ZeldaTheSwordsman

Members
  • Content Count

    356
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ZeldaTheSwordsman

  1. You should probably also check in the options menu to see if Frame Buffer Effects is set to on or off, same for Soft Shadows (you'll want both to be off). I was getting crashes after character creation until I turned Frame Buffer Effects off - fun times. I wonder what it is about how Bioware coded the effects that doesn't play nice.
  2. So, I've been playing through KotOR and I've been experiencing a couple minor annoyances that I'm not sure if are caused by a mod or not. I had thought overwriting the original swkotor.exe with the editable fixed them; I guess I was wrong. One is an odd "sticking" issue, where the main character gets stuck in place after either ending combat or looting a container (including remains). Has yet to happen on Taris, but so far the only combat I've done on Taris is the forced encounter when exiting the apartment and (in my pre-K1R file) killing the two Davik goons outside the entrance to Upper City North. Switching characters does nothing. However, I have noticed one improvement between when I ran into this on my pre-K1R file and when I experienced it again after starting over for K1R: Before, I never seemed to unstick on my own. Now, I eventually get loose. I don't know whether to attribute it to K1R, the executable replacement, or luck. Another is some the first set of subtitles for some dialogues (mostly auto-triggered) being skipped. Always the same ones: * Carth contacting you when you reach the Starboard Side * Carth warning you about the troop-filled room ahead * The subtitles-only dialogue when you first exit the apartment * The subtitles-only dialogue triggered when you first interact with the Workbench. No others so far. Mods installed: First run I encountered the issues on, I had the above three. For the current run, add this: Anyone know what the deal is?
  3. 1. I inferred that alignment might be a reason you thought the sensitivity was a giveaway. 2. How are they obviously not slaves? What makes the deception weak? 3a. You could consider it a threat, or you could consider it an opportunity for more converts (possibly even seeing these slaves as potential levers against their supposed owner) 3b. Alternate explanation: Revan's own power distracts from Jolee and Juhani, aided by their own abilities at concealment, whereas Bastila's power shines a wee bit too brightly to be hidden thus. And either way, I think fear of temptation is just as much a factor in her wanting to stay aboard as fear of being recognized. 4. K1 Korriban as a whole kinda relies on Sith Arrogance, though - it's how you're able to get away with murder (or for Light Side players, how you're able to get away with lack of murder ). 5. How would you propose setting up separate gatekeeping for who you can bring into the Academy proper vs. who you can bring into the Dreshdae spaceport? That's another thing that occurred to me. Uthar potentially seeing through the deception would only be an obstacle in the Academy itself, whereas Bastila's worry about being recognized applies to both the Academy and the settlement. Well, Malak would know from Calo Nord that Bastila escaped aboard the Ebon Hawk, so there's that. And Dreshdae so happens to be the port where the Ebon Hawk is recognized, so there's that too. Explanation I currently favor is Malak not wanting someone who doesn't directly report to him to deal with Revan and Bastila (last thing he needs is a potential usurper getting their hands on Bastila or Revan stirring up division).
  4. I wonder how hard it would be to fix the spelling.
  5. Other things TSLRCM injected that I think rightly belong on the cutting room floor are Toydarian Fassa and Visas taking Kreia before Nihilus. Visas taking Kreia before Nihilus seems unnecessary when there's the scene with Col. Tobin, and baiting Nihilus through Tobin is much more in line with Kreia's preference for manipulation. Fassa speaks in smooth-voiced Twi'Lek Huttese in the vanilla game. Unless there are alternate rasp-voiced VOs for his lines, I think the change to a Twi'Lek was a deliberate "How it's supposed to be" type of change. Do you have any interest in fixing these errors as well? Or a Cinematic Battle of Khoonda restoration?
