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Everything posted by PapaZinos
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Version 1.1.0
8,137 downloads
Full Description: The mysterious arrival of the Republic hammerhead warship is one of the most ambitious and engaging cutscenes in TSL. Unfortunately, ambitious cutscenes can be a harbinger for more than just a man with severe psoriasis -- players may experience issues ranging from cutscenes stuttering and looping, loading screens before and after loading a new module mid-cutscene, breaking animations, to game windows minimizing and skipping the cutscene entirely, permanent black screen, and even game crashes. Thus this mod's mission was twofold: 1) Provide a range of general improvements and fixes that everyone will benefit from regardless of cutscene performance, as well as 2) Create a more stable version of the cutscene that generally performs well on any device. I am happy to report that results have been exciting: 1) General improvements - Atton now always faces the correct direction when speaking to you - Kreia actually shows up meditating in the morgue when you hear her speak, rather than standing right behind Atton - Kreia no longer visibly stands behind Atton in certain earlier shots of him speaking - The Peragus mining facility asteroid is no longer right outside the Harbinger window before it actually enters the asteroid field 2) Performance improvements All in-game portions of the cutscene are now rendered in the same module -- your game will no longer be trying to load an entirely new module twice over, all while trying to play pre-rendered cutscenes. This means that your game's mid-cutscene workload has been drastically reduced, and so issues known to occur specifically with the Harbinger Arrival cutscene are much less frequent. I have also scripted in "guardrails" for many minor glitches that can occur mid-cutscene. Note that this is not a 100% guarantee players who were having issues before never will again; TSL is nearly old enough to be legally considered an adult in the US, and its pre-rendered scenes are just not optimized for many modern machines. However, this mod was tested on a non-gaming laptop now a few years old, with the game running from an external hard disk drive, on a modern operating system, in full-screen mode, with several different visual mods installed. This meant that attempting to run the original Harbinger cutscene 10 times translated to the cutscene failing to play without major issue 10 times. After switching to the new version, any types of issues, major or minor, were encountered less than 1 out of 10 times. Hopefully, even a potato from your local grocery store can now successfully play the Harbinger Arrival cutscene, so long as it can generally play most TSL cutscenes successfully. Harbinger Enhancement_compressed.mp4 For reference when it comes to performance, this footage was recorded on an old laptop, with the game running on a modern operating system from a hard disk drive, with multiple other programs running in the background, and the following mods installed that can be seen in the video: - Ultimate Peragus Models Repair 1.2 (responsible for restoring proper lighting to the Harbinger, showing the administration level proper behind Atton, and other model fixes) - Harbinger Bridge Repairs (responsible for fixing several geometry errors, two visible during cutscene) - KotOR 2 Remastered (AI Upscaled) Cutscenes 1.0.0 by Naelavok (responsible for the upscaled pre-rendered scenes) - TSL Backdrop Improvements by Kexikus (responsible for the much-improved skybox seen from both the catwalk and the Harbinger bridge) - Improved Peragus Asteroid Fields 1.2 by Vasilii Zaytsev (responsible for the static 3d asteroids surrounding Peragus II) - Peragus Large Monitor Adjustment by Sith Holocron (responsible for that excellent HD computer monitor before Atton) - Kotor 2 Unlimited Worlds Texture Mod (responsible for the nicer-looking textures throughout the level, from the catwalk to the asteroids) - Ultimate Character Overhaul REDUX (responsible for the HD character textures) TLDR: This mod 1) stabilizes the Harbinger cutscene so that your game is much less likely to experience issues 2) places Kreia in her usual meditation spot in the morgue for her dialogue, and 3) fixes a number of minor issues with the cutscene. Installation: Download and run the installer, or else follow manual installation instructions. For Steam installations of TSLRCM, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip for windows and Linux. The installer is a .exe file, which can be run natively on Windows, or with programs like Wine for macOS and Linux. For an existing game, use a save file before going to the asteroid exterior. Save files made any later will not be affected. Uninstallation: Take 104per.mod out of the provided backup folder and place it in your modules folder at the location you installed to, and select replace when prompted. Take a_con_atton_end.ncs out of the provided backup folder and place it in your override folder at the location you installed to, and select replace when prompted. You can safely delete 104per.lyt and 104per.vis from your override folder. The files 104pera.mdl/.mdx/.wok come from Ultimate Peragus Models Repair, you can keep or delete these at your discretion. Additional Tips For Improving Game Performance: If you are having trouble running pre-rendered scenes in general, you can try the following: -- Go into your graphics settings, and under advanced options, disable frame buffering. If that does not work, try lowering or disabling all options. If the pre-rendered cutscene plays afterwards, you can up your graphics settings afterwards for normal gameplay. -- Try running the game in windowed mode, rather than fullscreen. Close your game and open "swkotor2.ini", found in the same folder as your main game executable (for a Steam game, that's "Steam\steamapps\common\Knights of the Old Republic II"). Under both "Display Options" and "Graphics Options", change "FullScreen=1" to "FullScreen=0". Restart your game. -- Uninstall/disable any non-essential mods that may relate to the cutscene or the area it takes place in. Peragus in particular also suffers from memory overflow if you play the game too long in one sitting. This can cause dialogue to start skipping, or for issues with game cutscenes. This can usually be avoided by: -- Quitting and restarting the game once in a while: doing it once before heading out to the asteroid surface, and again right before attempting to leave the Harbinger engine deck (the third and final level with the spooky lights) is usually enough to avoid problems. -- Avoiding skipping dialogue yourself, which can sometimes lead to memory overflow. If you do skip a lot of dialogue, quitting and restarting the game will fix the issue. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the scripting or dialogue of the Harbinger's Arrival cutscene. For instance, if you are installing N-DReW's Mini Mod Collection for TSL, be sure not to add the included 104atton.dlg or 104kreia.dlg to your override, or remove it if you already have, as that would create a major incompatibility. This mod is for players using TSLRCM version 1.8.3 or higher. You may view this mod's changes.ini inside the "tslpatchdata" folder for a complete list of every altered module element. Feel free to check out "KotOR 2 Remastered (AI Upscaled) Cutscenes" by Naelavok for higher-resolution cutscenes, if you have not already. There are some other great mods out there that improve the visual quality of the cutscene. "Peragus Large Monitor Adjustment" by Sith Holocron, "KotOR 2 Unlimited World Texture Mod" by facemeltingsolo, "TSL Backdrop Improvements by Kexikus", and "Ultimate Peragus Models Repair" by yours truly are all compatible with this mod. "A Darker Peragus REDUX" by Malkior and "... A Darker Peragus" by Canderis are also compatible. Acknowledgments: Big thanks to Cortisol for the Holocron Toolset and Fred Tetra for KotOR Tool for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Scripting Tool, Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. Have a bug to report? Please click on "Get Support" and give a detailed description of the issue you are experiencing. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.- 1 comment
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View File Khoonda Turrets Model Repair The Khoonda turrets are on the fritz again. And who can blame them? A cursory inspection reveals that salvagers have clearly stolen their internal components, as they appear to be missing half their geometry! Let's switch these turrets to the correct model. For an existing game, use a save file made before visiting the Khoonda Plains for the first time (this mod won't affect save files made any later). This mod requires TSLRCM in order to install properly. Installation: Download the 7z file and extract to somewhere convenient for you to access on your computer. You can run the recommended automatic installer in the "Installer" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to install it yourself. The installer is an .exe file, which may be run natively on Windows, or with free programs like Wine on macOS and Linux. Uninstallation: Run the automatic uninstaller in the "Uninstaller" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to uninstall it yourself. Modifications (Automatic Installation): -khoonda_turre001.utc appearance type changed from 182 to 640 -khoonda_turre002utc appearance type changed from 182 to 640 -khoonda_turret.utc appearance type changed from 182 to 640 Included Files (Manual Installation): -601dan.mod Compatibility: Users should expect full compatibility with any other mods, so long as they do not attempt to overwrite the data listed above. This mod requires TSLRCM. Another good mod to check out if you have not already is "Khoonda flag fix" by FF97, which will restore the missing texture for the Khoonda flag above the building. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and of course for TSLPatcher. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 03/05/2022 Category Mods TSLRCM Compatible Yes
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Kotor 2 cheats on Linux through steam
PapaZinos replied to DarthDrija's topic in General Kotor/TSL Modding
There was a solution posted here to the Steam Community a couple years ago that worked for some Linux users. -
I have not received any contact about it, though if A Future Pilot is interested in adding these level fixes to the community patch, I will give them permission to do so. It would be a good chance to see more people playing through modules without all of these geometry issues in them, and I am always up for that.
