
SalaciousCrumb
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Posts posted by SalaciousCrumb
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14 minutes ago, Sith Holocron said:Try this: Replacement Logo for Menu Screen
Thank you, it worked 🙂-
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Hello, can you update the TSLRCM logo to 1.8.6?
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3 hours ago, 134340Goat said:Is there anything in the files to indicate that?
I know that in vnilla, his loot can be missing a few items, but I've not heard anything about his stats based on which planet you go to first
Both his stats and items differ from planet to planet.
I don't know if there are any files that indicate this was done deliberately but it seems so to me.
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I think the devs at Bioware intended for Calo's stats and items to be different, depending on which planet the player visits first. It would be nice if the installer had a custom install option.
Other than that, great patch!
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I tried my hand at fixing the logo in the main menu because it was extremely small. Here are the final results:
http://abload.de/img/208580_20180301185216tcs2t.png
http://abload.de/img/208580_20180301185533cosik.png
Here is the file I edited (the one for the legacy version):
https://drive.google.com/file/d/1VFhsnrO9uPtI1KxR875CQttbTLbJ6Oml/view
EDIT: I applied the same fixes to the .gui file intended for the Aspyr version (located in the override_steam_version folder) in case someone wants to use that instead: https://drive.google.com/file/d/1YYqPT-Qs85QlNq1hsXOPqHCcVISrKnlO/view
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If you recruit Suulru and talk to him after the battle for Khoonda, he starts complaining again about his moisture vaporators even if you have already completed his quest. However, if you cancel the conversation and try speaking to him again, he simply responds that he'll be returning to his farm shortly, as he should. Can you please fix this?
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Suggestion:
Jedi Guardian Prerequisite should be removed from the description of lightsaber Focus as it no longer applies.
I'm using TSLRCM and the description lists all Jedi classes as a prerequisite.
Weapon Specialization: Lightsaber can be unlocked by a Jedi Guardian as well as ANY of the prestige classes despite its description stating otherwise so I think that needs a correction.
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This is an extremely minor issue, would never have noticed it if you hadn't made this topic. I dare say, likely not worth the effort it would take to fix it whilst both games have other issues.
Yeah, you're right.
On another note, I noticed there are missing water effects in the Aspyr version. It's unbelievable how many things the update broke.
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Patching the game with UniWS causes the GUI to display three thin horizontal lines that shouldn't be there. Could this be fixed?
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I extracted the Iziz Swoop Track .vis file from the legacypc version where it's working properly so it should be ready for use. All that remains is Goto's Yacht which unfortunately exhibits the same visibility issues that are present in the Aspyr version.EDIT: I tested the .vis file from the legacy version in the Aspyr one, and the issues still persist. I don't know how Aspyr managed to screw up this bad. The Iziz Swoop Track and Goto's Yacht still need to be fixed (the visibility issues on the Swoop Track are present only in the Aspyr version).
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Link?
Also, I forgot to mention that disabling Vertex Buffer Objects causes crashes on Goto's Yacht.
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Is it possible to fix the flickering/missing hilt textures without editing the configuration file?
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No, this issue is definitely universal. I've encountered the same visual glitches (Khoonda Plains, Valley of the Dark Lords, Bastila's model and Adana's model, which can also be seen in Iziz) on my R9 270 as well as on my GTX 1070.
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You're not the only one who has this issue. I get the absolute same visual glitches when I put spaces in the "DisableVertexBufferObjects" line. The good thing is the textures for the double-bladed lightsaber hilts stop flickering, like you said.
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There's another similar issue on the Iziz swoop track in the updated Steam version that's not present in the retail/legacy one.
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Have you got a save for one or both? I'll test it on the GOG version, see if it happens there.
https://drive.google.com/drive/folders/1HC9jyOtVAM7lGvrrxSjVm7jLVmfCnGo8?usp=sharing
Both saves are from the updated Steam release. I have TSLRCM 1.8.5, the Unofficial Tweak Pack, the Main Menu fix and the fog fix installed.
The yacht is definitely the VIS file. I've noticed it before. Wouldn't surprise me if that was the case with the Refugee Quad as well.
Looks to me like the problem is the corridors aren't visible from each other. I don't see 302narp visible from 302naraf or 302naraf visible from 302narp in the file.
Yeah, I forgot to mention the doorways become black at a certain distance. And thank you for the fix.
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Then I don't know what might be causing the problem. I doubt it's the graphics driver because I always wipe it with DDU in safe mode before installing the latest one. It definitely has something to do with the game itself.
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Seems like it's probably a visibility issue, with with connected room not listed in the VIS file for the room the player is in. Although if that's the case then it should be in all versions of the game, I don't think Aspyr modified those.
I've noticed this issue only in the Refugee Sector and on Goto's Yacht, so it definitely isn't universal. Maybe there are other areas in the game that exhibit the same issue but I can't remember any.
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Could anyone fix this? I'm not sure if this issue was present in the legacy version of the game, but it definitely is in the updated Steam version.
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Try setting K_XOR_AMBUSH to 2, but make a copy of your savegame.
But it seems like you're having another issue. The globals seem fine for the second encounter, so I'd guess the dialog is screwed up or something like that.
Setting it to 2 didn't help either, however when I set it to 0 or 3 I got approached by Ziagrom so there's that. I guess I'll just have to be more careful in future playthroughs.
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Try using a save from before you ever met him?
I could but that would mean going back several hours in my playthrough. Can it be fixed through the save editor? I found K_XOR_AMBUSH in the global numerics but I'm not sure what value I should set it to (it's currently set to 1). I also found K_XOR_AMBUSH_FIX in the global booleans but I'm not sure what it does (also set to 1 currently).
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Will this fix work if Xor has already approached me (but not yet ambushed me)? He simply stands outside the Ebon Hawk with his two thugs but I can't interact with him. I applied the fix but I still can't interact with him. I also tried using the Rapid Transit system to transit back to the Ebon Hawk but that didn't yield any result either. Any suggestions as to how I might solve this?
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https://www.reddit.com/r/kotor/comments/7th3dl/reminder_for_the_dual_wielders/
The attack modifiers are applied properly according to Feedback but they're displayed incorrectly by the Equip screen. Could anyone fix this?
MOD:Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords
in Mod Releases
Posted
Hello, I'm using the GOG version of the mod with the legacypc version on Steam. The GOG version does not seem to contain any fixes for the menus, only for the HUD. If I were to use the Aspyr version of the mod for the legacypc menus, would that work?