ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. Out of curiosity, what makes this conflict with K1R? Also, I saw a comment about someone saying their Kolto tanks were cubical rather than cylindrical... Thing is, your uploaded screenshots show cubical kolto tanks, so I'm not sure why that part was a problem.
  2. TSL implies the exile's return was through strings Atris pulled in the Republic. Kreia is seen being stripped of the Force or at least subjected to a crude equivalent via Force Drain in the scene of Sion and Nihilus turning on her. The editing on the timing of the Harbinger incident is sloppy; HK-50's discussion of it implies the failures started happening before the Harbinger came across the Ebon Hawk, and one line of his even makes it sound like the Hawk docked with the Harbinger after HK-50's sabotage crippled it. This is at odds with what all the recordings on the ship itself suggest. As for who incapacitated the Exile... definitely HK-50. It was done the same way he did it at Peragus - overdosing you with sedatives while you were in a Kolto tank. G0-T0's greeting to HK-47 implies that HK-47 was reverse-engineered to enable the creation of the HK-50s. As for droid merchants having HK parts... presumably the Exile isn't the only one who's killed HK-50s. They're not specifically labeled as HK-47 parts after all. Also, K1 suggests HK-47 wasn't 100% unique even before the HK-50s were created (the dialogue for this happens if you choose him for the Leviathan mission). Regarding the Lonna Vash thing, her encounter having a different voice from the council scene is possibly a case of actress unavailability. I haven't heard anything else to indicate there was a 6th Jedi Master on the High Council circa the Exile's banishment. But yeah, TSL is a mess due to mismanagement at LucasArts at the time. Even TSLRCM polishing the unimplemented content as best as possible and adding it in doesn't fix everything due to the unfinished writing.
  3. Playing KotOR with a number of mods including K1R. I went to Yavin Station, and while I was walking around to fill out my minimap I glitched through the viewport and wound up out-of-bounds. Luckily I was able to fix it by switching characters. It's been some time since I last played, and Yavin is the place where I've spent the least time. So before I present this in a bug report in a mod thread, I wanted to check and make sure it wasn't just a vanilla bug.
  4. This looks stunning - it's an amazing Telos revamp! So much more detail, but still the same flavor... If I didn't have a pending $200+ purchase taking higher priority, I'd be finally ordering a PC copy of TSL for myself for this alone. Hopefully when I do get a copy, this will play nice with my graphics card.
  5. So, more recent ATI cards cause the problem? Well, from the sound of it I'm in for fun times when I get my hands on TSL for PC then. I've already had issues with K1 (had to turn off Frame Buffer Effects to prevent CTD after character creation) with it..
  6. I can't help but be amused by the armor, because of what I know about its basis (the armor worn by the K1 Iridonian merc): it's actually the swoop pilot flight suit - the Bink movie of the swoop exploding on Taris shows this, as does anything that lets you look at a swoop mid-ride from such an angle that you can see the rider. Nevertheless, interesting idea for a new encounter.
  7. Does this play nice with Juhani Romance Enhancement?
  8. I guess I can confirm this myself. This isn't listed as fixed by default in K1R, and I haven't installed this mod, but I've been having them drop their clothing like they're supposed to. Oddly tho, they're not dropping Gaffi sticks.
  9. I don't think that's it. Because Sithspecter specifies that the issue is with other mods "that have an upcrystals.2da or modify upcrystals.2da." I just checked the files and install log for that Juhani mod, and it neither has nor modifies upcrystals.2da. The custom sabers it adds (which are an optional part of the mod) are like the Sith Lightsaber you get in the Tomb of Naga Sadow - not only do they not have unique crystals, they can't be modified at all. Here's the install log for proof: • Installation started 1/22/2021 2:09:49 PM... • Installing unmodified files... • Copying file w_dblsbr_063.mdl to the Override folder... • Copying file w_dblsbr_064.mdl to the Override folder... • Copying file w_dblsbr_063.mdx to the Override folder... • Copying file w_dblsbr_064.mdx to the Override folder... • Copying file k_hjuh_GiveLugg.ncs to the Override folder... • Copying file iw_Dblsbr_063.tga to the Override folder... • Copying file iw_Dblsbr_064.tga to the Override folder... • Copying file juh_NewSab.tga to the Override folder... • Copying file JuhSabDStex3.tga to the Override folder... • Copying file juh_NewSab.txi to the Override folder... • Copying file JuhSabDStex3.txi to the Override folder... • Copying file g_a_clothes62.uti to the Override folder... • Copying file g_a_clothes63.uti to the Override folder... • Copying file g_w_dblsbr063.uti to the Override folder... • Copying file g_w_dblsbr064.uti to the Override folder... • Copying file footlker062.utp to the Override folder... • Modifying GFF format files... • Modifying file "k_hjuh_dialog.dlg" found in Override folder... • Modifying GFF file k_hjuh_dialog.dlg... • Saving unaltered backup copy of k_hjuh_dialog.dlg file in C:\Users\Media Room\Documents\eddump\KotOR mods\Juhani Catlike Head Mod\8 - Items in Locker\backup\ • Finished updating GFF file "k_hjuh_dialog.dlg"... • Done. All changes have been applied.