  6. I don't think the version of the base game matters for this particular issue, because TSLpatcher is trying to create the temporary folder and file in the K1R directory, not KOTOR's own directory. I've had the same issue trying to install for the Best of PC version. It's some sort of stupid conflict with Windows' security arbitrarily treating the directory K1R was extracted to as Read Only in the middle of installation. The solution seems to be "Run as admin and hope for the best" So... The last time I tried installing K1R, it broke the ability to load save files. This time around it didn't happen. I don't know if I just got unlucky during the previous try, or if there was something corrupted in the swkotor.exe that installing K1R broke even worse (in between, I overwrote the swkotor.exe installed from the CD with the editable version because after installing Kainzorus' Clone Armors mod I was having an annoying bug - the main character getting stuck in place after ending combat or examining a container - that I hadn't run into before installing that and kept having to save and reload to fix, and hadn't run into the bug again yet after the executable replacement).
  7. By "If anyone still cares" I mean "if anyone still cares to see content from me, because I feel like I've gotten on everyone's nerves by this point" No, I have not played TSLRCM yet. I would love to, but I need to buy a PC copy of TSL. I only have the Xbox version. I also despise going with Dark Side stuff in the first place; the only Dark Side point I deliberately get in either game is the one for doing the deathmatch against Bendak Starkiller. I am currently doing a fresh playthrough of K1 now that I have it running again, though. I do think it would be good to have justifying exposition that wasn't influencewalled. What I've read about K2 exposition in both vanilla and repaired says that Light or Dark, Revan went to hunt for the True Sith out in the Unknown Regions at the galaxy's edge, taking the Ebon Hawk to do so. The reason I'm not satisfied with that by itself in the context of the player picking the Dark Side ending for K1 is that K2 also tries to claim Revan was trying to secretly toughen the galaxy up in preparation for the True Sith while using the Star Forge to build up an armada to combat them. With that part in mind it doesn't make sense to me that, having reclaimed their throne and the ability to resume that plan, Revan would suddenly go gallivanting off in just the Ebon Hawk instead without - if I recall correctly - so much as appointing a steward.
    These are very nicely done, they look quite good and animate well. My only knock is that they seem a bit hilariously overpowered for as early in the game as you place them (a defense bonus of 19? On the Endar Spire? XD). Would it be a lot of trouble to make nerfed "early game" versions?
  8. 1. K2 seems to sell Trayus as the main, and stronger, Jedi-breaker though. And whether it's more specialized compared to the Dreshdae facility... the Trayus Academy certainly is a more specialized Jedi-corrupter than the Rakatan temple (which is where Malak brought Bastila). 2. Doesn't stop the logic issues. There's a reason that most Star Wars sequels to games with multiple endings just pick one. If the choice is to be preserved, then a lot more legwork needs to be put in to prop up the Dark Side choice. 3. I'm not arguing whether it's different. I'm arguing that one of the things K2 establishes Revan as doing with Trayus makes the security issues of the academy featured in K1 stick out all the more. 4. Yes, but K1 presents the Star Forge as the Dark Side McGuffin Place of Doom in their empire (as well as what corrupted them). Suddenly throwing Trayus into the mix feels almost as forced as, say, the introduction of Isla Sorna does in the Jurassic Park novels (speaking of rough sequel transitions). It either needs to be disconnected, or it needs more legwork to smooth out the injection. 5. Except that Darth Traya kinda is! Also, they're hardly the only link between the two games. 6. My bad, I misread your quote. Fair enough on that. 7. That actually doesn't automatically contradict her view that, say, those echoes usually include the people being weakened from receiving help. And most of the new information in that exchange comes from Kreia herself; it isn't offered by you as a rebuttal to her views. 8a. Got any justification for that statement, considering the entirety of the paragraph I'm quoting from? Here's a key point: "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." That seems to make it pretty damn clear that A. the entire paragraph is in fact specifically talking about the Battle of Malachor V and B. The victory is attributed Revan's own actions. 8b. As I brought up in a previous post, you'd think something as cataclysmic as the Mass Shadow Generator would be worthy of at least a little comment (probably along the lines of "We never expected the Republic to unleash such glorious carnage against us" or something). But the only superweapon K1 gives any indication of in the Mandalorian Wars is Revan themself. 8c. That iffy statement you quote makes partial sense in the context of the first game (hinting at the Star Forge) and prior Expanded Universe material re: the Sith after Exar Kun's defeat; maybe a concept in the writers' heads that they didn't articulate properly was that Revan and Malak absorbed the remnants of Kun's empire.
