A Future Pilot

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File Comments posted by A Future Pilot

  1. K1 Better Male Twi'lek Heads

       38,899    8

    Hello! Thanks for the awesome mod!

    I'm currently running into an issue anytime I see a twilek in-game where a popup shows up behind the game that says "Invalid bumpmap: Twilek_M01b7=.tga"

    Sometimes instead of 7= it will have weird symbols.

    Edit: This seems to have been caused by .txi files from ebmar's txi pack overriding the built-in info in your .tpc files. After removing the offending .txis, I haven't seen this issue.

    • Like 1
    • Thanks 1
  2. KOTOR 1 Community Patch

       235,240    289

    1 hour ago, JDub96 said:

    On an unrelated note, can the 1.8 update make the security spike change optional? Because JC's latest mod restores their functionality and I'd prefer to use it rather than lose all the security spikes.

    Yeah, JC will be releasing a compatibility patch for the K1CP with his mod when 1.8 goes live :)

  3. KOTOR 1 Community Patch

       235,240    289

    1 hour ago, JDub96 said:

    I'm just nervous because I've read on other mod pages that mods that have identical .mod packages are incompatible with one another. Maybe that's because those .mod packages edit the same things, but I don't actually know what lines are being edited by SotOR or K1CP.

    That’s because before the TSLPatcher (And even quite awhile after it was released) the only way to use .mod files was to copy them to the modules folder. So two mods with .mod files would be incompatible because you’d either use one mod’s .mod or the other, but you couldn’t use both.

    Now the TSLPatcher can patch files inside .mod files, so it’s not an issue anymore. The exception is that some mod authors don’t properly utilize the TSLPatcher’s features, and still just use it to overwrite .mod files in the modules folder instead of patching them.

    The Community Patches patch .mod files properly though, so they’re compatible with just about anything.

    • Like 1
  4. KOTOR 1 Community Patch

       235,240    289

    57 minutes ago, JDub96 said:

    Would there be a way to add compatibility between this mod and the SotOR mod I've uploaded? Both seem to inject repackaged modules of the same planets.

    If your mod copies .mod files, you can just run the K1CP installer after installing your mod. The K1CP injects files into the .mod files, only replacing the parts of the files that need to be replaced.

    The only incompatibility would be if both your mod and the K1CP modified the same line in the same file, which shouldn’t happen :)


  5. Could I please have permission to include this in the K1 Community Patch? The next version will have a tiered install, 1 - Bugfixes, 2 - Visual Changes, and 3 - Subjective Changes / Restored content. This would be put under Tier 3.

    Thanks!

    • Light Side Points 1
  6. KOTOR 1 Community Patch

       235,240    289

    On 8/26/2018 at 4:34 PM, Cain2 said:

    This mod is excellent. I've been downloading the bugfixes from the links because there's one or two that will conflict with other mods I have. Having this list is wonderful though.

    On that note, since there's no link for the "If doing Juhani’s dialog in the wrong order, it was possible to block any further progress" issue and I can't seem to find an individual mod for it (found a guide at least), are there a few files from your compilation I could just drag into my override, and do you know off hand which files those would be?

    If not I'll just follow the guide, no biggie.

    Sorry I'm just now replying to this. Real life has really gotten in the way of games recently. The two files are k_hjuh_p04.ncs and k_hjuh_p23.ncs, both of which were made by Kexikus

    • Light Side Points 1
  7. K1 Faster Scuba

       3,447    5

    16 hours ago, Obi Wan Pere said:

    Nice and useful MOD but if you are not cautious and with an eye on the hand brake you can end kissing a firaxa shark.

    :scooter:

    Is possible adapt this MOD for the space walk at the Leviathan?

    I've actually included an optional download for the space walk as well :)

    • Like 1
  8. KOTOR 1 Community Patch

       235,240    289

    1 hour ago, Ragnarök said:

    Ah, that's great then. I read your changelog for Back in Black and I was hoping the Bandon's Dark Jedi part was one of the changes that carried over, that's a great idea since it was weird not seeing any proper Dark Jedi on Korriban. The rest was all stuff I agreed with, so I'll just have to fiddle with Shardan's inventory since I made a mod that added an Eralam crystal to it, making it available to LS characters.

