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Everything posted by ZeldaTheSwordsman
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MOD:A Crashed Republic Cruiser on a Nameless World
ZeldaTheSwordsman replied to LDR's topic in Mod Releases
That's not a bug per se, just a symptom of the blue camera effect being a frame buffer effect, just like the stealth field silhouette. The true bug is whatever the smeg Bioware did when coding the Odyssey engine's frame buffer effects that gives them the crippling forwards-compatibility problems which force people with certain modern video cards to disable them. Definitely downloading this, it looks awesome -
Posted about this in the comments section, but this is probably better on response time. I wanted to install this mod but was stymied by lack of information in the instructions for the XnView-dependent part of the mod. "1. Download XnView" Which form/version of XnView should I use? Should it matter? "5. double-click on one of the tgas" This is more of a nitpick, but this would be better put as "open one of the tgas in XnView" because people might have other programs on their machine that will open tga files. "6. click on file-> Viewer" Aaaand here's where I hit a brick wall. The "File" menu on XnView 2.50, the version of I downloaded and installed, has absolutely nothing identified as "Viewer". Is "Viewer" called something else or placed somewhere else (although, I've looked in other menus and didn't see it...) in 2.50, or do I need a different version of XnView? UPDATE: For XnView 2.50 (AKA XnView Classic) users, 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 "Telos 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
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Welp, I went to install this and I'm sorry to say that the instructions are missing some information when it comes to the XnView side of things. "1. Download XnView" Which form/version of XnView? Should it matter? "5. double-click on one of the tgas" Nitpicking, but this would be better put as "open one of the tgas in XnView" because people might have other programs on their machine that will open tga files. "6. click on file-> Viewer" Aaaand here we hit a brick wall. The "File" menu on XnView 2.50, the one I downloaded and installed, has absolutely nothing identified as "Viewer". Is it called something else in 2.50, or do I need a different version of XnView? UPDATE: For XnView 2.50 (AKA XnView Classic) users, 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 "Telos 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
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Well, after finally getting the GOG version of TSL, quicktesting it, and installing TSLRCM, M4-78, and a few other mods... I got around to starting a proper game this evening, playing the prologue as I always do. The first hitch that I discovered was a tendency for the first subtitle in a "cutscene"-type dialogue sequence to be skipped (sometimes, but not always, accompanied by the screen slooowly letterboxing). K1 has the same problem, so I suspect it's a vanilla issue with the Odyssey engine itself. The second problem I encountered was a volume balance issue with bark bubble voiceovers - like the one about bashing a container open - sometimes being very quiet and drowned out by ambient noise. Minor, but worth noting. Something more annoying happened shortly after I went the Ebon Hawk's exterior. I clicked on the port quadlaser before being down on its level. T3-M4 promptly tried to make a beeline for it, got hung up on the ledge, and didn't unstick from it until I switched to 3C-FD and deactivated solo mode. I didn't fully realize what was the matter, however. When I went back inside and decided to go check out the Starboard Dormitory after unlocking it, I ran into a silly glitch. I switched party members while in front of the inner garage door... and wound up forcing 3C-FD through it and into the garage! 😆 It was while messing about in there that I discovered what seems to be a significant problem with TSL's controls on the PC version: The movement keys don't cancel the auto-movement triggered by clicking on containers, the workbench, terminals (except for the Galaxy Map), and some doors (it affected the Outer Garage Door, for instance, but not the Main Hold Containment Door). Nor does there seem to be any other way to cancel it. Once you click on something, you're locked into making a beeline for it until you get there (unless you switch characters) - this is what got T3 stuck earlier. I tested this over and over; no matter how long I held a movement key after clicking on something, the character wouldn't stop auto-moving towards it until they reached it. Testing on a fresh file let me discover there were a few things - the Galaxy Map and the Main Hold Containment Door, not sure about others - I could turn away from, but the problem is present for most things. That.... is some severe jank. The Xbox versions of TSL and K1 don't have this problem. The PC version of K1 (at least as found in the Best of PC collection) also doesn't have this problem, although it can be a bit sticky about canceling out of the auto-movement. Is this a vanilla issue with TSL for PC, or did some mod combo break things? I'll answer the bug report questionnaire just in case 1) During the game, when did the problem begin to occur? While playing the prologue 2) Did you install the latest version of the mod? That's TSLRCM 1.8.6 and M4-78 1.5 (or M4-78 version 1.3 if you're using the Workshop version). We only provide assistance for the most current version of those mods. Yes to both. 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? GOG 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 TSLRCM'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!.) Alright, I'll provide links. Had to copypaste them from an outside document though because the janky rich text editor on this site makes them either display a preview that buries the next text line, or makes them overwrite each other if you try pasting as plaintext links. 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 7) Can you be more specific about the error? At what point did it happen? The first time I tried to abort and change direction after clicking on something. 8 ) Have you tried re-downloading/re-installing the mod? I did re-install one mod. I deleted the utp from the "Star Forge Robes in Ebon Hawk Container" mod, installed the "Revans Robes/Star Forge Robes for TSL" mod that mod depends on, and then reinstalled that one. Just in case this was the problem. The rest... I'm waiting to hear if this is a vanilla problem before going through the hassle. 9) Have you tried using a different save game? Not on the affected character. 10) Have you tried starting a new game? Yes. I discovered some nuances at this point - there were actually a few things I could cancel the auto-movement towards, but for most it remained irrevocable (and canceling it for the Galaxy Map isn't 100% reliable). 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 12) Can you confirm that you see the TSLRCM logo on the the main menu screen? Yes. And it still hasn't been fixed to reflect the mod being 1.8.6 lol 13) What language is your game set for? English 14) Which language of TSLRCM are you using? English 15) Are you playing this on a laptop or a desktop computer? Desktop 16) Did you install TSLRCM after you started your game? Not unless making quickstart characters that never got so much as an autosave counts.