  9. I want to say the Sith fighter lasers were the right color in the Xbox version but I forget. It's been a long time since I played that, because my Xbox copy has a bad spot that screws up traveling between South and North sides of the Upper City on Taris.
  10. To be fair, a lightsaber is not exactly the stealthiest of weapons. Not as unstealthy as, say, a chainsaw but still noisier than a regular blade. If memory serves, there are at least elite Sith Assassins on Malachor with lightsabers in vanilla. From a gameplay perspective, having to take on that many lightsaber-wielding opponents early-on is a bit much.
  11. So... one of them looks like a wimp and the other two get a rank downgrade? I get the idea of wanting them to look distinct from each other though.
  12. @JCarter426 1. That doesn't make Revan's disappearance any less incongruous with both that dark side ending and the goal K2 tries to retcon onto Revan - as I said, if Revan reclaimed their throne and the Star Forge, why would they abruptly go haring off in the Ebon Hawk and leave everything they built up and fought so hard to get back to rot instead of resuming their agenda prior to being usurped by Malak? Either give a satisfactory explanation for that, or lock Revan in as light side and have done with it. I am aware that Revan had to disappear to allow for there to be a status quo - my point is that disappearance is a hell of a lot harder to justify if you decide K1 had the dark side ending, so letting you decide that was a mistake. The need for a status quo forces the game to completely undercut Revan's victory in the K1 dark side ending anyway, so why even bother with the choice? 2a. The Star Forge was Revan's center of power too. 2b. My point is, why bring such an important capture as Bastila to the center of power to corrupt her if his empire supposedly has a more specialized facility elsewhere? 2c. My issue isn't the lack of the Star Forge per se, it's K2 trying to let you choose K1's ending when because of the Star Forge only one ending would logically lead to K2's status quo. 3a. Nothing in the first game gives any indication that Revan and Malak had another Dark Side McGuffin Place of Doom. Tying the Trayus Academy to them is unnecessary. 3b. The Sith Triumvirate could easily have been written without tying any of them to Revan and Malak personally. 4. That's not the main point. The main point is that Revan quietly probing their own ranks for Force-sensitives and "disappearing" them to the Trayus Academy for Dark Side training - and the level of scrutiny that requires - is at odds with the Dreshdae Academy's semi-open-door policy and relative lack of scrutiny (which Revan being able to infiltrate Korriban in K1 kinda relies on); it makes that look that much more questionable. 5. Where did Zhar say this? It's been a while. And Kreia still feels forced to me... Maybe with some better buildup it wouldn't rub me the wrong way. 6a. Disagree? Yes. Actually counterargue? Not so much, from what I can recall. You can tell her to shove it, but you can't really debate her much that I can recall (I.E. whenever she bitches at you for being charitable and goes "Helping people weakens them" you can't say "Not necessarily - it can inspire them to find the strength to help others in turn" or anything like that). 6b. Yes, you are forced to oppose her. And yes, she admits that she's a hypocrite for relying on the Force so much while hating it and wanting to kill it, and even offers at least a lip-service admission that she must be stopped. But I don't recall the narrative offering a whole lot in the way of actual counterexamples and counterarguments to her negative view of the Force and its will. 7. See the last part of the above. That's why it feels like her viewpoint is being forced down your throat to me. 8. It's still wrong. 