-
Content Count
40 -
Joined
-
Last visited
-
Days Won
2
File Comments posted by Ragnarök
-
-
So, just curious... You said in the readme and description that this mod is compatible with the KotOR Community Patch 1.7 and possibly 1.8 but when I go to install the optional "Obelisk" portion of your mod, the installer says it's detecting another unk_m44aa.mod file in the modules folder so it automatically skips overwriting that file.
Now, I know for a fact that's the one included with KCP 1.7, so my question is this: Do I need to then manually install your unk_m44aa.mod file overwriting KCP's, or does it even matter? Thanks.
-
Just a quick bug report.
On a clean install of the game, this mod breaks the "Strange Stowaway" questline.
After landing on your second planet (including Dantooine) Zaalbar approaches you about missing food on the Ebon Hawk and recommends you investigate the emergency supply. Something in this mod prevents the dialog from opening to allow you to examine the supply more closely. This means that the footsteps will never trigger and Sasha ot Sulem will never spawn to progress the quest.
I tested this both with my own modded save file I had been using up to this point, as well as with an unmodded save file available online for reference. Upon uninstalling the mod, I was able to examine the supply and the quest could progress normally again.
-
So, big problem with the TSL Patcher in this mod. It says "File Not Found! Please locate the "heads.2da" ("heads.2da") file."
• Installation started 16/08/2018 3:41:48 PM...
• Installing unmodified files...
• Copying file P_Helena.tga to the override folder...
• Copying file p_helenah.mdl to the override folder...
• Copying file p_helenah.mdx to the override folder...
• Error: Critical error: Unable to locate file to patch, "heads.2da" file not found! (GEN-9)There is no heads.2da file included in the mod or already in my main/override folder so the patcher cannot find it to add the changes to it.
Any fix for this?
Update: 18/08/2018 - This mod also requires an appearance.2da file in the override folder, which also isn't included in the mod, so the patcher isn't able to locate it either. Basically, the mod doesn't currently work from a clean install.
-
1
-
1
-
-
On 7/23/2018 at 11:53 AM, Sithspecter said:The old .uti files should work too. This update was essentially 100% models and textures, but I wanted to release it as a fresh mod with new screenshots and everything.
So, it didn't work but I think I know what the problem is.
I followed your advice and copied everything but the new .utis and .2da. into a clean override folder. I also left out all the placable related files along with anything that pertained to the Sith Lightsaber, since I had also made a custom placeable previously and didn't want the Sith Saber changed. Went into the game, spawned the blue variant, it was broken. The texture wasn't applying over the hilt model so it looked like bare steel. I also think it was still using the outdated larger model but can't confirm.
Did some process of elimination. Added different parts back in and took some of my changes out. Nothing worked. Eventually I said "screw it", emptied out the override, and just went with the default files as provided in the .zip. Dumped override to override. Chose the default blade textures option, since I prefer that, overwrote the necessary files, went back in to try it out, still broken. Same problem. (Image included below.)
So, then I tried just the animated variant contained in the "Override" folder. That worked fine.
In conclusion, I suspect something is wrong in the "Default Blades" folder. Are the files in there supposed to be .mdls and .mdxs when they're described as "textures" in the description and readme? It's also like that in the "Animated Blades" folder.
-
On 7/21/2018 at 9:21 PM, Sithspecter said:No change to upcrystals.2da, you should be good to go.
Thanks for the response. I was looking at the old version I have and I forgot that I had also modified the stats of the .uti files on the sabers for my own use. This may be wishful thinking, would the old .uti files still be compatible with the new .txi, .mdl, .mdx, .tga etc. files, or was something else changed under the hood that would make them incompatible? It would save me a bit of editing time if I could just patch in the extended blade area transition fix.
-
Quick question - Was the included upcrystals.2da file changed at all between version 1.0 and 2.0? The reason I ask is I had previously fixed 1.0's file to work with a few other saber mods I have installed and I was wondering if I could just use the old one rather than having to make the edits again. Thanks.
-
15 hours ago, A Future Pilot said: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!
Thanks for the advice. I started the process of modernizing my mod collection last October so I'm fairly confident none of my other mods mess with Vrook or Zhar so all should be well. This patch really is a dream come true and will massively clean up my folder once all is said and done. Cheers.
-
1
-
-
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.
-
4 minutes ago, JCarter426 said:The changes you're talking about are not part of the Community Patch.
Also, you're wrong. [Force Persuade] You do like them and their original uniforms are terrible.
I...I'm wrong...I do like th... Now wait just a minute!
So, the description was rather vague, what parts of your mod were included then?
-
2 minutes ago, N-DReW25 said:My changes to Vrook and Zhar was done merely because the "Revelation" cutscene on the Leviathan depicted them with opposite robes than what they had in Vanilla. I do believe deleting files "dan13_vrook.utc" and "dan13_zhar.utc" from the override will remove my mod.
To A Future Pilot: Perhaps make these two mods optional, or at least JCarter's mod as his mod is far bigger than my own.
Thanks for the rapid response Drew, I had seen your reasoning when I looked at your mod when I was updating my mod folder last October. I'm just used to their old look. Love the rest of your additions here though and already had them individually downloaded.
With that part answered, hopefully someone else will know if I can somehow fix JCarter's portion to my liking, because there's a lot of good changes in there and I'd hate to lose the whole thing.
-
Really useful mod!
It's great to see someone managed to merge blennus' and danil's patches together finally in addition to all the other fixes added.
I had a question though... A few of the changes made to character appearances are not to my liking and I would prefer them to go back to being default.
Specifically, I'm not a fan of the changes that N-DReW25 made to Vrook and Zhar's robes, and I don't like the change from Sith Uniforms to Dark Jedi Robes for the Sith Academy Students and Faculty (Uthar, Yuthura, Jorak, Shardan, Lashowe, Mekel, etc.) in JCarter426's portion.
Is there any easy way to revert these NPC's back to their default appearances? Is it a matter of just deleting the corresponding .UTC files or would that cause complications? I'm familiar with editing .UTC files myself, so any help or a nudge in the right direction would be greatly appreciated.
-
This is filed as a mod for KotOR 1, yet the readme and screenshots are telling us it's for TSL. Does this work for both, or is it filed in the wrong place?
-
2
-
-
Can confirm. Anything that's using the Republic Mod Armor's model is bugged.
-
1
-
-
Hi, not entirely sure what you mean by extract the 'Main Patch' folder anywhere, can't see a folder called Main Patch or a install.exe. Am I supposed to just drag the files into the override folder if this doesn't work? When I try to use the k1_bugfixatt.exe it always says invalid game folder specified, cannot find dialog.tlk, which I can only locate in the main folder but above it specifies anywhere but the main swkotor folder... Feel like i'm missing something glaringly obvious, would appreciate any help or pointing in the right direction.
He's saying extract the contents of the .zip to anywhere but the game's folder. So for example, a good place would be your desktop. Then run the installer.
-
Seems there's a new Uber in town that's jeopardizing the Nietzschean monopoly on mesh beaters... Hmm.
-
1
-
-
Is there some reason that the crossguard isn't properly aligned with the forearm and knuckles? If not, is there any method of fixing it?
[K1] Temple Main Floor - Missing Lamps Fix
in Mods
Posted
I wound up testing it myself last night and it seems to work fine, which makes sense I suppose if the file was merely an extracted vanilla .mod file. I was worried that your file was edited in some way that made it different to the one included in the KCP but apparently not. .mod editing, if such a thing even exists, is above my pay grade so I just wanted to be certain that one was no different to the other. Thanks for the responses.