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Are you on Windows and still having this problem? I have a possibility based on having the same problem except it was targeting the Lucasarts directory Open up the Start menu and either type "regedit" into the Start menu search bar, or open Run from the Accessories menu and type "regedit" there. Look in the following chain of directories for the Steam directory for TSL: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6332Node\ Once you've found it, double-click on "Path" inside said registry. Once you've done so, paste in the address for the GOG directory.
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You're overlooking the fact that the Mask of Mandalore has yet to be integrated into the new canon at all. 😛 And that a lot of Legends' Old Republic stuff would need some tweaks to fit. Also, even if it did exist Thrawn might not be able to get his hands on it. I had a thought about reconciling the mask's integration with the helmet we see in vanilla TSL: What if the mask was integrated behind the beskar of the helmet? In any case, this is the best Mandalore mask skin I've seen yet. It truly looks like the TotJ mask and the TSL helmet have been made one.
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Ah, my mistake. I was assuming that the Aspyr patch was the same thing as the 1.0b patch 1. Thank you for confirming beyond all doubt that you're an annoying, time-wasting snob who only skimmed the thread, and ignored not only my stated reasons for wanting to get the CD version to work (see post #4) and what the actual problem I'm having with the CD version was, but also the fact that I had already bought the GOG version AND SAID AS MUCH well before you posted. 2. The Collection release is a 2012 rerelease of KotOR games on DVD, pre-patched to work on modern computers. 3. "You aren't getting any patches for the official CDs from a trustworthy source". I'm going to let Luke Skywalker speak for me here: https://www.youtube.com/watch?v=2sRS1dwCotw The official patch not only CONTINUES TO BE OFFICIALLY HOSTED TO THIS DAY (https://support.starwars.com/hc/en-us/articles/360000716323-Where-do-I-find-the-latest-patch-for-Knights-of-the-Old-Republic-II-The-Sith-Lords- being the current link) - with the official hosting link being posted in Sith_Holocron's "Get Kotor 1/2 working on Vista and Windows 7" thread and updated as needed - but also has a backup hosting here on DeadlyStream. "What I was attempting to do was encourage you to use a version that is less likely to have compatibility issues with a modern OS (e.g. Win10) and mods (e.g. TSLRCM)." Well, what you were actually doing was completely ignoring the fact that I had already bought a digital version (the Good Old Games one), my stated reasons for still wanting to get the CD version up and running, AND the actual problem I was having with the CD version. 4. Regarding bugs, by talking about bugs you were completely ignoring the both actual problem I was having and the fact that the digital versions still suffer anyway. 5. Being an ignorant thread-skimming snob-shill isn't helpful.
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1a. Yes, this is the original 4-CD version, something that should have been obvious from reading the thread because no other release of the game has 4 discs. 1b. The PC version was actually released in 2005. Only the Xbox version came out in 2004 (something that proved very unfortunate for the game). 2a. Actually, the update released by Aspyr was presumably baked into the Collection release, hence that running out of the box. 2b. The Aspyr update - which was originally made as a patch for the original release - has nothing to do with installation anyway. Only bugfixes and compatibility for an installed game 3a. Wow, way to dismiss the patches both official and fanmade that take care of a lot of those bugs (a number of which are still present in the digital versions of vanilla TSL anyway, if what I've seen on these boards is anything to go by) 3b. The "feature transfer error" I experienced isn't even actually a bug per se in the first place. As pointed out by the second post in this thread, it's caused by disc scratching. A problem that can affect any game released on optical disc, whether it was released 28 years ago or came out yesterday.
