of time between the original update and this proposed fix makes it less and less likely that Aspyr will ever fix the problem. I would contact them myself if I felt that it would get me anywhere, but if they're familiar with any of us they're familiar with the mod community, not me.
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I could presumably test any resolutions below 1920x1080, although with my current time constraints it would be difficult for me to do so in the short-term, but unfortunately no, I have no way of testing the higher resolutions. I asked here primarily because I was hoping that there were extant HUD fixes that I simply wasn't aware of. I could probably find a user on /r/kotor who had those resolutions and could test them, but I have no idea how much that would help.
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They're in the link I posted in the OP, sorry. Ideally I'd like 1440x900, 1680x1050, 1920x1200, and 2560x1600, just to match what's available for the original KOTOR on the WSGF. I can't really advise using Legacy unless I can provide a reliable method for the majority of my users to get it running widescreen.