ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. So... I'm having the lovely issue of medpacs not working when I'm poisoned and I don't know if this mod is to blame or not.
  2. So, I ran into a BIG problem. I got poisoned while fighting the first batch of droids that the Exile can run into at the Peragus' Fuel Depot. The first time I used a medpac (initiated from the inventory because that's normally a freebie) it seemed to work. Subsequent attempts to use medpacs, however, refused to restore health. I canceled out of combat and ran to safety to use one, no dice. I helplessly died because of that. The problem persisted after I loaded my saved game. I suspect Peragus Tweak is the culprit but don't know for sure. ThisMedpacs not healing you while poisoned (even though they're supposed to), before you have access to Antidote kits? That's a major problem. Does anyone know what's wrong? 1) When did the problem begin to occur? Shortly after reaching Peragus' Fuel Depot as the Exile. 2) Did you install the latest version of the mod? Yes, latest versions of TSLRCM and M4-78EP both 3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? GOG 4) Did you update your game as required by your game's region? N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? Fresh install 6) What other mods did you have 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/1004-alternate-revan-romances-updated/?tab=comments https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/ https://deadlystream.com/files/file/416-tsl-clone-wars-armors/ https://deadlystream.com/files/file/1374-harbinger-hull-fixes/ https://deadlystream.com/files/file/1275-peragus-administration-level-room-model-fixes/ https://deadlystream.com/files/file/1773-k2-star-forge-robes-in-ebon-hawk-container/ (Initially incorrectly) https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/revan-s-robes-star-forge-robes-for-tsl https://deadlystream.com/files/file/8-peragus-tweak/?tab=comments https://deadlystream.com/files/file/202-hi-resolution-skin-for-ebon-hawk-tsl/?tab=comments https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/?tab=comments https://deadlystream.com/files/file/971-refurbished-astromech-droids/?tab=comments https://deadlystream.com/files/file/759-tsl-origins-telos-overhaul/page/3/?tab=comments https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/ Saedhe original head component, Kreia-Atris reversion component https://deadlystream.com/files/file/897-tsl-origins-harbinger-overhaul/ https://deadlystream.com/files/file/1515-hd-hk-upscale/ 7) Can you be more specific about the error? At what point did it happen? See top of post. 8 ) Have you tried re-downloading the mod? Not sure which is causing the problem. 9) Have you tried using a different save game? Not yet. 10) Have you tried starting a new game? Not yet. I'm tempted to just get cheat-happy at this point. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit.
  3. Fair enough. I just felt it was a jarring enough discontinuity to be worth pointing out. I still downloaded the pack since the others are lovely and the pack isn't all-or-nothing
  4. You certainly have added a lot of detail and no mistake, and it's very well-made. But it unfortunately has continuity issues compared to the pre-rendered footage of the Ravager seen when Darth Nihilus is introduced and when it attacks Telos. The most notable is that it doesn't seem to have the REEEALLY huge gash just aft midships with completely exposed rib members, which can be plainly seen on both the vanilla backdrop and the cutscene model:
  5. Thank you for that. So, I have a bit of a concern. I saw that someone using this had had the "return Suulru's vaporator" quest fail to yield a saber as it should. Is this still a problem?
  6. I'm sure we've all noticed that there are some blatant cases in TSL where the "to hit" chance is entirely too low for what you're trying to hit. For example, missing at all when bashing a door you're standing right in front of. Then there's the unbelievably significant chance of missing the Tank Droid in the Telos base even when you're using melee weapons - no, Obsidian, my sword swing did not miss the giant ambulatory box RIGHT IN FRONT OF ME. Cases like those where your attack would practically have to phase through the target to not connect. So, how hard would it be to alter those "to hit" chances? Because those misses are just plain dumb.
  7. There's a lot of good work done here, these look awesome overall! But I'm sorry to say that from looking at the screenshots... the Telos backdrop where the Ravager is seen from a distance while you're on Citadel Station has problems. The Ravager isn't as damaged as it's supposed to be, and the damage it has doesn't match up to its appearance in the pre-rendered cutscenes (for example, where there should be a huge gash on the port side just aft of midship with exposed frame ribs visible... the Ravager in the new backdrop just has some comparatively minor chunks out of the outer hull). That seems an odd oversight given the goal of improving continuity.
