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ebmar last won the day on February 18

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804 Jedi Grand Master

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  1. I'd suggest [modders] to not ever inject files to RIM, only if -- It's a custom-made like djh269's "Jolee's Hut" The game can't read the MOD like that occasion in TSL, so the only way to make changes is through the RIM The reason is we may need default-unedited files that taken from vanilla RIM at a point, and if one--particularly end-users--hard-replace them they can't do any of that or a rollback as well as troubleshooting. Indeed there could be backup from an install using TSLPatcher, but still it isn't ideal as it will potentially cause unnecessary issues -- not presently by any chance, but in the future. The argument about game taking priority of MOD over RIM is a valid one, but isn't the basis for this understanding. If anything, by not doing that is the best practice that benefitting everyone.
  2. Phew, found it -- I suggest you to look at that post to learn more about armor classes [only that's relevant on your current attempt] -- it's just I can't explain it any better than JC to be fair [dang, better had that one bookmarked, really].
  3. Congrats! 🍻 Depends on what armor you use with the relevant NPC/UTC. Assuming that Lashowe's equipping a Dark Jedi Robe, yes -- "i" class' the one to be edited to make it worked. So if you make her equip Verpine Fiber Mesh that is--correct me if I'm wrong--"e" class [modele/texe] she'll have clothes changed to that then. Unless, you change what's in there to n_lashowebb -- she'll wear the robe instead. I suggest you to just keep what you're doing right now by having same looks with all class armor particularly for unique NPCs with dedicated appearance row. I believe that will save you from trouble going forwards, as I practiced that as well and all seem going fine so far. There are rare exceptions that'll want you to not doing that. For example, at a module you want her to equip the robe, and with the next one she wear Basic Clothing -- but that's another story to dig in.
  4. Try changing the texture name to n_lashowebb01, and see if that works. 🤔 Edit: texture name as in filename, not the one listed in the 2DA. Keep what's in the 2DA as n_lashowebb.
  5. That's why if anything KotOR-related I'm more excited on introduction of new characters as of now. Well, some times ago BioWare basically had done that with SWTOR, even better it comes with making the PC "anonymous" as in you can customize them as you want. Although, I'd be interested to see a new KotOR-themed single-player game with PC customization. But not to gone off-topics, I'm looking to see what Aspyr will do with this remake. It will not be an easy job undertaking this heavy franchise [unless they do lazy-ass this one...] -- will see about that. Edit: Well BW & Obsidian basically had done that with K1 & TSL, by calling the PC by their nickname [Revan/Exile] instead of real name. I think that's a tradition this series need to keep going forwards.
  6. Was excited about the remake the first time it announced -- I mean, a remake that means higher-fidelity and that stuff. Then I remember there's still the original that stand still even after all this time. Much better, we have the engine that is modding-friendly as well is the mods! Granted, that's coming more from modding standpoint.

    From gaming experience PoV -- I believe true awesomeness of a journey only happened once -- and I'm glad I had enjoy it to the most, and not looking to replace/redo it with a copy.

    Probably I'll be truly excited about KotOR III... 😛

    P.S. To be fair I'm not going to like if in the end they change the direction of the original story and/or retcon things that's already there. If they want to do that why they don't go with a sequel in the first place?

    1. Show previous comments  1 more
    2. ebmar



      ...will Aspyr allow us to port things in from their game to use for modding the original like ppl are doing with SWTOR 😉?

      I don't have any idea on that. Let alone if they can do it better than OG. I'm going to be fair that I'm a fan of KotOR/TSL art-pieces as well as SWTOR, and if that made me an old-BioWare bias I'm OK with that. It's just for me those are the game that made with passion, and one can feel it. Can Aspyr did that as well? We'll see about that.


      ...I was excited about the prospect of a remake until I got into modding where you can literally adjust the game to your liking on a large scale.

      You had a point, and I'm not gonna lie I enjoyed the OG with mods/bugfixes. Not sure if I can enjoy it without them just to be true.


      That alone makes the original game hard to replace, let alone all the work done over the years by the modding community.

      Yeah, and we ain't see nothing yet [much more to come]! Hahah. 😛

    3. TK-664


      The odyssey engine being mod friendly is too funny dude

    4. ebmar


      Well, compared to modding Saints Row and Mass Effect -- modding KotOR/TSL is way ~ easy, hahah.

  7. Is it really happening🤔

    Edit: Wow, well it does😮

    P.S. In case anyone wandering what's behind the hyperlink -- I didn't know that SWTOR is mod-able, and the link shows that.

