
DarthTycho
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12 Jedi PadawanAbout DarthTycho
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Looking forward to seeing all your (and your team)’s hard work paying off. Cant wait to give it a try. So what is the issue with compatibility? Is it something like the placeable limit in KoTOR1? I know that at least at some point that was considered a huge problem when considering compatibility with big mods like Brotherhood of Shadow, for example.
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I just started a brand new game and warped there from the prologue. The fog doesn't work on M478. Oddly enough, I was able to see the fog working correctly on Dxun even on an old save, but either way the fog doesn't seem to work right on 808DRO, which is one of two radiation modules (with green fog).
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- hex-editing
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Glitched Lightsaber Hilt Fix - TSL Aspyr
DarthTycho commented on Jiiprah's file in Modder's Resources
This is really cool that you figured out this problem, but I can't for the life of me figure out how to make that change in blender for the custom saber models I use. I'm not really sure what I'm doing wrong, having never used blender before. I installed blender, installed the kotor blender.zip from disk. I created a new file, imported a kotor mdl file, try to make that one change (lightsaber to other), export the mdl file, drop the new mdl and mdx in the override and.... the game crashes to desktop on load.- 13 comments
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I briefly checked out some of the new changes and it's amazing to see the galaxy map filled out like it is. In my brief investigation, I found a few, probably known, issues. Alpha channels on the Rakatan planet seem to be missing, giving a lot of things a transparent look. (Elder base exterior, and the crashed Republic ship, for example) The elder's base outer area (where the electric fence is in 1) seems to be missing an exit. Once you're there, you are stuck. The swoop bike guy (yes, it is one of those things that very much interests me lol) on Tatooine seems to now just be a clone of the Telos swoop bike guy (dialogue wise, appearance wise he's still the roodian). When you take him up on his offer of swoop racing he takes to the Telos track and once that's complete, you return to the Telos Entertainment Cantina. Sleyheyron works exactly as your post describes. Still impressive to see it ported over and all that. Awesome work as always though.
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Well judging by what I saw in game, it looks like you got most of the really hard/weird stuff done in terms of Swoop racing. From a total layman's point of view. It looks like maybe animations are missing? It loads perfectly and the countdown/timer works, just the swoop bike is static (and I'm guessing the exit transition script?). I did notice some weird things that I'm not sure if it's the result of the appearance file differing between the two game or what. The Sith Prisoner on Manaan is a droid. One of the Czerka miners by the Sandcrawler is using Mandalore's unique appearance. Less noticeable is that some of the Czerka on Tatooine and Kashyyyk are TSF, and some Sith on Manaan are Onderonian Military. Another "problem" I ran across is that the mod actually causes the "New Game" option on the main menu to load instantly, without a loading screen. This causes the "Sith Lords" theme to not play during character creation for whatever reason. I also found that your new main menu actually causes considerable performance issues on my system. Granted, my system is old now (980 GTX, 4790k, 16GB RAM) but it still should be able to handle it. Removing the new main menu files and reverting them to the old TSLRCM one fixed the performance problems. Additionally, one really annoying thing I found was that none of the mod's dialogue can be skipped. This is really annoying in the Dune Sea where the "out of bounds" pop up happens. Speaking of the Dune Sea, the Sand People turrets are unkillable. I do love that you left a bunch of enemies in the modules to kill though. Makes exploring more interesting. I realize this is an extremely preliminary, preview version of the mod, and that it will only improve with time. Again, it's really cool what you've done, and I'm eager to see what you do, less in terms of added story, but in more sandbox, side stuff!
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It's amazing and fantastic that you are still working on this! I hope that you are able to enable the Swoop tracks! That would be awesome. Maybe even some pazzak players on Tatooine or Manaan?
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Is this compatible with M4-78 EP?
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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).
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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.
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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)
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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.
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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?
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No, and be prepared for the invariable reaction of this topic being closed.