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Posts posted by MotleyNerd
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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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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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On 3/10/2021 at 9:03 PM, Sith Holocron said:Already recommended that one to Jorak, as well as Outland.
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. -
22 hours ago, Jorak Uln said:Im still searching. Even if theres a strong resemblance with the Falcon from the outside, i think the interior needs its own identity here.
Im not yet clear on how it will look, so im open for suggestions too.
Malachor should be just pure evil looking, i think Exegol would be a good reference.
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. -
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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21 hours ago, DarthTyren said:Oh - well, then I'd have to check and see if the file structure in those dlc folders is comparable to those on PC installs. I'm guessing there's some difference, and that's why there's a mobile specific version of RCM?
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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5 hours ago, DarthTyren said:Heh... THAT'S a loaded question. For right now, the answer is no - mainly considering I'm unsure if TSLPatcher will work for mobile installs, and that's the only way to maximize compatibility with other mods.
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.
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Are there any plans to port PartySwap to mobile?
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2 minutes ago, Jorak Uln said:Its just deception - like a beautiful fruit infested with maggots...
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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6 minutes ago, Vabulletizer said:Apparently I was very lucky, I used an assembly of mods weighing 25 gigabytes(tslrcm and m4-78 include), and in 200 hours there were no crashes, yes, there is a problem with lightsabers handles and skipping dialogues during a long game session, the fog is also broken, but it seems that 2 out of 3 of these problems are can be solved.
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. -
Not an expert by any stretch of the imagination, but in my experience (and based on what several others have reported), the Steam version has many issues like this with graphical mods. In fact, mods that modify lightsaber models and textures do not work, and using the Holowan Duplisaber Beta will crash your game in some modules. Not only that, but the Steam version is generally unstable and plagued with performance bugs anyway, but using large mod-builds, even at it's most stable, causes constant loading and crashing errors, often seemingly out of nowhere. It also becomes more unstable the longer you play it. My most recent build, while fully functional up until an issue rose up with the Dustil Restoration and M4-78 that made Dustil never appear and then removed the dialog option with T3 that unlocks M4-78, the game would crash so often and with so little reason or warning that I started saving after almost every encounter and interaction, as well as restarting the game at least every hour.
Even with only RCM installed, Steam has a funny habit of going for anywhere between 2-4 hours of gameplay before it skips over all voice lines in a dialog, and sometimes crashes. The Steam version is absolutely inferior, and I would recommend sticking with GoG, or even going to a Disk version (if you have one, can find one, or even use one). I recently purchased the GoG version, and I'm going to be switching over to it now after this latest experience. It simply is not worth the aneurysms it's bound to strat causing me if I continue to try and mess with it. The Steam version is responsible for having made it impossible for me to finish the game or even reach the Rebuilt Jedi Enclave scene for years, and this is my all-time favorite game.
In the words of Darth Sion: I am glad to leave this place... at last.-
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Yes. And that's not all.
First, finding the dialogs.... Well, that is almost all of them, and they are everywhere. It would be great if all of any one filetype was contained in a folder that had that filetype as a name. LOL.
The next step, would be adding lips for every dialog option. Individually.
Then, record a VO for every PC response, to every NPC in the game, give it a filename, and then insert that filename into it's instance. Then repeat ad nauseum.
I don't lightly poo-poo modding projects. This one is a tall pile.
As I explained in my first post in this thread, I think it's even worse than that as you can't just add voice-overs to PC replies AFAIK. You'll have to add an entry with the PC speaking after each reply and then continue from there. It's probably possible to automate this process to save time, but it'd still be a lot of work.
Finding all the dialog files would be easy though as KotOR Tool even sorts files by filetype.
I've been talking it over with a good friend of mine. Not only is it possible to automate streamline the process for each major issue, it's the only possible way to make it happen. Besides the voiceactors, if you had a dedicated 4-man team dedicating all their time to this project, for even just one of the games, the entire process would take a little over 200 years. However, this means there has to at least be a couple ways to fix these issues, because the game developers would've faced them for all the other dialogs as well.
My friend and I have another project we're working on, and we cannot take on anything else until that vision is finally realised. When that time comes, though, or if someone else can gather a team with the proper solutions and equipment, then-bug fixes and such not included- the project would take at least 6 months on a 10 hour per week schedule.
Essentially, it's all possible, somebody just has to figure out how to do it right.
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It's never irked me or anything, but a new notion recently struck me: Imagine if the playable characters in both KOTOR games had voiceovers to accompany their dialog choices to add another layer of depth.
If possible, it would certainly be an undertaking (understatement of the century). My question, though; is it possible to begin with? -
Will you be making a version of the Crossguard Sabers mod for TSL? I'm a big fan of the mod, and I feel that such an edition to TSL would greatly enhance the feel of the game, plus it feels fitting due to the direct connecting drawn to Malachor V in the new canon.
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The problem is buggy code Aspyr added. The only proper solution is not to use their version (i.e. revert to the "legacypc" version in the beta tab). There is no way to fix it unless Aspyr themselves do it.
Interesting. Thanks for clarifying.
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Hello, everyone! Bit new to the community, would like to say hi.
Now that's out of the way, I've discovered a game-breaking glitch, and would like to give everyone a heads-up.
For those who use mods that add new models and textures to lightsabers in TSL, such as SLM and Duplisaber, some may have the issue where the models appear as simple, colorless chrome blobs without texture to them. Someone came up with an easy fix for this, and edited one of the lines the swkotor2.ini file: One changes the line "DisableVertexBufferObjects=1" to "Disable Vertex Buffer Objects=1".Do not do this. It fixes the bug, but will also cause the game to crash at certain areas in-game. The two that happened to me were the Korriban Shyrack Cave, where it crashed as soon as the level loaded, and at the Telos Restoration Zone, crashing sometime during the dialog with your party and Bao-Dur. There are likely several other locations where this may happen. It's taken me nearly two weeks of experimentation with setups and different mods to figure this out, and I've reinstalled my game seven times now. Probably a stupid thing to do, considering there are several people in the community here who have actual troubleshooting experience, but I digress.
If there is another plausible and non-glitchy way of solving the missing lightsaber texture bug that these mods have, I would be elated to know.Thank you,
MotleyNerd
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Woah, old thread.
I still have this problem in 1.8.5. It's solvable by deleting the K_align file still, but I was wondering if there were any other possible fixes? -
I'm having the same problem. What the heck's going on?
Trask Stuck in Dialogue
in General Kotor/TSL Modding
Posted
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.