9. Those few sentences still paint a very different picture than what K2 shows. "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." Let's take a look at this. * This hammers home the point of Revan themself being the one who won the day. Not some other Jedi under Revan's command, Revan themself being there and in charge and directly kicking butt. K2 attributing swinging the battle to the Exile diminishes Revan's established role. * "You fought us to a standstill and then began pushing back." That sentence right there paints a very different picture to what K2 paints. K2 paints the Republic as on the verge of being overwhelmed by the Mandalorians until the tide was suddenly turned by the Exile ordering activation of a superweapon that did almost as much damage to the Republic forces as it did to the Mandalorians. But that sentence, that one little sentence, indicates a different state of affairs. "You fought us to a standstill." Not "We had you on the ropes," which is what K2 claims was the case, but "You fought us to a standstill." Meaning that, far from being on the verge of getting overrun, the Republic forces under Revan actually brought the Mandalorians' advancement to a halt. Then there's the next part of the sentence: "and then began pushing back." That means the Republic forces started gradually overpowering the Mandalorians. Again, very much at odds with K2's "It was activate the Mass Shadow Generator or be overrun by the Mandalorians" portrayal of the battle. Of course, this is a hard thing to fix because of how much the Exile and Bao-Dur's stories rely on the bloody generator... The best I've come up with so far is "Make the battle where the generator was involved be a penultimate battle somewhere else instead of the final battle." @1Leonard -Gives smug quick dismissal -said dismissal blatantly shows you skimmed my post at best. Have a look at this: "Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is)" There's a suggestion right there! A big one! Since underlining it to make it stand out apparently wasn't good enough to get you to notice it, I've also boldfaced part of it too! There are more like it, just look for the underlines :))))))))))))) EDIT: The suggestions may be only written briefly in that first post, but I would hope they at least convey the essential idea of the fix. They obviously need fleshing out to be true improvements, but I don't think I ever said that this would be a quick or easy undertaking. It would be a massive pain in the ass and would require either a lot of redubbing or living with silent lines. But enough about KotOR II's story really rubs me the wrong way that I felt like airing my problems and proposed fixes anyway (and slowly picking away at the task when I'm in the right headspace, to see if I get anywhere) to see if anyone else agreed with me or had an interest in taking their own whack at such an undertaking (not as a co-op, mind, especially since all I can do right now is draft rewrites). As far as me doing stuff about it myself, this would be a long-term undertaking where I have no idea when/if I'd finish or even if I'd get much of a start.. But I'll be chipping away at it all the same. I have a much smaller, and less-controversial project in mind for the immediate future, if anyone still cares.
  13. Unfortunately, the file seems to be broken. Downloaded it, tried to extract with WinRar, no dice. Redownloaded it, tried again, same result.
  14. In the wake of K1R, have you considered reworking this to stick it in Suvam Tan's inventory instead? That wouldn't conflict with K1R
  15. The "Darth Revan's Robes" are Darth Revan's Robes in the sense that they're an exacting replica of the robes Darth Revan wore (before they even found the darn thing, if the Dantooine flashback is any indicator). Not limiting you to one instance makes sense from an in-universe perspective about the Star Forge's capabilities. Limiting you to three is probably something done from a gameplay perspective. That's the most you could possibly use (assuming Juhani and Jolee are even capable of wearing the Star Forge Robes), and not letting you make any more stops you from burning through too many spikes. ...Alternatively, it could be that you could only produce one per terminal because most spike-based commands seem to one-time deals.