    Looks like JC and N-DreW have already got you covered :) I included all of the adjustements and fixes in JC's mod, except for making the students and Uthar/Yuthura wear jedi robes. (Since as much as I like that, it doesn't fit in a patch). Deleting the files N-DreW mentioned will remove those adjustements, however just make sure no other mods have edited those files. If they have, you can remove them from the K1CP by editing the changes.ini file in the Part 1 folder in tslpatchdata. Remove the lines File22=dan13_zhar.utc and File21=dan13_vrook.utc from the [GFFList] section. Then remove any sections that begin with [gff_dan13_vrook...] or [gff_dan13_zhar...] from the rest of the file (remove the header and everything beneath it until you reach the next header). I hope that helps, and I'm glad you like the patch!

  9. KOTOR 1 Community Patch

       235,240    289

    I was under the impression that K1R and BoS:SR weren't compatible with each other, but I may be wrong lol.

    Those warnings should be safe to ignore, although it's possible using the BoS:SR save could cause problems (just cause using saves that didn't have mods installed when you DO have mods installed will generally cause issues).

    Definitely let us know how it goes though, and thanks for testing! :)

    • Thanks 1
  10. KOTOR 1 Community Patch

       235,240    289

    8 minutes ago, chrispap said:

    Theanks a lot for the version 1.64 of community,  but i hope fixes some bugs on planet kashyyyk when you return from dipper shadow lands some of the wookies trying kill your characters and when you killing them will not allow to get up i hope fixes with v1.64

    Yes, the latest version should fix all issues in the Shadowlands on Kashyyyk. If there are still any issues, PLEASE let me know! :)


  11. On 7/8/2018 at 6:37 PM, JasonRyder said:

    Some of the models use the wrong hilts. Bastila's yellow saber has the bronze hilt and the blue short lightsaber's model is unchanged except for some colors. Using K1R with this btw. 

    The Bronze and Yellow double bladed sabers are actually just mislabeled in the screenshot. The hilts in-game match up with their icons, it's just that the screenshot incorrectly labeled the yellow as bronze, and vice-versa.

     

    Also the mod is missing the hilt for the short blue lightsaber. I've attached it to this post :) @Kainzorus Prime feel free to add it to the main mod archive if you'd like.

    w_shortsbr_001.mdl

    w_shortsbr_001.mdx

    • Like 1
  12. [K1] Selven "Legends"

       4,394    26

    2 hours ago, JustABitAgroed said:

    Hey ebmar, just played the update. Glad to see that the weapons are basically perfectly balanced now. I would however up the difficulty on Selven's fight. Or at least tweak it slightly. I was just able to beat her after a few tries with a level 4 PC (entering the area as soon as I could) and just Carth in my party. I think the main problem is that she throws all those concussions at the beginning. This stops her from healing and once you dodge the concussions (all of which she throws in the same spot) you're able to just DPS her down by about round 6 or 7 on Imp difficulty (somewhat reliant on Carth's Power Blast/Poison Grenade RNG, but still extremely doable, and far under the intended difficulty). While I do like the idea of forcing someone to dodge the grenades, it does make the fight far too easy. If you took away (or had fewer of) those concussions and perhaps gave a little unstoppable damage (energy shields made it pretty easy mode as well) to her pistol (say 1-10 base, +3 Unstoppable (rather than Energy) to match the Vibroblade) then it would up the difficulty to a more desirable spot (and make her blaster more unique as a bonus). Also, really glad to see the incoherency in the weapon descriptions is gone. Makes it look less like a mod and more like a part of the original game, which is always a plus. Thanks again.

    I like both these ideas (Unstoppable damage instead of Energy, and fewer grenades). I think just 1 or 2 grenades would be good, so that she can heal well before she's in any serious danger

    • Like 1