  8. So, I discovered that holograms in TSL still work with Frame Buffer Effects disabled - that was a surprise. But they don't look normal - the horizontal banding seems a lot more intense, and instead of the flickering light level normally seen they have an energy shimmer similar to what Stealth Fields look like without frame buffer effects. This shimmer has a habit of lighting up the eyeballs, which looks... off. EDIT: It occurs to me that there's a phenomenon in TSL that might be an overlooked bug: If you skip the prologue you get to keep everything you found in it, but you lose it if you properly finish the prologue. That... feels like it should be the other way around.
  9. "random brown ball" isn't exactly fair, considering both the model and the sprite for it show a visible gash with exposed magma. Although the contrast is hideously washed out in the PC version, which this seems to fix.
  10. ^This. The actual rebuild was done by the mining droids using the ship repair resources of the Peragus facility. Not saying you didn't do decent work making the mod, because you definitely did. You just seem to have skipped some relevant Peragus logs lol Your basic idea of the repaired Ebon Hawk looking too good isn't entirely wrong, though. While the mining droids and Peragus' resources justify the structural rebuilds, the restoration of the paintjob on the other hand...
  11. I did indeed do it with that lack of spacing. As a matter of fact, it was already there in the list so I just had to change the 0 to a 1. And opening the file, it's still a 1. So idk what even. I also tried testing adding it to the swplayer.ini file, still no luck getting the "Printscreen + paste" method to work. ...I also just discovered something odd. Looking at the folder, it appears that with the GOG version hitting "Print Screen" saves a .tga screenshot regardless of the swkotor2.ini screenshot setting. Because there are screenshots there from my first attempts before changing the .ini file. @Obi Wan PereI really do think it has something to do with either how Obsidian tinkered with the engine, or something GOG did, rather than it being completely a compatibility thing. Because the more standard method works fine with my copy of K1 (which is from the Best of PC collection, not a digital edition) and I know for a fact that individual programs can screw up the clipboard capture (ever try to screenshot a video played on Windows Media Player back in the XP days?) I find minimizing with the Windows key to paste into Paint less annoying than having to convert auto-saved screenshots to a more useful format.
  12. Then maybe it's Obsidian who frakked things up? I would tend to put the blame on either Obsidian or GOG, because the Print Screen key mehod works just fine with my copy of K1. In any case, the image file being saved in .tga format is a very dumb decision on the part of whoever set it up that way.
  13. 1. You could have been clearer about that to start. I assume to start the process you hit F12? 2. That is a really dumb way to handle screenshots. Why isn't it set to save them as a normal image file to start with? And furthermore, why/how did the chuckleheads at GOG screw up the standard "Print Screen" method of capture in the first place?
  14. Tried that, but I'm still getting a solid black block when I paste into Paint.
  15. I do not run it through GOG Galaxy. Not only do I despise the very concept of running a game store client to play a game that's rightfully its own program, I use Windows 7. Per GOG's website, Galaxy is for 8 and 10.
  16. I discovered an annoying downside to the Good Old Games digital version TSL: It does the oh-so-wonderful thing of fouling up the "Print Screen" method of screenshots, turning what should have been a screenshot into a solid black block. 😡 So, how do you take a screenshot of that version?
  17. Okay, so... I discovered that holograms still work without the buffer effects on, so this mod might be useful for other players who have to have frame buffer effects turned off after all. Although, the holograms certainly don't look normal (I'd screenshot it, but GOG TSL screws up the usual Print Screen method of screenshots - thanks heaps, GOG - so I don't know how). They seem greener, they have a bit of the same yellow energy shimmer that stealth field use gives without frame buffer effects, and the scan lines seem a lot more blatant - that would be why I only said the mod might be useful to other players having to run w/o frame buffer effects; it may well end up distorted. This difference in how the holograms appear makes the Peragus Medical Officer's case of bug eyes look even more extreme. Regarding the issue that prompted this mod.... I do not recall things being nearly as bad in the Xbox version except for Coorta (although I never really noticed with him because in his case the eyes just end up super-intensifying the dark circles around his eyes). Whereas the medical officer... I'd swear she looked basically normal.
  18. A couple of things I discovered and find interesting to note: If TSL is installed after you set up KSE, you'll have to tell KSE it's installed yourself (easy to do by editing the .ini) You cannot modify the actual main character's name on a TSL prologue save.
  19. This is a thought that several people here have undoubtedly had, but our lives would probably be a lot easier if the Odyssey toolset had received a public release like the Aurora toolset did.

