-
Content Count
42 -
Joined
-
Last visited
Community Reputation
8 NeutralAbout MotleyNerd
-
Rank
Jedi Apprentice
- Birthday 08/28/1996
Profile Information
-
Gender
Male
-
Location
Right Behind You
-
Interests
Star Wars...
Obviously...
Recent Profile Visitors
2,902 profile views
-
Really depends on the contents of the mods and how you mix and match them, as well as what order you install them in. You can also stick to mostly a handful of mod authors and not have many issues. It also helps if the vast majority of these mods are skin or textures. There's also bugfixes for some mods, which some may not even count as full mods. I may have also taken some notes from the guy who set up the uber-builds on neocities. I may have also been slowly working on and expanding this build in my free time for... several years. Between installer and manual, a good 75%-ish of the pack is skins, textures, or bugfixes not contained in the Community Patch (or for other mods). While I can't give you an exact number, the number of individual releases, mod/texture/bugfix/etc. is at least 232. At least 80 of which are exclusively Dark Hope's skins and textures. Believe me when I say that my KotOR 1 build, in nearly all of its stages, has almost never encountered any major difficulties until this, and I am fairly confident through testing that the conflict was specifically something caused by Lightsaber and Force Forms. Since removing it, I've experienced no issues. That said, I'm also using some of N-DRew25's more... experimental mods, like his loot immersion mod, NPC diversity, and the Duros/Mandalorian upgrades. That's pretty much all I have here that's relatively untested. Now if only I could get my freakin' TSL build to work. That one has been a nightmare.
- 12 replies
-
- lightsaber hilt
- game breaking
-
(and 6 more)
Tagged with:
-
I know this post is a while done already, but I just so happened to have come across this exact same bug. I have a similarly massive mod build on my end, and I have just gone through and almost individually gone through and tested somewhere around 100+ mods. I may have fixed that and another bug I was experiencing by mistake, but it appears that the source of the problem is Lightsaber and Force Forms. No clue what the specific conflict occurring is, but taking that one out fixed it.
- 12 replies
-
- lightsaber hilt
- game breaking
-
(and 6 more)
Tagged with:
-
-
-
- 11 comments
-
- tslrcm 1.8.6
- lightsaber crafting mod
- (and 3 more)
-
I've gathered as much from other posts. What's interesting is that it isn't consistent, at least with my antivirus. I have Webroot, so maybe that has something to do with it, but I have between 5-10 mods that use HoloPatcher for KotOR, and the only two that set off any issues are for the Community Patch and WildKarrde's Transparent Environment Suit Faceplates for K1. Only thing I can see about them that differentiates them from the others is that they're renamed to INSTALL.exe. Webroot has no issues with any other instances of HoloPatcher.
- 26 comments
-
- xor
- mandalorian
-
(and 4 more)
Tagged with:
-
Sorry, forgot to mention I figured out the problem. Apparently my antivirus is so freakin' concerned with the installer for the Community Patch that even when it's listed as allowed, it doesn't let it finish the install of the patch, so I have to turn off my antivirus temporarily when installing it and keep the installer in a .zip file while it's on. I have another mod it does that with, too. Basically, g_jagi.utc was one of the files not getting installed. That problem was solved, and entirely on my end. I apologize if I caused any trouble. Now that that's done, though, I have to figure out another issue lol My mod build is massive, so I'm not sure what's causing it, but something is making the little dialogue cutscene where Trask sacrifices himself bug out. Darth Bandon spawns in completely frozen, unable to move, Trask finishes his line, and then the camera locks and he never moves forward. I have to completely close out the game from the outside. Again, not sure what's causing it, as it's a massive build (well in excess of 100 mods) and some of the smaller drag 'n' drop mods and textures are all thrown into packages together for convenience, so they're no longer labeled. I have to figure out what all the unlabeled mods are and pretty much start testing for the bug one mod at a time. Though I'm sure if I posted something about it in the forums, I'd be able to get some assistance on making the build work. Again, though, I need to figure out all the unlabeled mods. And that's because I'm a big dumb idiot who already got rid of the .zip/.rar packages to save storage space.
- 26 comments
-
- xor
- mandalorian
-
(and 4 more)
Tagged with:
-
- 26 comments
-
- xor
- mandalorian
-
(and 4 more)
Tagged with:
-
-
- 260 comments
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
-
-
-
As much as I love the music of KotOR II and think it really helps the atmosphere of the game, I must agree that the majority of the battle music is pretty bland. I don't quite agree with using the SWTOR music in the game, though. Completely different, tonally. Won't fit well with the game. What you need is something new that's based on the old, something original that fits with the game. If at all possible, I recommend contacting and commissioning some stuff from Samuel Kim. I'm sure he'd love to work on a project like this. Examples of some of his previous works with the KotOR/SWTOR era music for those who have not heard his work before: As well as an original piece:
-