
nonameperson66
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Everything posted by nonameperson66
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Can't Figure Out Doors In Malachor V Proving Grounds
nonameperson66 replied to nonameperson66's topic in Work In Progress
The mod still works and I really love it! As for the creator removing their name, there could be any number of reasons why they decided to remove their name from the mod. -
Can't Figure Out Doors In Malachor V Proving Grounds
nonameperson66 replied to nonameperson66's topic in Work In Progress
I couldn't figure out how to get the doors to be interactable in the K2UP version of the module, so I decided to try and use the TSLRCM module and it seems to be working fine. I have tried to check for all of the things that I could possibly think of that would make the doors not interactable in K2UP, but I could not fix the problem. Does anyone have any ideas on what the issue is here? -
View File Almost Every Droid Merchant Has All HK-47 Parts For Kotor 2 Unofficial Patch This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy! Submitter nonameperson66 Submitted 04/08/2025 Category Mods TSLRCM Compatible No
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I wanted to mention an aspect of this mod that I didn't understand until a few days ago as of writing this comment. I was always confused by the 'This was tested on a game version 2.00' line under the installation section of this mod. I had only heard of version 1.0b in online discussions of this game, so I just ignored this bit and moved all the files where I was told to move them. Turns of that version 2.00 is the initial release of Kotor 2! It seems like the mod works with 1.0b, but I don't personally know because I never played this mod with version 2.00 of Kotor 2. If anyone has a retail copy of Kotor 2 (the standalone version, not a version on a collection), try using that instead of the Steam version to see if you get better results.
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Version 1.0.0
24 downloads
This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy! -
Hello everyone. I am trying to create a mod specifically for Kotor 2 Unofficial Patch which has the scenes from TSLRCM where you can either free or kill your party members in the Trayus Academy Proving Grounds (906MAL module). The issue that I am having is that I cannot get the doors to the unused locations in K2UP to be interacted with by the playable character. I used Holocron Toolset to look at all the files from the TSLRCM 906MAL module and added all the files I needed to add for it to work on K2UP. I also used kgff to compare the 906mal.git file from TSLRCM to the one from K2UP and made the changes I thought I needed to make everything work. Does anyone know what the issue could be? I looked at the TSLRCM script source files for 906MAL and couldn't find anything pertaining to the doors opening, but I might have missed something.
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Hello everyone! I have been playing through the original release of Kotor 2 (legacy PC on Steam) and have been having issues with the playback of .bik videos in the game. On all the videos, there is a black screen for the first three seconds or so of the video before you can actually see the video. On some of the videos, the audio will not play at all, resulting in a silent video. Does anyone know if there is any way to fix either of these issues?
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Need Some Help With My Personal Mod
nonameperson66 replied to nonameperson66's topic in Work In Progress
Thank you for the reply! I will see about making a batch script to compare the files. -
Need Some Help With My Personal Mod
nonameperson66 replied to nonameperson66's topic in Work In Progress
So I have tried to figure out where to start at with this mod but I don't know where to begin. My thought process has been this: 'In TSLRCM after you finish talking to Zherron, a in-game cutscene triggers. How does this cutscene get triggered?' I have not been able to figure out how the cutscene get triggered. I am using the Holocron Toolset and DLG Editor. I can see that at the end of the dialog chain in zherron.dlg there is '{change module}' in the dialog box using DLG Editor, but I don't know what that does or what module it is changing to. I apologize in advance if this is obvious to everyone else, but I am at a complete loss as to how to even start doing this, much less where to go afterwards. -
Need Some Help With My Personal Mod
nonameperson66 replied to nonameperson66's topic in Work In Progress
Thank you for the reply! I have never done any modding for Kotor or Kotor 2, so I am unsure of where to start, but I want to try and see what I can do. -
Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.