  10. Messaged Sithspecter about something that came up, but I just noticed that they were last online in October. I'll repost here in case anyone else can tell what gives/what do. I encountered an odd glitch that resulted in a duplicated emitter, in the form of a non-bonded crystal morphing into a bonded one. The runup: I was on Tatooine and had garnered a Short Lightsaber from the Dark Jedi Trio encountered in Anchorhead. After the first trip into the desert, I decided to return to the Ebon Hawk and go to Yavin Station to sell stuff to Suvam Tan so that I could afford HK-47. After discovering and talking to Sasha, and advancing dialogue with Juhani and Canderous, I went to the workbench to change out the Short Lightsaber's color crystal from red to yellow. At this point, I discovered that the red crystal inside was bonded to a crossguard emitter. I decided I would like to have it still be a crossguard saber, so I took the crystal to T3 and had him unbind it from the emitter. I saved after this point. I then went to the workbench and temporarily swapped a red crystal in (because the only loose crystals I had were red - one that started loose, and one added to the stack after I had T3 unbind it) so I could have T3 bind the yellow one to the emitter. When I went to put the now-bonded yellow crystal in, I discovered the red crystal in the short lightsaber had morphed from plain to bonded. Shortly after this discovery, the game froze and crashed to desktop; whether due to the glitch or due to bad luck I don't know for sure, but it didn't freeze when I started it up again to see if the glitch was consistent. And it is. I reloaded the save, swapped a red crystal in again, and this time immediately checked the saber again afterwards. Sure enough, the red crystal had morphed from regular to bonded. I reloaded the save again, tried again, same result. I loaded again, swapped a red crystal into one of the other sabers on hand to free up a non-red crystal for testing purposes. The glitch did not occur when swapping in another crystal that did not match the saber's original color. Nor did the red crystal morph from regular to bonded when swapped into a lightsaber other than the short one. Other mods installed:
  11. Steam seems to be a trainwreck of ineptitude propped up by bloated market share.
  12. Redoing this in a hopefully-more-constructive manner... Several of your changes seem odd and not entirely well-conceived, and not as logical as you might think. In general, the removal of feats and reduction of skills seems ill-advised for two reasons. One is that most of the non-droid party members are hilariously underleveled compared to where they should be in-universe (Carth, Canderous, and Jolee are the worst offenders here - the former two are both war veterans, and Jolee is a freaking Jedi Master) to keep them from being overpowered - their feats and skills and powers (where applicable) give them at least some semblance of the abilities they ought to have. Another is that giving them feats at levels before a player character of the same class would get them helps them pull their weight more instead of being too underpowered compared to you. Moving on to character-specific stuff... * Getting rid of Carth and Canderous' Power Attack feats just plain doesn't make sense, at least as far as I can see. They may be nominally gun specialists, but they're still Soldier-class and would thus have the same skill diversity in their basic training - Power Attack is a starting feat for Soldiers. So it's not even consistent with your reason for stripping Zaalbar of his Improved Power Attack (that is, consistency with player feat progression). From a gameplay perspective, there's also the fact that removing their Power Attack feats doesn't serve the many players who write off blaster weapons and thus prefer to develop characters as melee fighters wherever allowed. * Re: Carth's cross-class skills. In-universe, Carth is a veteran and an officer, so having a more diverse skill set is logical. Out-of-universe, those skills serve to ensure some key bases are covered in the early parts of Taris, where Carth is the only party member you have. * Re: Mission's stats. This is the one that particularly stood out to me as a bad idea. Nerfing Mission's Intelligence score actually hurts her a fair bit. In-universe, she's supposed to be smart (something you yourself acknowledge) because of her experience as a street urchin. Gameplay-wise, a KotOR Scoundrel isn't quite like a D&D rogue; one of the KotOR Scoundrel class's primary strengths is actually their use of skills. Intelligence is therefore a crucial stat for them, because it's the governing stat for how many skill points a character gets. By nerfing Mission's Int you impair her ability to pay points into those skills and therefore a lot of her utility. * Re: Jolee's stats. Jolee Bindo is a seasoned Jedi Master and his focus is the Force... so by my reckoning he should have the points he does in the two stats that govern Force Powers. You accuse it of being "too many points overall" but A. see point about characters being underleveled compared to where they should be in-universe and B. It helps him keep pace with the player character (who gets bonus Force points per level compared to companions) Oh, and being a Consular means his focus is also diplomacy (where Charisma is important) - that's actually where the class name comes from. Finally... Have you not noticed Jolee's charm? He clearly deserves a high Cha score! * Re: Juhani. Jedi Guardians may be more focused on combat than the deeper mysteries of the Force, but that combat focus still includes using the Force in combat. And Jedi in general are meant to have a higher baseline Wisdom. So dropping her Wisdom score below the bonus line? Doesn't seem like the greatest idea. And in fact penalizes her in battle a little. Removing the Blaster Proficiency feat from the Jedi companions, that part makes sense. Although from a gameplay perspective there might be a reason they have it - the only ranged attacks in the game are "assorted blasters" and "Throw Lightsaber". That or they're Kyle Katarn-style Jedi. Not all the stat changes are bad in my book, though. For instance, I definitely agree with removing Strength points from HK-47 and giving him Dex points instead - high strength may be logical for him, but in his case there's no way to make it useful; guns are all he's allowed wield. Anything I didn't mention I'm either neutral on or consider a plus.
  13. I have 2 mod ideas:

    * Make Gorton Colu spontaneously combust (well, not 100% spontaneously - it'd be triggered by saying "People who stand around preaching bigotry just blow up sometimes").

    * A Sith airbase. Probably using assets from Dantooine (for the planetary terrain) and Taris (the military base landing pads, the docked fighters, and probably the base interior).

    1. Thor110

      Thor110

      I made a suggestion on how to make an Airbase using the Taris Sith Base as I must have mistook which Sith Base or Embassy you were referring to and not really paid attention thinking it better to make a suggestion about what level to use or how to alter a level to make what I thought you meant by an Airbase. ( Airships from Final Fantasy came to mind for me, don't ask why. )

      Well clearly it is intended as a new destination, if "using assets from Dantooine" you literally then went on to explain how it was a new destination.

      "I realize I never explicitly said the base was intended as a new destination " @ZeldaTheSwordsman

      "Allow me to make it explicit: I'm intending this Sith fighter base as a new destination on the galaxy map. "

      definitely a new destination, you keep contradicting yourself here it's quite frustrating.

      "* A Sith airbase. Probably using assets from Dantooine (for the planetary terrain) and Taris (the military base landing pads, the docked fighters, and probably the base interior)."

      and... wait for it... "Taris (the military base landing pads, the docked fighters, and probably the base interior)." @ZeldaTheSwordsman

      Literally the part of the level I was referring to re-skinning for using for what I envisioned as an airbase.

      But Apparently "but what exactly about this part suggested that the base was either in the air or on Taris?" none of this made any suggestion towards using the Taris map. I never stated it was on Taris in the slightest, I simply suggested how to re-skin a level.

       

      Well I am going to leave you to it, I have made whatever suggestions I can and tried to follow the majority of posts you have been making. Good luck.

    2. ZeldaTheSwordsman

      ZeldaTheSwordsman

      @Thor110 I seriously don't understand what you mean by me contradicting myself. Apologies for swearing at you in the original version of this post... I sometimes get overly agitated when I'm confused.😳🙊

      Is the seeming contradiction between "I realize I never explicitly said the base was intended as a new destination" and Allow me to make it explicit: I'm intending this Sith fighter base as a new destination on the galaxy map"? That's the closest thing to a contradiction that I could find, although it isn't actually one. The first statement is me owning up to not spelling that out in the previous posts. The second statement is me amending it by spelling it out in the then-current post.

      If that's not what you were talking about, then I'm lost; you'll have to spell it out for me.

      Quote

      none of this made any suggestion towards using the Taris map. I never stated it was on Taris in the slightest, I simply suggested how to re-skin a level.


      You're absolutely right, you never said it was on Taris. But I was also (and in fact, mostly) addressing @N-DReW25 in that post, and he was very much talking like I was going to put the place on Taris.

      What confused me in your post was how you got the idea that by "airbase" I meant a base floating in the air, when I had said that the base was going to have planetary terrain. That.. that baffled me.

      Also, with regards to your previous post, the suggestions about how to re-skin a level are actually very helpful and I deserve a kick in the pants for not thanking you for that. I got distracted by reacting to N-Drew...😳

      What I will not apologize for is bawling out Invision's editing interface. It's extremely annoying that you can't view posts fully in plain text while editing them, especially when it comes to quotes. Not only that, but while typing this I noticed the "Quote" and "Preview" buttons have their icons switched.

    3. Thor110

      Thor110

      I guess I missed part of your post, it happens, honestly from experience the best thing to do is just to get dug into the game and see what you can make out of it before you start coming up with too many outlandish ideas that may not be easy to achieve within the limitations of the engine.

      Back when I started my project I had countless crazy ideas ranging from full ports in both directions to new maps, all sorts, most of which had to be scrapped entirely as I began to learn the limitations / restrictions imposed by the game engine.