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Version 1.0.0
726 downloads
The Khoonda turrets are on the fritz again. And who can blame them? A cursory inspection reveals that salvagers have clearly stolen their internal components, as they appear to be missing half their geometry! Let's switch these turrets to the correct model. For an existing game, use a save file made before visiting the Khoonda Plains for the first time (this mod won't affect save files made any later). This mod requires TSLRCM in order to install properly. Installation: Download the 7z file and extract to somewhere convenient for you to access on your computer. You can run the recommended automatic installer in the "Installer" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to install it yourself. The installer is an .exe file, which may be run natively on Windows, or with free programs like Wine on macOS and Linux. Uninstallation: Run the automatic uninstaller in the "Uninstaller" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to uninstall it yourself. Modifications (Automatic Installation): -khoonda_turre001.utc appearance type changed from 182 to 640 -khoonda_turre002utc appearance type changed from 182 to 640 -khoonda_turret.utc appearance type changed from 182 to 640 Included Files (Manual Installation): -601dan.mod Compatibility: Users should expect full compatibility with any other mods, so long as they do not attempt to overwrite the data listed above. This mod requires TSLRCM. Another good mod to check out if you have not already is "Khoonda flag fix" by FF97, which will restore the missing texture for the Khoonda flag above the building. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and of course for TSLPatcher. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
View File Ultimate Ebon Hawk Repairs for TSL The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak. Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues. Installation: Download the 7z file for the mod version of your choice and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override. If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy. Uninstallation: Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here. If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)". I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details. You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users. For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 03/05/2022 Category Mods TSLRCM Compatible Yes
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Version 2.0.2
1,380 downloads
The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak. Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues. Installation: Download the 7z file for the mod version of your choice and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override. If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy. Uninstallation: Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here. If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)". I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details. You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users. For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
A quick announcement that a new version of Ultimate Peragus Models Repair is available to download! It includes three new fixes for some large gaps exposing the facility to space, as well as a fix for a UV mapping error the level had which DarthRaindrops pointed out. I have also included a list of other Peragus enhancement mods which are compatible with this one.
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A great idea for a future mod, any player who takes a real close look will find those need a top-to-bottom makeover -- model, texture, and all. I don't think the mining droids are supposed to be responsible for those transparent necks. There is also VarsityPuppet's Peragus Tweak 1.4, which replaces all those corpses with those of actual miners.
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The popping errors could be fixed either way, you are absolutely right. Using the mdl/mdx files allowed for me to move certain assets to a submodule that made more sense (like moving the landing pad crates to the landing pad), and to improve models that were not originally designed to be viewed from areas they should be viewable from. I was also very stoked to have an available fix for the ramp issue in the Refugee Sector. For anyone else reading this who has not checked it out already, I definitely recommend Thor110's Visibility File Fixes, it will fix a lot of similar issues of assets disappearing before your eyes in other areas of the game.
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View File Ultimate Peragus Models Repair How did the Peragian miners die? Probably the lack of oxygen. Peragus is facing many structural issues, from the gaps in the floors, walls, and ceilings, and other model errors, many of which expose the facility to the vacuum of space. It may be too late for the miners, but it's not too late for you! Let's get to work on patching things up. This mod builds upon the work started by DarthParametric with "Peragus Administration Level Room Model Fixes 1.0.0". I have recreated and improved upon the fixes of that mod from scratch, as well as included fixes to a very large number of other model issues. If you currently have the other mod installed, you should remove "[TSL]_Peragus_Administration_Level_Room_Model_Fixes" from your override upon installing this mod in order to avoid any mod conflicts. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted with Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux. If you are updating from a previous version of the mod, just delete the old "Peragus_Model_Fixes" folder from your override. The version number is included in the folder name. Uninstallation: Remove the folder "Ultimate_Peragus_Model_Fixes_v1.3" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod works very well alongside "Peragus Large Monitor Adjustment 1.0" by Sith Holocron, and will correct the same asteroid image and text displacement issue from the asteroid exterior. It will similarly work well alongside other Peragus mods which affect textures or placeable models and lighting, such as VarsityPuppet's "Peragus Tweak 1.4", "A Darker Peragus REDUX 1.0" by Malkior, and "...A Darker Peragus 2.0" by Canderis. It is also compatible with backdrop improvement mods such as Kexikus' "TSL Backdrop Improvements 1.4", Vasilii Zaytsev's "Improved Peragus Asteroid Fields 1.2", and Replacement Peragus II Artwork by Trench 1.0 uploaded by Sith Holocron. This mod is not compatible with DarthParametric's "Peragus Administration Level Room Model Fixes 1.0.0", but fixes the same issues (and many more). Acknowledgments: Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to thank DarthParametric for making "Peragus Administration Level Room Model Fixes 1.0.0". Thanks to DarthRaindrops for pointing out the UV mapping issue for the column texture. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 02/25/2022 Category Mods TSLRCM Compatible Yes