  16. It's never established how he gets his knowledge of shapes. If he's telepathic, well... the only one who's a possible problem is HK because HK's the only one you can't get to Prolik with out at least having encountered. Regarding getting T3 early.. Methinks the writers may have ultimately decided that poaching Davik's droid seemed a bit too much of a stretch given how much of a bigshot he is on Taris. It seems like the kind of thing that would very quickly lead to a "Mister Davik is very upset" kind of encounter. And assuming you could get past that, Davik himself would logically have something to say about the matter when Canderous brought you to him. Canderous may have unused lines for the Early T3/Early Base Access contingency, but what about Davik? Honestly, from a narrative perspective, I think it makes sense to force the base raid to be the next-to-last required stop on the road off Taris. * First, as far as getting T3 early goes... prior to the swoop race and its aftermath the most possible notoriety you could have while on Taris is as the Mysterious Stranger, slayer of Bendak Starkiller. Even if you were believed... that doesn't seem like it would be enough to convince Janice Nall to sell you a droid reserved for a powerful crime boss who could easily do horrible things to her in retribution. You could I suppose take him over her dead body, but that has the abovementioned issue of getting Davik pissed at you (it logically would, anyway). * Second, if you thought Darth Malak and Saul Karath seemingly not noticing the base had been raided by the time Malak decides to bombard Taris was a stretch in vanilla... it would really be a stretch if you did it this early (this applies to both T3 and the unrestored "steal an access card" idea, which should probably stay cut because if it was that easy to get in Davik probably wouldn't need a custom-ordered slicer droid in the first place). * Third, raiding the base and stealing the codes, however you went about it.. would logically be enough to get you noticed and approached on its own. Possibly without your having set so much as a foot in the Undercity. So it introduces a particularly silly instance of the RPG Take Your Time trope where one didn't exist before, where you then have to go through all the rigamarole of liberating Bastila after being approached. I tend to use T3 a fair bit, personally. He's my go-to character for the Computer Use skill. Still wondering if there's a way to revert Juhani and Jolee to robed because their de-robing bugs me. Also if there's a possibility of a "No Pazaak Tournament" version of this mod, because that seems to softlock the game rather a lot from what I've seen and I don't know if that's been solidly addressed by this point. EDIT after getting the installation to work: Thankfully the (IMO nonsensical) Juhani and Jolee de-robing is an optional piece (I find it nonsensical because Juhani was readmitted to the Order between your redeeming her and you being sent off, so it makes sense that she was able to get a robe again - in fact, her being in a robe at that point makes more sense than being in her default clothes. Especially with how her then-girlfriend Belaya gets about the Jedi dress code. Jolee... nothing says he can't have taken robes with him, and it would be logical for him to wear the more protective garments). Perhaps the Pazaak tournament should be optional as well, given the softlocking issue and also the fact that from what I've seen in the bug thread Pazaak tournament files seem to most commonly set off the mid-install permission denial (the restoration is enjoyable on the whole, but man is it annoying to run into that nuisance if you have to reinstall because of a bug, and it gets in the way of getting the restoration installed in the first place). Another thing I personally think should be optional: Fighting alongside Jolee instead of it being a cutscene. Haven't gotten to that point yet, but I know from experience such encounters tend to feel less like dramatic entrances/rescues when they're interactive (unless the NPC is being particularly OP at the time). And Bioware knows it - It's part of what makes Bastila's insistence that she rescued you hard to swallow. When you take party members with you on the sea floor, do they have any special dialogue for it? Speaking of Manaan, I think I'll pass on stealing a card from drunken Duan/Viglo. That sounds like it makes getting into the Sith base a complete gimme - probably why it was cut in the first place. Correct me if I'm wrong about that, though. I saw that earlier in the thread people brought up the Gamorrean village and the trash compactor puzzle; I know spacej speculated that the malfunctioning door to the room where Zaalbar is might have originally been part of it based on (inactive) code for it to damage the party. I don't find that compelling on its own - it seems like that door could damage you just in its own right because of the malfunctioning moving parts (and I want to say the damage code is actually active in the Xbox version, but I can't be sure; my Xbox K1 disc is damaged at the transition to Upper City North, so I can't check that one myself). Barring other evidence, I don't think that door is anything more than what it's implied to be in the final game - the result of Zaalbar trying to break himself out. I have my own speculation as to where the trash compactor puzzle was - the room in the upper sewers where the Rancor is in the final game. The details on the walls there look like they could be masher blocks for the compactor, and it's a big open room that would work as the location for a large-scale compactor. As such, I think that they ultimately decided replace the compactor with the rancor (maybe it was taxing to render the moving parts, maybe they felt it was a drag, who knows). I could be wrong, but it makes sense to me. As for the Gamorrean village... Honestly, it seems likely to me that Bioware decided fairly early-on that giving them a separate encampment made for too much of a detour (or be too much extra on Taris) and scrapped the idea in favor of them living directly in the sewer chambers. I think I asked about this once before, but it's been years. What makes it impossible to add swoop upgrades to K1, such that you instead had to cut all references to them? Edit again: I keep forgetting to ask about this. How much of the Pazaak tournament was reconstructed based on info in the game files and how much was custom content that felt appropriate? I'm curious because the droid opponent sounds like a clone of the Pazaak-playing droid on Nar Shaddaa in TSL. So I'm wondering if that was a leftover in the K1 files that Obsidian repurposed for TSL, or if the TSL droid came first and was imitated for the reconstruction.