      It's all good, I guess I just went on the details I picked out of each reply, I have spent countless hours discussing crazy project ideas for the game with people and it can get a bit much to follow another persons idea sometime as you cannot see what they want to make.

      I am sure you'll work it out, but actions speak louder than words and words are plentiful for a great many.

      Best of luck achieving whatever it is you wish to do with the game or finding a route towards what you wish to create.

    4. Show next comments  27 more
  14. Actually, I would say that the Clan Ordo symbol makes the most sense, since Canderous talks about wanting to unite them all under his banner.
  15. Hmm... Based on Obi Wan Pere's screenshots, 3C-FD's browns seem very washed-out in this. And in the red emergency lighting aboard the Ebon Hawk in the prologue it ends up making him look less distinct from T3.
  16. Thank you for the confirmation. I have since used KSE to delete and replace the armors, and everything is good.
  17. I see. Of course, you can also settle for just copypasting to and from the AppData saves directory. A bit more tedious, but it works. Running KSE as an admin is indeed necessary in this situation. It does the trick. Turning off Read-only was not necessary - and thank goodness for that, because I've noticed Windows 7 has a major problem with forgetting you did so the moment you quit out of the Properties dialogue.😡
  18. About the "saves" folder in the install directory being empty: That can also happen with disc versions of KotOR 1. Seems to come up most often if the game is installed in "Program Files (x86)". The real saves folder will be in AppData instead. C:\Users\[Your Comp Username Here]\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Knights of the Old Republic\saves
  19. I had to reinstall K1R to fix a game-breaking bug in the Black Vulkar base (the Security Panel leading to the Garage Elevator was glitched and impossible to interact with). Because of how K1R works, that means I had to reinstall all the other mods I was using too. One of those mods was Kainzorus Prime's Clone Armors mod: However, the reinstall caused the armors in my possession on my existing save files to hilariously glitch out (they behave normally on a brand-new game started after the reinstall). They now show as one of three random models pulled from elsewhere in the game files (see attached); which model each armor shows as is consistent. Is there any way I can fix the ones I have on the existing files? I've tried stowing them in a container, that didn't work. Not even if I left the area the container was in, savequit, and then loaded and returned. Would deleting them from my inventory with KSE and spawning new ones via cheat console work?
  20. I regret making this thread. There's obviously a lot I have to consider and brush up on, and it's also the only thing I posted that anyone's paying attention to. @N-DReW251. I'm not actually asking anyone to make this mod for me. I was really just throwing the idea out here as a proposal to air what I felt would be improvements, try to develop said ideas a bit (which I thought counted as productive), and see if anyone had similar thoughts or similar schemes on chipping away at such an undertaking. 2. Some of the stuff you're talking about does make some level of sense. The Kavar-Vash exchange: By "Found" Kavar is talking about the Jedi who followed Revan having found a sense of purpose (in actively defending the galaxy). The enemy Lonna Vash speaks of are the True Sith who the Jedi Council suspected of pulling the strings behind the Mandalorian Wars (and, as Canderous reveals if you get enough Influence with him, they were) and who Revan ultimately went after. The Mandalorians on the Ravager: Yes, the Mandalorians destroying the ship is of benefit to the Republic. But I think the idea is that Canderous decided "This broken relic of our enemies dies now; No salvaging or recovery by the Republic, it's dead for good." It is a bit awkwardly-executed though. 3. "From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did". " Partially accurate. My issues are that A. setting Revan as Dark Side does not logically lead to the status quo in TSL without a whole bunch of extra legwork (which is not AFAIK present in either vanilla or restored) to justify Revan going from "poised to conquer the galaxy with the Infinite Fleet" to "Gallivanting off in the Ebon Hawk and leaving all their hard work to rot" (Especially if as TSL tries to claim Revan was building up their empire and the Infinite Fleet to combat the True Sith - why abruptly leave and self-sabotage all that preparation?) and B. Given that Revan's victory in K1's dark side ending has to basically be completely undercut for TSL's status quo to make sense, it kinda makes the choice feel hollow. It's the problem with making a direct sequel to a game that had multiple endings when by all rights each of those endings would result in a very different status quo afterward. Trying to let the player of such a sequel choose how the previous game ended is a "Have your cake and eat it too" situation, unless the sequel is willing to set up a suitably different status quo depending on which ending the player chose. At the very least, why the ending that should have led to Status Quo Y instead of Status Quo X needs to be solidly explained and justified. As for SWTOR... Screw that game anyway. I hate basically everything it decided about the aftermath of both real KotOR games so much. Especially undercutting the poetic justice of the Promised Land sidequest. And the books... would these be the same stupid books that gave Bendak Starkiller a backstory that contradicts pretty much everything the actual game says about him and his timeline other than him having a death mark