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Thanks, that did the trick. Serendipity bonus: Prowling through the registry trying to find the actual path (Vabulletizer gave incomplete info in the thread) before you responded let me find and purge the registry remnants of the failed attempt to install my dinosaur QuickCam's software a while back. So hopefully, I'll no longer be pestered by a leftover from that on startup. Now that that's out of the way, I can give pre-playthrough thought about the mod itself. There is a change I noticed in the master changelist thread that I strongly question: "R] Fassa is a Toydarian - Fassa was probably originally supposed to be Quello, the Toydarian who greeted the Exile at the landing pad. And then at the docks, be the overseer instead of the Twi'lek." What is the evidence for this 'probably', other than them both managing docks? 🤔 Fassa speaks in smooth-voiced Huttese like all other male Twi'leks in the game do, versus Quello's raspy-voiced Basic, and also seems much more important than Quello (a bozo - like, you can give him a comically-small bribe if your Awareness is high enough - who comes off as a mockery of K1's dock clerks, and basically exists to foreshadow and be bullied by the Red Eclipse) what with being in charge of Vogga's freighter dispatch and having the authority to give people jobs, book passage, give or deny departure clearance to merchants. Maybe it'll make more sense when I get to that point.
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Actually, on Windows 7 at least there's a "Wow6332Node \" between "SOFTWARE" and "LucasArts". And you kinda skipped over the important aspect of how to open regedit to muck about with the registry in the first place 😛 (for reference, search "regedit" in the Start menu's search box, or open Run from the Accessories menu and type in "regedit"). Instead of deleting, you can also double-click on "Path" within that registry and paste the proper directory. Thank you, @LordMerek for the detailed help
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"CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation." Massive problem here. The 1.8.6 installer doesn't give the option to check the installation directory. It goes right from selecting which language the mod is in to installation, and seems to just hardline point to what would be the directory for the CD version.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
ZeldaTheSwordsman commented on DarthParametric's file in Mods
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I already did get it. "Just under $4" was too good a price to pass up. The person who got the game for me, my brother, is aware of the issue I had. At this point I'm honestly debating whether to try getting the CD version working, or to ask him if he can return it to get his money back because with the GOG version having been that cheap... I feel bad about having asked him to get it as a present in the first place, especially since he went to a costlier source than eBay in hopes of quality assurance....
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It's been known for a while that the frame buffer effects Bioware used for stuff like holograms, stealth field shimmer, etc. don't play nice with later Nvidia GPUs (Graphics Processing Unit, AKA a graphics card/video card). But, and this doesn't seem to be as widely-known, the problem is not limited to Nvidia cards. Case in point, I have an ATI Radeon HD5700 card by AMD. But I still have to have the frame buffer effects deactivated for the games not to crash outside of the menus. Thankfully, the GOG version of TSL has them off by default. But turn them on... and crash it goes. I can't test it myself, but I would be willing to bet that ATI isn't the only non-Nvidia maker whose cards are also affected. So, if you have either KotOR game hang on a black screen (and then crash to desktop at your next input) after character creation, or sometimes have trouble booting... I would say it's worth seeing if disabling frame buffer effects. ...Y'know, I would dearly love to know why these effects have such crippling forwards-compatibility issues. What is it about how the frame buffer effects work (vs. every other effect in the game) that doesn't get along with more modern graphics hardware, and is it something within the scope of modders to fix?
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Googling "KoTOR II feature transfer error" instead of just "feature transfer error" was much more useful and helped me zero in on what was truly going wrong. The posts I found about that indicated it was a problem with reading the CD during installation, and suggested manually copying the disc contents to the hard drive might work as a fix. Testing on both my desktop and my dad's Windows XP laptop confirms that disk 2 is scratched juuuust enough to prevent the computer from fully reading data3.cab, and disk 3 is scratched just enough to prevent fully reading data4.cab. Disks 1 and 4 are fine. So... Would it be possible for someone with intact CDs to send me data3.cab and data4.cab? Will I have to obtain replacement disks, or else get a different version of the game?
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Well, the name change is easily enough explained: The character we know as Bastila had her original name of "Vima Sunrider" vetoed at the last minute and so Bioware hastily replaced it with the name they originally devised for the Cathar character. Which meant in turn that they had to hastily give the Cathar character a new name. I personally put the blame for the final appearance on texture artist inexperience with fur, and possibly rushing (note the round pupils and the "human nose with cat nostrils marking instead of actual catlike nose like the concept art" thing I mentioned before).
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The thing is that Bioware doesn't seem to have been trying to take a middle direction in the first place - comparing to Juhani's concept art, which actually has more catlike nostrils as well as more evident markings, the "middle direction" seems to be an accident of poor execution; her nose is a human nose with a "cat nostrils" mark doodled on the underside of it and the skin texture shows signs that it was supposed to be fur but ends up just looking like bleached human skin with makeup (which most Juhani appearance mods don't really do much about). Given KotOR's big-time "Tales of the Jedi" roots Juhani is presumably an homage to Sylvar and Crado, so it would make sense to me that Bioware was trying to shoot for that look in the first place (and just messed it up). I personally don't mind the prominence of the ears and nose on the catlike Juhani skin, especially looking at illustrations of Sylvar.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
ZeldaTheSwordsman commented on DarthParametric's file in Mods
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- 32 comments
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- korriban
- knights of the old republic 2
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- 4 comments
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- Cutscene
- Citadel Station Cantina
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(and 4 more)
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