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This is not only my favorite Kotor 2 mod, but one of my favorite mods of any game. I do feel like the name is misleading though. When I downloaded this mod and played it for the first time a few years ago, I was expecting it to have some bug fixes and a bit of changes to the game. However, after seeing the first computer log in Peragus, I had a feeling that this was making much bigger changes to Kotor 2 then the name implies. And indeed this mod makes pretty significant changes to the game, such as different camera angles for cutscenes, taking more time for party members to open up to you, enemy stats changes, chests having set gear in them, and more. After finishing the game with this mod, I really felt that this was the best version of this game I had played. I highly recommend this mod to anyone and everyone!
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Hello everyone! I think that it would be great if there was a more minimalist version of this mod that would have bug fixes and add lines and areas in the game that are really important, such as the additional scenes with the party members in Malachor V. While I really appreciate certain aspects of TSLRCM, over time I have really felt like there are things added to the game that are detrimental to it, usually in terms of pacing. For example, I think that things like the Telos crash landing scenes where it has to load from the .bik file to the game really hurt the pacing of that scene and are inelegantly done. It would be great if someone could really examine what is really necessary to the game and what is not really needed or doesn't work well.
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Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords
nonameperson66 commented on Achilles's file in Mods
I wanted to be absolutely sure that I am installing this correctly, so here is what I did. I have the Steam version of Kotor 2 installed. I installed this mod first: Improved Widescreen Experience - Mods - Deadly Stream Then, I downloaded the Steam version of this mod, made a backup of equip_p.gui, deleted the equip_p.gui file in the override folder, and then moved the files from the mod folder over to the override folder. Did I install this correctly? -
My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
So, I tried installing the legacy version of Kotor 2 (the legacy pc version that does not have native widescreen support), then installing TSLRCM 1.8.6 and Textures Improvement Project (the mod that adds the shaders back into textures) and without having to edit the appearance.2da file, the Vogga the Hutt texture displayed perfectly. This is using the same same setup as mentioned in the above post with the Nvidia 512.95 drivers, which are the latest drivers available at the time I am writing this post. I have no clue why the shaders would not work on the Aspyr version of Kotor 2, but I wanted to write this is case anyone else wants to see if this fixes this problem.- 116 replies
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I really enjoy this mod, but I wanted to say that I am having issues with the C_Hutt03.tga file (Vogga the Hutt) not being displayed properly. I am not exactly sure of what is causing the problem, but I wanted to write that if anyone else is having this issue, you can delete the C_Hutt03.tga and C_Hutt03.txi files in the override folder to fix this issue. More info about this problem in this thread: https://deadlystream.com/topic/7256-my-playmulti-modthrough/page/5/?_fromLogin=1
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
So I installed Kotor 2 and the Kotor 2 Community Patch on a Windows 11 machine using a Nvidia GTX 1660 graphics card and the Vogga model shader was not displaying properly. I tried to install older drivers to see if that would fix the issue, but the Vogga model was still messed up. So Windows 11 might be causing this problem, just in case anyone else was having trouble with this issue.- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
So I tested Kotor 2 with the Restored Content Mod and K2 Community Patch installed on another computer using a Nvidia 1660 and after modifying the apperance.2da file the Vogga model looked correct. If anyone has issues with this or models in K1 looking odd it could be that you are using an ATI card that doesn't handle envmaps properly.- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
So I went to the Github page for the K2 Community Patch and posted on the issue tab and apparently the problem is that my GPU can't properly handle envmaps. If anyone else has this issue it seems like the solution is to delete the C_Hutt03.tga and C_Hutt03.txi files in your override folder.- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Yes it has. I will report this on the Github page for this mod.- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
So I did what you said to do @Obi Wan Pere and the Vogga model likes the second screenshot you posted of Vogga but with a tongue. Could this be an issue with me using an ATI graphics card?- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
I wanted to share a way that I found to fix the Vogga model issue. If you go into the override folder located in your Kotor 2 install folder, there should be two files called C_Hutt03.tga and C_Hutt03.txi located there. Deleting those files should get the Vogga model to look correct. I hope that this helps anyone that has had this problem and has not been able to find a way to fix it.- 116 replies
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My "Play'MULTI-MOD'through"
nonameperson66 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Do you mind explaining what you did to make Vogga look like this? I tried using the Kotor Tools program and change the envmap to CM_SpecMap and the model still doesn't look correct.- 116 replies
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