on his head? 4. Actually, the Trayus Academy is part of the bigger-picture threat in TSL - specifically, the Force Wound at the heart of Malachor that gives it its corruptive power is the threat. But my point is that tying it to Revan comes off as unnecessary - and, given what Atton establishes about it, raises questions about why the Dreshdae facility wasn't keeping a closer eye on its own students and disappearing stubborn or big-ticket ones off to Trayus. As far as it being abandoned and Traya reopening it goes... The timeline would mean that it can't have been abandoned for too long if Revan was using it. K1 sets the duration of the Jedi Civil War as 2 and a half years, 2 with Revan at the helm and half a year with Malak. And TSL is set a mere five years after K1. I also feel like tying Traya to Revan wasn't necesary, or at least not handled very well. 5. I am aware that it would take a crapton of new VO work for such a mod to not be silent.. TBH chunks of the K2 plot bother me enough that I would take silence over them as-is. Maybe I should be shooting for a fix-fic fan novelization instead of an outright game mod, idk. 6. I'll get back to you on the source of their corruption after I get to that point in K1 and experience the exposition for myself afresh (barring further K1R issues). For now I'll just say "tempted by power" maybe works. 7. It doesn't work as-is, though. Kreia says word for word "The shell of their armor on the shell of a man, all too easily slain by Jedi." A man. As if Jango Fett himself was all that remained of the Mandalorians by the time of the movies. Never mind the Mandalorians being established as still around in the Imperial era by the Marvel comics, never mind other surviving Mandalorians established post-AOTC, never mind Kal Skirata or any of the other Mandalorians from Karen Traviss' books... 8. The Harbinger sabotage timeline... Yeah, it's minor, but it does still stick out as a blatant instance of "People obviously weren't comparing notes here" and it's the kind of thing where if you're overhauling the writing anyway you may as well address it. 9. I do intend to provide rewritten samples... No promises on timeliness tho. I'm one of those people who can't resist having a million hobby projects going at once and this was always going to be a back burner thing... It's not the main KotOR thing I'm focusing on (that would be "Playing through K1 with K1R + some other choice mods active while planning some minor K1 mods of my own - current ideas are "Sith fighter base" and "make Gorton Colu spontaneously combust", and on-off reading tutorials on how to mod"). @JCarter4261. "It is by no means said in KOTOR 2 that Malachor is the only place to make Jedi fall to the dark side, or even the first." I. Never. Smegging. Said. K2. Claims. Malachor. Was. The. Only. One. Where the hell in all of my messages do you keep getting that idea from? Especially in the one you just quoted. Here is what I actually said there: "K2 seems to sell Trayus as the main, and stronger, Jedi-breaker though". "main and stronger" =/= "only". As for my evidence for it being presented as the premium Jedi-breaker? Offhand, there's loading screen exposition, and what Atton says about the place. Malachor V being the center of TSL's universe (what planet can TSL not shut up about? Malachor V. What planet do all roads in that game ultimately lead to? Malachor V) also gives that impression. Not arguing that Lehon isn't tainted enough to be suitable for Jedi-corrupting, I'm just arguing that the temple there isn't a specialized Jedi-corrupting facility like the Trayus Academy is; the temple's main function is acting at the ground-level control for the Star Forge's defenses. 2. The big problem with offering that choice is that, without a crapton of extra narrative legwork, only one branch of that choice actually makes sense for the smegging plot. 3. Again, I obviously need to brush up on stuff... 4. Kreia just saying "You were right" isn't the same thing as the Exile actually tendering a rebuttal to her. Especially when she follows it up with a spiel that expands on Thing B she said previously while potentially but not necessarily contradicting Thing A she said previously 5. Well, actually TSL seems to lean more on "Revan's plans and the Exile and Bao-Dur's actions" than "Revan's actions". But here's the big thing: In that paragraph I was quoting from, Canderous also describes how the battle of Malachor V went. Briefly, sparse on details, but still in a way that it contradicts TSL's presentation of the battle. That highlighted sentence is what makes it clear he's specifically talking about how that specific battle went, not simply the war in general. Let's look at the whole paragraph again. "I still remember that final battle in the skies above Malachor V. The two fleets filling the space around it, outshining the stars...It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed. Your strategies and tactics defeated the best we could send against you. Even Mandalore himself was taken aback by the ferocity of your attacks, the tenacity of your defenses and the subtleties of your plans. You fought us to a standstill and then began pushing back. We didn't really have a chance. It was by the actions of one person, the Jedi Revan, that you prevailed." First off: Gee, I can't find any mention of Revan's forces using an apocalyptic superweapon that destroyed them almost as badly as it wrecked the Mandalorians in there. Can you? Kinda seems like the kind of thing that would have been comment-worthy, don't you think? Second, let's break this down for a close look: I. "I still remember that final battle in the skies above Malachor V. The two fleets filling the space around it, outshining the stars..." Canderous is clearly talking about the final battle at Malachor