    1. Thor110

      Thor110

      Of course it would, but the tools currently available do the job quite well.

      There is even the KotOR Level Editor ( KLE ) now... As well as multiple tutorials on modding the game.

      On top of that, the largest mods for the game were made quite a long time ago before some of the newer tools were even made.

      What would be a lot easier is if the entire community could work together on a single package that combines the best of all available mods. Rather than some convoluted build list that has people removing or adding files every five minutes.

      However I have tried to do so as have many before me.

      Unfortunately the problem with that is that everybody has a different view of how the game should be, which is what has left it the way it is with multiple large mods, lots of random little fixes, even for TSLRCM etc

      If you want something done in life, you got to do it yourself. At least more often than not.

    2. ZeldaTheSwordsman

      ZeldaTheSwordsman

      My point was that 1. mods both large-scale and small, from huge fix packs to intentionally-optional expansions to tiny custom "for fun" maps to new items, would be worlds easier to make (and have been easier to make for years) if the Odyssey toolset had been given to us and 2. The large restoration and expansion mods would not have been quite as hair-pullingly hard to make for the devoted teams whose blood, sweat, and tears brought them into being.

      I haven't gotten KLE set up yet, although I've meant to. Hopefully by the end of the week... It looks very promising. Does it make map-building for KotOR as easy as it was for NWN with the Aurora Toolset?

      I also need to get back into looking at model conversion.. See how I might pull off my plan to convert Altmer head models ripped from Skyrim or Oblivion into "Fay's species" headswaps for the player.

      Quote

      Unfortunately the problem with that is that everybody has a different view of how the game should be, which is what has left it the way it is with multiple large mods, lots of random little fixes, even for TSLRCM etc

      That was always going to be the case - heck, it's one of the big reasons TSLRCM and M4-78EP are separate (even though w/o M4-78 and Lonna Vash you're missing an important chunk of the story and poss. the most interesting Jedi Master). All-or-nothing jumbo mods/modpacks can be rather irksome; I myself passed up a mod that fixes PC TSL's bugeyed holograms because several of the other changes it makes rub me the wrong way. Are you going to suggest that we should be "made to agree"? :P I like having some variety and choice, personally.

      Also, some mods are meant just as optional things for fun and those are A. even more subject to differences of opinion by nature and B. often incompatible because of changing the same thing. Plus there's stuff like conversions (Brotherhood of Shadow, The Jedi Masters, Revenge of Revan...).

    3. Thor110

      Thor110

      Not quite as easy but hopefully in the future it will become as easy as it is for NWN.

      Honestly the moment games stopped coming with level editors and development tools I was frustrated as it causes so many issues for users trying to fix incompatibilities or general bugs. ( though of course some still do come with level editors, but it's quite rare now-a-days )

      I think from game to game it wouldn't be a straight up conversion and would require rigging and compiling for KotOR1/2 etc

      Certainly choice is good, but personally I would prefer an all-out enhancement, upgrade etc hence why I am working on such a ridiculously sized project.

      There is indeed and ironically my project has them all running essentially side-by-side under the same installation of the game. ( K1, BoSSR, K2, RoR & TJM ) with a small patch used to swap between them, rather a messy way of doing things but for the moment it will suffice and in the long run it will provide me with a list of the files that need to be swapped around if and or when I make an installer / launcher for the project.

      Check out some of the tutorials, I even did an hour video going over the basics of modding KotOR2 and the filetypes etc as well as wrote a bunch of tutorials, they are pretty damn basic but should provide people with a place to start.

