ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. ^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...
  2. 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.
  3. 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.
  4. 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?
  5. Tried that, but I'm still getting a solid black block when I paste into Paint.
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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.

  11. You're welcome, and thank you in turn for the clarification.
  12. 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?
  13. 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?
  14. 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.
  15. 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.
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Does it work with TSLRCM? Is it something TSLRCM makes redundant?
  25. 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.