V. II. "It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed." This makes it clear that he is continuing to talk about Malachor V specifically throughout the paragraph. III. "Your strategies and tactics defeated the best we could send against you. Even Mandalore himself was taken aback by the ferocity of your attacks, the tenacity of your defenses and the subtleties of your plans." Mostly Canderous fanboying over Revan, but it still paints a picture of the Republic forces under Revan giving as good as they got and then some. Also of Revan actually being there, but I forget if it was TSL itself or an outside comic that said Revan was late to the party. IV. "You fought us to a standstill and then began pushing back. We didn't really have a chance. It was by the actions of one person, the Jedi Revan, that you prevailed." The key part here is what's underlined. That portrays Revan and Revan's forces as turning back the Mandalorian onslaught and then overpowering the Mandalorians. And again, part II makes it clear that this is specifically referring to Malachor. And that portrayal is completely at odds with what TSL portrays, which is that Revan's Republic forces were getting their butts handed to them by the Mandalorians and would have been defeated if not for the Mass Shadow Generator. 6. Oh, I'm not accepting the connection. There's a reason I said it made partial sense, not total sense - I can see where it came from based on existing EU content at the time, but it doesn't actually fit.
  21. Is there a way to manually uninstall the mod? I wound up having to reinstall this mod because of having to reinstall K1R. And on the save files where I already had the armor, it... caused an interesting (and in one case, hilarious) result. Each of the armors ends up showing as one of the following 3 models instead. I tried dumping the armors in a container to see if that reset them. No dice. Even if I savequit in an area separate from the one where the container was located and then went back to it. The issue is only on save files where I already had the custom gear from this mod; on a fresh file, the armor worked fine. Any idea how to fix this?
    At least for me, even installing this thing in the first place is a matter of luck. I have gotten the TSLpatcher installer to run a grand total of three times; every other time, Windows has suddenly decided to take it issue with it creating temporary files and folders in the K1R directory in the middle of installation. And every time, the offending file is one of the ones pertaining to the Pazaak tournament on Manaan (enter_paz.ncs, if you're curious). This makes reinstalling in the event of a problem extremely frustrating. It makes me think that the Pazaak tournament should be made an optional submodule like the Vulkar Base Sublevel, or that there should be a manual installation guide. Or both. Speaking of the Vulkar Base Sublevel, having it installed softlocked me. In my case, the Security Panel in the first area of the Black Vulkar Base is broken, giving a node error mesage and asking me to contact a designer. I'm trying to reinstall the mod to fix, but see the first problem.
  22. How common is it for the K1R TSLpatcher to be abruptly denied permission to create a temporary folder in its own directory while in the middle of installation? How common is it for it to be one of the Pazaak Tournament files that sets this off (for me it's always enter_paz.ncs)? And is there a more reliable way around this than "Run as admin until you get lucky"? Second, how common is it for the Black Vulkar Base to softlock in some way or other (usually involving a glitched terminal somewhere along the line)?
  23. Good news: I got K1R to install without breaking the ability to load save files. I don't know if it was replacing my base swkotor.exe with the editable executable or luck, but it happened. Bad news: I ran into two commonly-reported bugs. One was a minor one (Rukil's amnesia), one is a real problem: The infamous bugged Vulkar Base Security Panel. There was also a minor journal entry bug I haven't seen in the other reports. 1) During the game, when did the problem begin to occur? Inside the first level of the Black Vulkar Base. 2) Did you install the latest version of the mod? (1.2) Yes 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Star Wars: The Best of PC (The version a lot of these lists seem to forget exists), but with the original swkotor.exe replaced by the editable one. 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh Installation 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) https://deadlystream.com/files/file/392-k1-clone-wars-armors/ https://deadlystream.com/files/file/1314-crossguard-lightsabers/ 7) Can you be more specific about the error? At what point did it happen? In the order they were encountered: I. After discovering that I needed papers to reach the Undercity, the attendant "The Search For Bastila" journal update read as: "Taris: [Completely empty space below]". Side note, the Light-side ending for Largo's bounty quest is missing a line break after "Taris:" II. After recovering all the Promised Land journals I had to go through the whole spiel with Rukil before I turned them in. This happened both times I went through is. III. I entered the first level of the Black Vulkar Base after killing the rancor monster in the sewers and the guards at the elevator. After dispatching the Vulkar cook and one sentry droid, I attempted to use the Security Panel. And I got the "Node Error. Please contact a Designer" message blurb. 8). Have you tried re-downloading/re-installing the mod? Not yet. Since I end up fighting Windows every time I run the installer for it, I'm reluctant to. 9) Have you tried using a different save game? Not yet, although I have a save file prepared at the point just after killing the rancor. 