  17. Ran into a problem with installation right out the gate. Quoth the instructions: "1) Please copy the common mdl & mdx and g_a_clothes63.uti into the override directory (folder 0 Common Models). " There's no g_a_clothes63.uti in the folder in question. There's a g_a_clothes63.uti in the tslpatchdata folder, but is it the same one the instructions are wanting? Or are the instructions actually supposed to be talking about the PO_pjuhani2.tga file in the Common Models folder?
  18. There are some mods I'm wanting to install but I have no idea if they play nice with each other. The first is redrob41's Catlike Juhani Head mod The next is Leilukin's Human Xor mod, to fix the PC version's frakup of making Xor a Twilek: The next is Kainzorus Prime's Clone Armors mod, because I like the Clone Trooper armor: And finally there's Sithspecter's Crossguard Lightsabers: I want to say I don't anticipate that last one causing trouble with the others, but it was on my mind at the time. Has anyone tried mixing these?
  19. Does the bug occur when running the game on a one-core PC? It's absolutely a fault in the base game, since it also sometimes happens to the Xbox version. Had it happen to me in my current playthrough actually, cheating me of a chance to garner influence with Visas Marr (when you give the fleeing mother on Onderon a starport visa, she reacts to it in a dialogue scene where the right response bolsters influence; the scene started but cut off before Visas' lips even had a chance to move). One thing I'm not sure of is if it happens more often when playing on the 360 (which I was) compared to an original Xbox. Also had a possibly-related bug when I tried to gain influence with Disciple by giving Xaart a visa. Disciple spoke Mandalore's "I don't like the idea that he's working with them now" line instead of what he's supposed to say, and no Influence was gained (the latter might be because I'm maxed; don't know). Anyone else ever seen that?
  20. Has anyone tried Kainzorus Prime's Clone Armors mod with K1R? Not that it matters to me right now since I'm not messing with K1R again until I know how to keep it from breaking my ability to load save files, but it would be nice to know. I would also like to hear if Inyri Forge's Santa hats and candy canes are compatible. EDIT: I can confirm the Clone Armor is compatible at least, haven't tested the Christmas stuff. https://deadlystream.com/forum/files/file/530-advanced-wardroid/ Also, the above can be stricken from the list because it doesn't exist anymore.
  21. Old thread but it's still on Page 1 so what the hey. I think K2 tends to get more focus because K1 vanilla has an overall complete story and plays more or less nicely (aside from some frakups in the PC version), whereas with K2 the vanilla game is such an incomplete buggy trainwreck. One of the things the OP came in demanding was frame buffer compatibility, which N-DReW25 did not comment on. Is there a reason this one can't be fixed with a mod? I'm asking because I ran afoul of K1's Frame Buffer Effects not playing nice with my machine, and having to disable them to get it to not crash after character creation.
