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About DarthTycho

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    Jedi Apprentice
  1. Is this compatible with M4-78 EP?
  2. I just want to say I am very interested in this idea. I had an idea awhile to try and learn the KoTOR tools and create a small Yavin 4 mod in KoTOR 2 using the station from 1 and re-purposing the Dxun jungle temple area. I would be extremely pleased if you could somehow bring the swoop tracks in 1 and put them in 2. I would love to visit those planets in two, even if they don't really have much of a story, just kind of a hub area with minigame stuff set up (pazaak/swoop).
  3. At the request of Sith Holocron, here are links to the mods I used. CSA4 Arena Mod: https://www.nexusmods.com/kotor2/mods/458 Starkiller as PC: https://www.nexusmods.com/kotor2/mods/350 Jedi Temple: https://www.nexusmods.com/kotor2/mods/55 Jedi Temple Expansion: https://www.nexusmods.com/kotor2/mods/210 The compatibility mod is the one on Deadlystream that Hassat Hunter did.
  4. The mod is extremely buggy, when it used to not be. Quests have updated sometimes upon reaching one of the new (as in split areas of Industrial) area if I fast traveled there first before reaching there on foot. I had the Assassination Module quest reactivate after completion, causing it to be stuck my quest log. I couldn't ask Kaah about the transmissions anymore in this version, even though I had the quest and I was supposed to be able to. Worst of all, the ending doesn't trigger properly. Once I meet with Vash, Kaah enters the room, is killed by Assassins, Vash is attacked by said Assassins, then all but two of them go hostile and when I finish, the music still stays like it's in combat. I'm guessing Sion is supposed to attack, judging by the new scene with Sion added, but he doesn't? I can then go talk to M478 and get him to give me fuel for Telos, and go back to the Ebon Hawk but the mod doesn't have any sort of ending now. If I kill Vash, then Kaah just kinda hangs out in the Central Zone like nothing happens. The quest log also still indicates that M478 killed Vash, which doesn't seem to be the case anymore. As a side note, I get people complained about all the walking, but the random forced teleporting is really jarring, it would be nice to have an option (mostly talking about the radiation sequence). This is the Steam Version and I'm using the same mods I've always used, installed in this order: (All of these mods are installed through TSLPatcher, and not through the Steam Workshop) TSLRCM M478 Jedi Temple+Expansion+Compatibility with M4-78's Galaxy Map CSA4 Starkiller as PC (PC head mod)
  5. Any woman who decides to kill her husband through starvation, dehydration and exposure is a psychopath. I've always hated her character and relish the opportunity to kill her.
  6. I can't really remember what all I did. I think what I did was leave it alone until I left Dxun the first time and then I left it alone until I finished the return to Telos and, after seeing a character's head horribly deformed due to what looked like, eyelashes screwing up, I changed it again. Out of curiosity, are you on an NVIDIA card? If so, what card and what driver?
  7. No, and be prepared for the invariable reaction of this topic being closed.
  8. You can set it to 1 once you leave the restoration zone. In order to prevent Onderon from crashing in the spaceport cutscene, you need to set it to 1 anyway. I think actually though, once the intro cutscene for the spaceport is over, you can set it back to 0 if you want. It's very important to set that setting back to 0 before you finish the Ravager or a certain character who shows up will have the most glitched up head ever.
  9. Both. Whatever you do to fix this, you'll have to undo it to fix Onderon.
  10. Go to your SWKOTOR2.ini and find "DisableVertexBufferObjects=1" Under that, put "Disable Vertex Buffer Objects=1" (It might be the opposite, if you have "Disable Vertex Buffer Objects=1" already, then put it to 0) Note: I just replayed TSLRCM on the steam version, using 1.8.5 and in addition to this crash, Onderon's spaceport would always crash depending on this setting. I would also like to point out that this is a new problem, and didn't exist in previous versions, even with the Steam version.
  11. I'm not sure if it's exclusive to the RCM and the Steam/Aspyr version in conjunction, but here's how to fix it: go to your SWKOTOR2.ini and find "DisableVertexBufferObjects=1" Under it, paste "Disable Vertex Buffer Objects=1" Note: When you reach Onderon, after the cutscene before the spaceport loads, the game will also crash with this setup (Steam, RCM 1.8.5+"DisableVertexBufferObjects=1") So go back and set it to 0 instead of 1, at least for the duration of that cutscene. Edit: I can't remember for sure, but it might be vice versa: ("DisableVertexBufferObjects=0" for Telos, "DisableVertexBufferObjects=1" for Onderon)
  12. This is such a great mod, one of my favorites for a long time. The only problem is with the new steam update, the dialogue skips because (IIRC) it's in .wav format. I think that was the problem with the Steam update and older mods. Is there anyway this mod could be updated to work right with the steam version?
  13. Hello, I'm totally new to modding KoTOR. Are there guides to making modules? What I'm trying to do is basically just do something simple like that Ord Mantel mod for KoTOR 1? Nothing fancy. Nothing more than cloning a bunch of modules, renaming them, changing what's inside and connecting them. I have way too many questions about the tool and how to use it, I really need a guide. Is there one for the module editor? It really isn't as self explanatory as making or changing an item is. How do I change modules around? I couldn't seem to add any transition spots without just changing a default one. Is there anything to making people hostile or not, like some sort of toggle? How do you make people merchants? Is it through the dialogue and that's all? Or do they require another setting as well? And for when I finally finish, how would I go about adding a planet to the galaxy map I can select? Is there anyway to clone the swoop racing module of one planet, and, if so, make it so it returns to my custom module, not say...Nar Shadaa/Telos/Onderon? Thanks for answering. Hope I put this topic in the right section.
  14. It's leftover code from NWN. Be nice if something could be done about it, but I doubt it.