10) Have you tried starting a new game? No. And if that's the only way to fix this, I'm just plain chucking K1R at this point. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit. 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A EDIT: I bit the bullet and reinstalled K1R. This took several attempts at running the installer; Windows took issue with it making a temp folder for enter_paz.ncs every bloody time until after I restarted my computer (and I don't know whether that helped or if it was coincidental). However, it resolved the issue with the Black Vulkar base. I did run into some minor notation hiccups in the sublevel, though: * This one is before getting to the sublevel itself: the elevator to it is labeled as "Turbine Control" on the map of the main level * The map notes for the Spice Lab and one other location (I think the mechanics' bar, but I'll have to double-check) were lines of dialogue instead of the correct location name. Update: It was actually three locations. The Spice Lab is labeled on the map as "[Persuade] I'm the new lab tech Brejik hired," the room with the heating control panel is labeled as "Sorry, I'll be going now," and the room with an airspeeder in it is labeled as "[Persuade] I just want a quick look around. Will 20 credits calm you down?" * The description for the Maintenance Bay keycard is instead the elderly mechanic's dialogue (I'm assuming) fessing up to the heating system being disabled. Also, not clear what the keycard unlocks. Assuming "Maintenance Bay" is even the keycard's correct name. * At least one "Inside the Vulkar Base" journal entry for this area showed "[Trask Battlecry #3]" In report format, for completeness' sake 1) During the game, when did the problem begin to occur? While exploring the Black Vulkar base sublevel 2) Did you install the latest version of the mod? (1.2) Yes 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Best of PC patched with editable executable 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) Same as above 7) Can you be more specific about the error? At what point did it happen? Hopefully I was specific enough above 8.) Have you tried re-downloading/re-installing the mod? No. These were just small hiccups; they didn't get in the way of progressing, so it didn't seem worth the trouble. 9) Have you tried using a different save game? Didn't seem worth bothering with, since I wasn't barred from moving ahead. 10) Have you tried starting a new game? Again, didn't seem worth the trouble here. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit. 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A ===Impressions so far=== * The extra bit with Carth before the first vision is a nice addition. * I like that it's "Save the Bek spy and go to the party" instead of one or the other * Talking to the Duel Announcer doesn't really add anything, since all he ever says in the cantina is "Talk to Ajuur, he's in charge here" even after you kill Bendak. * Having the Lower City be populated with more than random Black Vulkars, the Hidden Bek lookout, and the Bounty Hunters in Javyar's is nice, makes it actually feel alive and makes sense with the Taris Citizens who talk about Javyar's Cantina being busy. However, I've noticed a couple rough spots with the Lower Taris Citizens. One is that they don't properly loop through their dialogue sets like the denizens of the Upper City do; they'll say the same thing multiple times in a row and the order they say things seems a bit random. The other is that their dialogue doesn't update for after the swoop race - they. If a lack of VOs is to blame, and if amateur VOs are acceptable, I'll gladly record appropriate new lines. And record my own reads of their existing lines for consistency. * Being able to go to the Swoop Platform is a neat touch, but it seems to exist in a state of temporal flux. The Janitors and Loitering Swoop Fans have the same issue as the Lower Taris Citizens of their dialogue not updating after the swoop race. Meanwhile, the Sith troopers there have they opposite problem: they're always talking about "that riot after the last race" even before it's happened. It also feels a bit awkward for the ones marching around to be saying the line about closing off the swoop track; that seems like it should maybe be limited to the ones standing by the door to the swoop pits. For the troopers at least, there's an easy fix: Prior to the race, give the ones by the doors the same line as the one by the Upper City Cantina door and the ones marching around the same "Out of our way, citizen" line as the ones marching around Upper City North. I'm guessing fixing the fans and janitors would require replacement VO work. * A lot of the Hidden Beks' dialogue feels like it could be bubble dialogue instead of "cutscene" dialogue * Noticing some typos here and there despite copying over the updated dialogue.tlk. Examples that come to mind: several instances of "Vulkar's" instead of "Vulkars'," and the sublevel bartender saying "alcohol-depraved techs" when he should be saying "alcohol-deprived techs." * Why only add a bartender to the Upper City Cantina? It makes the absence of a bartender at Javyar's stand out all the more. * A number of added NPCs like some of the extra Hidden Beks and the Duros bartender on the Vulkar base's sublevel don't always stop while talking even though they're using "cutscene" dialogue. This is a bit awkward. * The restored glow rods don't really have a purpose, at least not in the sewer (they might help in the Kashykk Shadowlands though). Perhaps some rooms in the sewers should be darkened, maybe littered with placeables to prevent just moving in a straight line; I realize that's custom content, technically, but it would give the glow rods a purpose. * Getting to do the Vulkar Base sublevel was fun, but at the