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Everything posted by MotleyNerd
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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
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- lightsaber hilt
- game breaking
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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.
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- lightsaber hilt
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- 11 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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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
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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.
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- 26 comments
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- xor
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- 260 comments
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- patch
- compilation
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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:
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JC's Cloaked Jedi Robes & Supermodel Port for K1
MotleyNerd commented on JCarter426's file in Modder's Resources
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Guess I didn't see that, but hey, it's a good recommendation. I have another one, actually, and I'm not sure why I didn't think of it before. The Serenity from Firefly.
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Maybe, since the Falcon is so far in the future, and this hasn't really been done yet for Star Wars stuff, maybe take a bit of inspiration from some more low-fi sci-fi media, such as the Nostromo from Alien, and maybe add in some stuff from Blade Runner for a little extra grit. The Hawk be a hardy, salty ship if ever there was one. As for Malachor, evil is one thing, but I think the music honestly gets that across just fine. That Malachor theme is so spoopy I used it for a scene in an acting class taking place in the Underworld with Hades. Only track that got suggested. I'm thinking you may want to look more for straight inhospitable as opposed to evil for outside inspiration. To this day, I haven't seen anything in a game that left as much of an impact of dread as when I first saw the surface of Malachor V as a kid. For outside influence- and this may sound silly- try combining the standard look of Malachor with something like the surface of the asteroid in Michael Bay's Armageddon. The atmosphere of pure evil is already there. The planet's surface just needs to look like it's actively trying to kill you. Edit: Now that I think of it, Alien would also be an excellent source for Malachor. The desolate wastes of LV-426 are truly haunting.
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Just looking through all of this. I have some the Harbinger and Telos overhauls installed. These improvements, these textures are downright sexy. Absolutely incredible. I'm excited to see this live while playing the game, as screenshots and game footage rarely do the real finished product any justice. I know there's likely no timetable on when this will be finished, but could you give an update on just how much is left to do? I can't wait to see Malachor. I hope it's truly terrifying. Also curious as to how Duxn is gonna look. Keep up the good work!
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The install worked alright, no hitches. I'm currently testing a playthrough with a number of mods installed. Still on Peragus, only issue so far is that after almost every combat, the chatacter gets perma-stuck in place. It's similar to one of the PC bugs I've noticed, where every now and the after fighting or toggling stealth, the character gets stuck. This is easily fixable on PC, as it's a minor issue and you just have to finagle a little in-game and you can move again, but on mobile the movement and controls are much more limited and restrictive, so whatever it is that un-sticks you cannot be done (haven't tested this with stealth yet), so after every combat I have to quicksave and reload. It's gamebreaking, but only in an annoying sense. I'm hoping that switching lead party members fixes this issue, but either way it's an issue. That said, the same issue persists on PC without mods, so this may just be something in need of a general bug fix on mobile. I'll let you know if I find any issues with PartySwap installed as-is. There may not be a need to modify anything for a mobile build, but that's up to the game and to those more well-versed in coding and mod-making, which includes basically any experience actually coding or making mods.
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Not sure what's going on, followed install instructions correctly, phone and game are working correctly, the dlc folder (including mod_english) is in the /Home/Android/data/com.aspyr.swkotor2/files/ directory. The mod will not load, can only load up the vanilla game. Edit: NVM, accidentally put the file in /Home/Android/data/com.aspyr.swkotor/files/ instead
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It does. There seems to be a workaround. You aim the TSLPatcher at the mods_language file under dlc in the TSLRCM for mobile before putting it into the mobile device's files and it will recognize it as a valid destination and install as normal.
- 444 replies
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- handmaiden and disciple
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Are there any plans to port PartySwap to mobile?
- 444 replies
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Based on a lot of experiences, this seems to be a lot of Steam in a nutshell. They have some good stuff, but they mostly suck, and when it sucks, it does it with a screaming vengeance.
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How many total mods you have installed? Cuz that could also play a role in it. I may have installed a combined total of 142 files, be they mods, bug fixes, or patches.