      Perhaps I should write a tutorial on determining mod compatibility.

  20. You're welcome, and thank you in turn for the clarification.
  21. IMPORTANT NOTE: For XnView 2.50 (AKA XnView Classic) users, there's no "Viewer" option in the File menu, so the process is different. Here are the steps to follow in that version 1. Open XnView (not necessarily opening one of the .tga files) 2. Go to the Tools menu, and from there click directly on Batch Processing 3. Click Add, navigate to the "Harbinger Part 2 - XnView" directory, select all files in said directory, add them with the Add button, and click OK. 4. Set the output folder to [TSL Directory]\Override, set the output filetype to .tga, and set "Overwrite files" to either "Ask" or "Replace" 5. Click on Go Also posted this in the comments, but someone might check the support thread first so... And now a question (also asked there, but people are probably looking at the boards more): Both this and the modder's own Telos reskin include a CM_Baremetal.txi Should this be overwritten if the other skin is already installed, or should it be skipped?
  22. IMPORTANT NOTE: For XnView 2.50 (AKA XnView Classic) users, there's no "Viewer" option in the File menu, so the process is different. Here are the steps to follow in that version 1. Open XnView (not necessarily opening one of the .tga files) 2. Go to the Tools menu, and from there click directly on Batch Processing 3. Click Add, navigate to the "Harbinger Part 2 - XnView" directory, select all files in said directory, add them with the Add button, and click OK. 4. Set the output folder to [TSL Directory]\Override, set the output filetype to .tga, and set "Overwrite files" to either "Ask" or "Replace" 5. Click on Go Edit: And now a question. Both this and your own Telos reskin use CM_Baremetal.txi Should this be overwritten, or should it be skipped?
  23. 1. You claim you answered before I purchased the digital copy? You're the one who needs to reread the thread. Or perhaps, actually read the thread for real to begin with instead of skimming. Let's see... Post #1: My initial post about the issue Post #2: My followup where I discovered the true cause was damaged CDs, and which should have made it obvious to you from the start that I was dealing with the original 4-CD version Post #3: Vabulletizer suggests I get the GOG digital version. Not you, Vabulletizer. Post #4: I respond with surprise at how cheap it is, and express my hopes to get the CD version working some day (due to it being a gift, and due to my preference for physical media) Post #5: Sith Holocron seconds Vabulletizer's recommendation. Post #6: I respond to Sith Holocron saying I already did get the GOG digital copy. Post #7: You come butting in seven hours and nine minutes after that post, asking a question that the second post of the thread should have already answered (which strongly suggested you didn't actually bother to properly read the thread, immediately giving me cause to be irritated with you) and making a remark that suggested you to be a graphics snob (not exactly damning in itself, but it certainly rubbed me the wrong way). Your posts after that, up to and including this latest one (in which you act like you were the one who originally suggested getting the digital copy), only continue to reinforce the impression that you only skimmed the thread and solidly confirmed you to be an abrasive snob. You also demonstrated a galling ignorance of the compatibility thread stickied in this very forum. 2. Completely and totally unhelpful, because I already did it before you ever posted in this thread, and you were a complete snob about it. 3. I'm quite difficult? Hello pot, this is kettle calling.
  24. 1. A second or more of input lag is still a problem IMO. 2. I am not imagining things: I made sure to test from as far away as I could on things like the Workbench and Sparking Wires in the garage. I would hold the key down immediately after clicking, and T3 would refuse to deviate course every single time. And heck, before the deliberate testing I had tried holding down movement keys for sustained periods during the incident of T3 getting hung up on the ledge trying to reach the quadlaser (which counts as a container) - no response then either. Thank you for testing all the same, that gave me hope that the issue could be fixed. And in fact... while I was writing this post, it occurred to me to test something I saw mentioned in connection with a similar issue (being unable to move after combat): Making sure Vsync was enabled. It's off by default, at least in the GOG version. I tried turning it on, and lo and behold suddenly movement canceling was working properly. ...Things like this make me want to see the Odyssey engine's code be released to the public domain, just so we can figure out what the crap even.