same time I can see why they decided to cut it. Taris has a lot of content to it: a wealth of sidequests spanning all levels of the city, the Lower City and its different apartment complexes practically being a dungeon, the Undercity and the sewers (Which are themselves a mini-dungeon directly leading to the Vulkar base), the Vulkar base itself, the Bek base if you betray Gaddon, the Sith military base, and Davik's estate. Speaking of which, some of the sublevel feels quasi-similar to Davik's estate. I wonder if maybe Bioware decided to use it as a base for the estate after cutting it. ==Further Impressions== * Forgot to mention earlier: The Sith officer you run into outside of the apartments has a gruff voice instead of the whiny one I remember him having. * Shuma adds a nice bit of flavor at Dantooine, provides a bit more exposition about the destruction the Sith unleash upon worlds. * Taree'lok and Garrum make the Jedi Enclave feel more complete. * The Iriaz are a nice addition to Dantooine, even if flavor is all they add. Seeing them also highlights a frak-up of the Prima guide - the brief introduction to Korriban on Page 19 (under the "Zones of Interest" section) features what I originally thought was a weird beta Tuk'ata art, but I now can tell is very obviously an Iriaz. * On Tatooine (which I rushed off to to get HK-47 to see if he had unique dialogue for when you get the Lost Droid quest), I noticed a lingering reference to Sharina Fizark's early surname of Nal in the dialogue choices when you talk to Gurke. The Gamorreans' own dialogue uses the correct name, though. * It's fun to see the handful of roving Jawas in the desert, and hear what they say. * The random encounter Sand People in the Dune Sea are dropping their clothes like they're supposed to (but apparently don't do in most PC versions of the game). I didn't see this listed in the restorations and fixes included in K1R, and I seem to recall it happening playing it on PC in the past, so I'm assuming it's a fix native to the Best of PC version (Correct me if I'm wrong). However, they never seem to drop their Gaffi sticks, which I think they did on the Xbox version. Only weapon they've dropped for me is blaster rifles. * One bug to report: The "Dwindling Supplies" quest didn't show up in the journal after hearing about if from Zaalbar despite getting a "Journal Update" popup, it only showed up after I actually checked the supplies. Since the previous update I have installed Human Xor Restoration and Juhani Romance Enhancement. Nothing further to report right now, because shortly after talking to Sasha I decided to tinker with a short lightsaber I got off one of the Dark Jedi trio and in the process I discovered a bug with Sithspecter's Crossguard Lightsabers mod and came here to report that. ==Update 1/24/2021== * I discovered an oversight with regards to Yavin. One of the things K1R restored is the option to ask for Juhani's commentary on the places you visit. However, asking her while aboard Yavin Station causes an immediate exit from the dialogue - this is because every party member except for Carth is actually supposed to have that option turned off while there; they have nothing to say about the place. Carth does, but it's just "I don't know much about this place, sorry," which I'm pretty sure is recycled from somewhere else in the game. * I also encountered a glitch on Yavin Station; my character somehow glitched out of bounds through the viewport while I was walking around to fill out the map. Luckily, switching characters fixed the problem. Is this a vanilla bug with Yavin, or is it something to do with the mods? * After Yavin, I went to Tatooine to buy HK-47. While I was there, I noticed I was seeing Taris info blurbs on the loading screens. I don't know if that's connected to the glitch I encountered at Yavin, or what. * I discovered a feature I'm not sure I knew about. If you board the Ebon Hawk while controlling a character other than the PC, and then leave the ship with that same character in your party, you will be controlling that character again when you exit. * After buying HK-47, I went back to Dantooine. Lena was there at the Jedi Enclave docking bay, but her messenger cutscene didn't automatically trigger. I had to go manually talk to her in the store... at which point I was teleported back to the landing pad for the cutscene to occur. I don't know if that's to do with the mods installed, or if it's a vanilla bug caused by exiting the Ebon Hawk while in control of a character other than the PC. ** Speaking of Dantooine and the store, that reminds me. There's a small inconsistency in TSL that needs to be fixed if TSLRCM doesn't fix it already. The log about the faulty Protocol Droids in the Enclave Sublevel says that they were supplied by Czerka. However, K1 shows the Dantooine Jedi Enclave as doing business with the more ethical Aratech as far as droids are concerned. * Luur Arka Sulas' dialogue always starts from the beginning. I think that might have been a vanilla issue though. * This isn't really a K1R-specific thing, but it was funny to see Luur and Sasha getting temporarily impeded by Gizka on their way out of the Ebon Hawk. No further mods installed since the previous update. ...At what point is it okay to start making new posts for these updates instead of editing? ==One more thing (discovered 1/25/2021)== * A missed inconsistency fix. Bolook is not his proper green from the Xbox version. And I know the Xbox color is correct, because dialogue from one of the investigation results if you do an incomplete job has Rickard refer to Bolook as a green-skinned nerf herder. Yes, that does make for quite the abundance of green Twi'leks on Dantooine (especially with Garrum and Tar'eelok restored), but given that Bolook's skin color is spelled out in a voiced line...