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Version 1.3.0
1,042 downloads
How did the Peragian miners die? Probably the lack of oxygen. Peragus is facing many structural issues, from the gaps in the floors, walls, and ceilings, and other model errors, many of which expose the facility to the vacuum of space. It may be too late for the miners, but it's not too late for you! Let's get to work on patching things up. This mod builds upon the work started by DarthParametric with "Peragus Administration Level Room Model Fixes 1.0.0". I have recreated and improved upon the fixes of that mod from scratch, as well as included fixes to a very large number of other model issues. If you currently have the other mod installed, you should remove "[TSL]_Peragus_Administration_Level_Room_Model_Fixes" from your override upon installing this mod in order to avoid any mod conflicts. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted with Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux. If you are updating from a previous version of the mod, just delete the old "Peragus_Model_Fixes" folder from your override. The version number is included in the folder name. Uninstallation: Remove the folder "Ultimate_Peragus_Model_Fixes_v1.3" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod works very well alongside "Peragus Large Monitor Adjustment 1.0" by Sith Holocron, and will correct the same asteroid image and text displacement issue from the asteroid exterior. It will similarly work well alongside other Peragus mods which affect textures or placeable models and lighting, such as VarsityPuppet's "Peragus Tweak 1.4", "A Darker Peragus REDUX 1.0" by Malkior, and "...A Darker Peragus 2.0" by Canderis. It is also compatible with backdrop improvement mods such as Kexikus' "TSL Backdrop Improvements 1.4", Vasilii Zaytsev's "Improved Peragus Asteroid Fields 1.2", and Replacement Peragus II Artwork by Trench 1.0 uploaded by Sith Holocron. This mod is not compatible with DarthParametric's "Peragus Administration Level Room Model Fixes 1.0.0", but fixes the same issues (and many more). Acknowledgments: Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I would also like to thank DarthParametric for making "Peragus Administration Level Room Model Fixes 1.0.0". Thanks to DarthRaindrops for pointing out the UV mapping issue for the column texture. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.- 9 comments
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A quick announcement that version 1.1 of Nar Shaddaa Docks Repair was just released -- it includes a new fix for the wall gap above the pylon 3 doorway visible during one of the game's side missions. Feel free to report anything else you find that needs fixing.
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View File Nar Shaddaa Landing Pad Repair It looks like the Exchange is getting desperate to keep refugees from leaving the Refugee Sector. Their new bag of tricks includes: removing pieces of architecture from the landing pad, creating over a half-dozen wall and floor gaps, causing crates and railings to pop in and out of existence before your very eyes, and installing a railing inside of the airspeeder. That will make anyone's head spin! Let's fix the place up. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted using Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux. Uninstallation: Remove the folder "Nar_Shaddaa_Landing_Pad_Fixes" from your override folder. [Included Files:] -301nara.mdl -301nara.mdx -301narb.mdl -301narb.mdx -301narc.mdl -301narc.mdx -301nard.mdl -301nard.mdx -301nark.mdl -301nark.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Acknowledgments: Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 02/20/2022 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
734 downloads
It looks like the Exchange is getting desperate to keep refugees from leaving the Refugee Sector. Their new bag of tricks includes: removing pieces of architecture from the landing pad, creating over a half-dozen wall and floor gaps, causing crates and railings to pop in and out of existence before your very eyes, and installing a railing inside of the airspeeder. That will make anyone's head spin! Let's fix the place up. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted using Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux. Uninstallation: Remove the folder "Nar_Shaddaa_Landing_Pad_Fixes" from your override folder. [Included Files:] -301nara.mdl -301nara.mdx -301narb.mdl -301narb.mdx -301narc.mdl -301narc.mdx -301nard.mdl -301nard.mdx -301nark.mdl -301nark.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. Acknowledgments: Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
You now have total freedom to repair the airspeeder whenever you like, it will just be temporarily immobile for the duration of the Visquis and Goto story. When Visquis contacts you, someone will steal the power cells if they were installed, or rig the speeder to destroy the cells upon installation otherwise. You could wait until after completing the whole planet to start repairing the speeder if you like; the first time you install the power cells they will still be destroyed via sabotage, but if you picked up the extra cells on Goto's yacht then you can just immediately install the new ones. Thus you still have the opportunity to gain influence with both HK-47 and Mira. The "once again" message will appear only after the power cells are installed for the second time, though it just refers to whenever the speeder was usable last, whether that be under your care, or its previous owner's. It just acts as confirmation to the player that the game successfully registers the airspeeder as now in its final stage, one of permanent functionality.