    Edit2: Meh, although it's tempting for the possibility on fixing simple things there like facing points, invisible blaster on cutscenes etc. [though didn't know how to, but if someone start a fire guess one can learn from it], apparently modding original files can lead to a ban. I'm aware of that, but was still thinking of that viability. Oh well--

    1. DarthParametric


      TOR mods have been around since beta. There were even nude mods at one point, although I doubt anyone still maintains them. What you can change is pretty limited, mostly textures and some text-based stuff like VFX and such. And it's not particularly practical to deal with since you constantly have to be patching and unpatching archives before and after every update. Way too much hassle for no significant gain.

    2. ebmar



      TOR mods have been around since beta.

      Can't say that I'm not surprised knowing how quick some modders are working out there but not gonna lie I'm bit as well the fact that it's an MMO game.


      ...not particularly practical to deal with since you constantly have to be patching and unpatching archives...

      Yeah, I see. They surely did the packaging like Mass Effect that even if you want to replace a 1MB texture file you'll have to de/compress like gigs of its archive.

      And nah, if anything for me first thing to fix/mod probably some immersion oversight like facing points and invisible blasters on cutscenes, hahah.

      Well, I guess one can't really mod/fix contents, right? So for that we better leave it to the devs, really. But yeah, no need to sweat thinking of it as it's not practical at all.

  8. I believe DP mentioned it somewhere--but might as well reiterate it--to check for unk41_carth.DLG in your Override, and if it's there -- remove it then see what happens. I mean, I have checked the updated script which should fix the problem and it looks legit, as he apparently merged his function with the original and call it from different brackets [which don't think there should be any problem with that]. Just in case, the aforementioned file's not from LDR's mod. It's widely known to cause problems, though not yet sure that's on this one. Edit: Oh, you should also load a save from before entering the module. Doesn't matter if you have entered it previously, it's just the game needs to load the script as you enter it -- not from a saved game inside. Probably the one which where you're still in the Temple Exterior will do.
  9. Is it working for K1 at its current state? I set it as preferred game via Aurora Preferences but when the game's loaded from Instance Editor nothing happens after period time of loading, and there was an error message on the console mentioned about "missing root" amongst other things. I believe have followed every instructions carefully, though not sure why it didn't worked for me. Granted, didn't check for TSL at time this was written just in case the error's on my end as it's mentioned that K1's not fully supported currently. Also, if anyone can provide a quick-simple step on loading an existing module to the program that'd be awesome and be much appreciated. Many thanks for considering this. Cheers.
  10. Well, removing broken script to fix things isn't similar with removing broken texture. It may cost you more trouble than what it is now -- perhaps not at the moment, but at later part of the game since they often flagging things that'll be required by future event. If you don't mind can you attach the script here for any of us to inspect? So at least we know what it does that caused this trouble.
  11. Quoting @DarthParametric's reply to your status-update that happened to be on-topic with this thread: -- and it's likely be k_punk_41aa_en, but will wait for your confirmation on that as I think I know as well the mod that caused this. For a start, remove the said NCS if you find one -- see how it goes.
  12. Assuming that the playable Bastila mods had worked -- did you rename Fens' texture correctly to be compatible with the said mod?
  13. Can try, but probably some times later. In case you didn't noticed the one posted above was an epik-fail, lol. I thought you wanted Mira to looked like Kira, so that's that. However, I did include an uninstall option in case you had it earlier and want to revert back the appearance. Edit: With "TOR Ports: Kira Carsen Female Player Head for TSL" installed, @Untold Prophecy -- what rows are these three labels installed at? P_FEM_H_TOR_Kira_SML_01 P_FEM_H_TOR_Kira_MED_01 P_FEM_H_TOR_Kira_LRG_01 I need to patch the pre-installed rows to make the changes.
  14. Try this -- [TSL]_Mira2Kira_[TOR_Ports_Kira_Carsen_FPH_for_TSL_Unofficial_AddOns]_BETA.7z Since I was trying to refresh my memory on patching I decided to create a patcher-version of the request. Included are only the installation setup--INI files and the patcher--needed to make Mira appear as Kira. Be warned though -- pre-installed "TOR Ports: Kira Carsen Female Player Head for TSL" mod is required to proceed with the installation. After that, you can safely run the patcher/Install.EXE. In case it didn't meet the requirement the patcher will spit a warning message and the installation will be aborted. I haven't tried it as well--hence the BETA--so for that you have been warned too. 😛 Edit: Bleh, late to notice N-DReW25's clarification post about your request so-- disregard, lol.
  15. One of the cause is if your PC/laptop running the game with integrated card [by default] instead of the available dedicated GPU. In case your machine use NVIDIA you can switch it from its control panel. With 3D Settings expanded go for Manage 3D Settings and in Program Settings tab look for the game/executable [swkotor.EXE/swkotor2.EXE]. In Preferred graphics processor choose High-performance NVIDIA processor if it did not in the first place -- and you're done. You can do some quality-of-life customization on some features if you know what's up in there.