  22. And that sensitivity is a giveaway because...? They can't sense when you're full-on holy-glowing Light Side, so obviously you're able to shroud your alignment (and even if they could sense Jolee and Juhani's alignments, Jolee's gray leanings and Juhani's anger issues probably make them register semi-favorably in SithVision(TM)). The sensitivity itself isn't a giveaway because SO ARE ALL THEIR STUDENTS. They're expecting Force-sensitives to show up at their doorstep, and having Force-sensitive "slaves" simply enhances your prestige. The thing about Bastila is that she's not merely sensitive, she's well-known and possesses a rare degree of power with the art of Battle Meditation. She'd probably stand out more to a senior Sith. ...And you know, thinking about it, fear of being recognized probably isn't Bastila's only reason for not wanting to set foot on Korriban. As for Bastila on Taris... The Sith chain of communication is honestly hilariously spotty in this game. Not only are the Sith grunts on patrol unable to recognize Bastila at a glance, even the Sith Trainee governor doesn't recognize her! Did Darth Malak not actually transmit a visual of her? XD And speaking of the governor, neither Malak nor Saul Karath seems to take notice of his demise. No mention of "We've lost contact with the base" or anything like that, just Malak commenting that the search is taking too long. In any case, if you have the Troopers notice and attack Bastila, the governor not recognizing her is going to stand out even more so you'd probably have to alter that too. Later on, there's also the fact that (despite the occasional attacks by Sith fighter patrols) the Ebon Hawk doesn't get recognized by those on Korriban as an enemy ship. Not even after the Leviathan incident, although I suppose that much can be excused by Malak being too preoccupied with Bastila.
  23. I'd rather buy a new Xbox copy and live with no modding than get it on Steam. But after Googling I found the problem: Frame Buffer Effects. I turned those off, and the game now runs just fine.
  24. Ran into an extremely annoying problem mid-installation and I don't know what the cause is. So, I downloaded this mod, extracted it, and installed it. The installer ran just fine - no errors or permission problems. However, KOTOR crashed after character creation and I didn't know how to fix it at the time (had to turn off Frame Buffer Effects) so I wound up completely uninstalling and reinstalling KOTOR. After the reinstall and figuring out how that Frame Buffer Effects were the problem and getting the game to actually run, I figured I would give installing K1R another go. And that's where the trouble came up. Most of the way through installation, I got a popup saying "An unhandled error has occurred!" The specific error message in TSLpatcher is as follows: • Error: Unhandled exception: Cannot create file "C:\Users\Media Room\Documents\eddump\KotOR mods\K1R_1.2\K1R_1.2\k1r_paztourney_tmp\enter_paz.ncs". Access is denied (0) For some reason, despite having run perfectly fine the first time the installer is now for some random reason being denied permission to create a temporary directory for that file in its own folder. I just don't get it. It didn't happen the first time, I didn't change any Windows settings or anything, but now every time I try to run the installer I get that error with that file. I've tried multiple times, including running as an Administrator. I've tried deleting and re-extracting. No joy. What the hell gives? I'm on Windows 7, 64-bit. My version of KOTOR is Best of PC. Although I somehow doubt the game version factors into this. UPDATE: After one a couple more failed attempts, Windows asked me if I'd like to retry running the installer with the recommended settings and that time it completed. Although now I'm discovering that savegames don't seem to be working. They show up in the menu, but won't actually finish loading. And the "saves" folder seems to be empty (this is because the saves are being put in AppData instead). Don't know if that's the mod or the base install, didn't test loading a save before trying the mod out. UPDATE 2: I reverted the game to unmodified, and now it loads the save files just fine. So K1R was indeed to blame I suppose I should fill out the questionnaire, just to be proper about this. 1) During the game, when did the problem begin to occur? Aboard the Endar Spire 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. 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? I believe it was a fresh installation. It depends on whether the failed installation shenanigans described above make it not count as 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!.) Zero. This was a plain install. 7) Can you be more specific about the error? At what point did it happen? The game consistently stopped in the middle of loading a savegame with the progress bar 1/3 full. This occurred every time I tried to load a save. It did not matter if it was a save created before or after the mod was installed. 😎 Have you tried re-downloading/re-installing the mod? No. And after the shenanigans with the installer, I'm not sure I want to bother. 9) Have you tried using a different save game? I only had the one save pre-installation, in which all I had done was get my gear out of the footlocker in my quarters on the Endar Spire. Since overwritten. 10) Have you tried starting a new game? I had to start a new game to be able to play after installing. 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