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View File Repair Your Airspeeder... Again! Spoiler-Free Description: Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images). This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to). Full Description (Contains Spoilers): Installation: Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside. Uninstallation: Follow the instructions within the ReadMe pertaining to your installation method. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher. Modifications (Automatic Installation): Modifications (Manual Installation): Full Walkthrough (Contains Spoilers): Acknowledgments: Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly. Have a bug to report? Visit this mod's "Get Support" page and let me know! This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 02/19/2022 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
1,260 downloads
Spoiler-Free Description: Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images). This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to). Full Description (Contains Spoilers): Installation: Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside. Uninstallation: Follow the instructions within the ReadMe pertaining to your installation method. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher. Modifications (Automatic Installation): Modifications (Manual Installation): Full Walkthrough (Contains Spoilers): Acknowledgments: Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly. Have a bug to report? Visit this mod's "Get Support" page and let me know! This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
I can tell you that first one is a check for whether or not Bao-Dur has commented on a player's new light-side or dark-side look. The name "000_BAO_CLAWS" is a reference to the LS-variant of the discussion, where the player can say their light-side glow was inspired by his arm ("Whoa, claws out today, aren't they?"). I just looked through his .dlg file to confirm.
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View File Citadel Station Hangars Repair Citadel Station is facing more issues than just a lack of fuel. Just getting to your morning shift in bay control can be hazardous -- they forgot to vacuum-seal all the hangars! In each hangar you can find gaps all along the tops of each of the entrance-side walls. Screenshots don't really do it justice. So let's patch it up! To Install*: Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. *Note: I have since created a mod fixing up models for the entirety of Citadel Station, and included the original hangar fixes available here. I recommend downloading that mod instead for your greatest convenience . To Uninstall: Simply remove "Citadel_Hangars_Repair" folder from your override folder. Included files: -201tel01.mdl -201tel01.mdx -201tel06.mdl -201tel06.mdx -201tel10.mdl -201tel10.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. Disclaimer: This modification is not supported by Obsidian Eentertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 02/04/2022 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
387 downloads
Citadel Station is facing more issues than just a lack of fuel. Just getting to your morning shift in bay control can be hazardous -- they forgot to vacuum-seal all the hangars! In each hangar you can find gaps all along the tops of each of the entrance-side walls. Screenshots don't really do it justice. So let's patch it up! To Install*: Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. *Note: I have since created a mod fixing up models for the entirety of Citadel Station, and included the original hangar fixes available here. I recommend downloading that mod instead for your greatest convenience . To Uninstall: Simply remove "Citadel_Hangars_Repair" folder from your override folder. Included files: -201tel01.mdl -201tel01.mdx -201tel06.mdl -201tel06.mdx -201tel10.mdl -201tel10.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. Disclaimer: This modification is not supported by Obsidian Eentertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
View File Don't Let Kreia Fly Your Speeder! NOTE: The fixes provided in this mod have since been wrapped up into a larger mod, Repair Your Airspeeder... Again!, which also includes new and improved camera angles to boot. Download this mod if you do not want the other changes provided by that mod. If you have ever fixed up your own speeder on Nar Shaddaa, you know how much work has to go into it. You might also notice that whoever takes your speeder to the docks not only crashes it through the railing but also parks it halfway onto the catwalk, missing the opening space for speeders almost entirely. How embarrassing! Breathe easy, there's a fix: install this mod and the Force will be with your parking job. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting the docks for the first time (this mod won't affect save files made any later). Installation: First download the 7z file and extract to somewhere on your computer. 7z files can be extracted using Archive Utility for macOS, or with free programs like PeaZip on Windows and Linux. Users have two options for installation: you can run the installer in the "Installer" folder (macOS and Linux users will need Wine to run .exe files) or open the "Manual Installation" folder and do it yourself, following the instructions in ReadMe.txt. Either method is easily done, but the installer maximizes compatibility with other mods. Modifications: -wp_airtaxi location and orientation in 303nar.git (via running the installer) -sw_startloc004 location in 303nar.git (via running the installer) -303nar.mod replaced (manual installation) Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the data listed above according to their install method. Running the installer maximizes compatibility, by modifying the necessary data in your 303nar.mod rather than replacing it wholesale. Requires TSLRCM 1.8.3 or higher. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit 0.5, and of course for TSLPatcher. This modification is not supported by Obsidian Eentertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. Submitter PapaZinos Submitted 02/01/2022 Category Mods TSLRCM Compatible Yes