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File Comments posted by WildKarrde
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14 hours ago, vacalobroxa said:hey, does it works with the m4-78 mod?
I haven't tested it, but I don't think M4-78 makes any changes to the final Malachor module, so it should be compatible.
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2 hours ago, Vanguard2023 said:Is this compatible with the KOTOR Mod Build? https://kotor.neocities.org/modding/mod_builds/k1/full
It should be, you'll want to install it somewhere after K1CP but before Ebon Hawk Transparent Cockpit Windows. Although if you do install Transparent Cockpit Windows first, you'll just need to make sure to install its Yavin compatibility patch after the Hangar.
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On 3/28/2025 at 1:44 PM, Shingyoji_ said:Great job!
Pardon me if my question sounds weird or disrespectful (please don't take it the wrong way), but how much of this mod is actual restored content? Or is it mostly a fan-made "reinterpretation" of the ending?
In any case, thank you for your hard work!Thank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there.
Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
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4 hours ago, Jiiprah said:The fix is simple. Change the bushes in that korriban model from danglymesh to trimesh. For some reason they cause other vertices in the model to go to (0,0,0).
That's unfortunate, but at least it's a straightforward edit. Attached is a copy of the Korriban area model with the danglymeshes made static, can someone please test it and confirm it resolves the issue?
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1 hour ago, Emil8000 said:While trying to find the source I tried both versions, it happens regardless. The screenshot is from the re-skin friendly one.
Yikes, that does not look good. I can’t reproduce it on my end, could it maybe be partly some kind of system-specific rendering issue? Are you using the Steam version of the game? I take it no other models have gone haywire like that? I’ve tried importing and directly re-exporting the model with a couple of methods to see if one of them might magically fix it, can you please try the attached files and let me know if any of them work?
52 minutes ago, StellarExile said:Sorry to but in but I think this happens when DVBO is disabled.
Does DVBO = Disable Vertex Buffer Objects? I haven’t had to deal with that myself, what’s the general fix for that?
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3 hours ago, Emil8000 said:Specifically on Korriban, the windows on the cockpit appear broken, kinda like disconnected triangles. In the same location, when looking at a specific angle a large texture stretches to the left of the Ebon Hawk. I am not using any reskin and the windows function normally on other planets.
That's weird, can you please post a screenshot of the glitch? On my end, it looks like it should:
SpoilerSpoilerWhich version are you using, Enhanced Reflections or Reskin-Friendly?
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3 hours ago, martixy said:Thank you for the responses and I apologize for wasting your time.
No worries, all good. Glad to hear it seems to be working after all.
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2 hours ago, martixy said:I meant on Ebon Hawk I only saw the 2 convos between Mission and Zaalbaar and no others.
Got it, thanks for clarifying. The fact that you’ve at least had some conversations on the Ebon Hawk is a good sign. Would you mind please providing the following information:
- Does your version of tar_02af.mod contain a copy of wk_basvis_next.ncs?
- Which Star Maps have you found so far?
- If you open your saved game with the KOTOR SaveGame Editor, under Globals --> Booleans, what are the values of G_Banter1 through G_Banter11? (If you have just found a Star Map, please return to the Ebon Hawk, let any conversations play out, and save your game before checking.)
- Under Globals --> Numerics, what is the value of K_STAR_MAP?
If you’re curious, here’s roughly how the scripting code determines if it should play a conversation when entering the Hawk:
SpoilerThere are 11 total conversations between party members. When the player enters the Ebon Hawk, the game counts up how many conversations have played so far (tracked in the global booleans listed above), and it compares that to a target number based on how many Star Maps have been found so far. If the number played is less than the target, then it plays random conversations until the target number is met. The targets are:
- On Taris – 3 conversations (usually governed by which party members are available)
- 1 Star Map (i.e. just finished Dantooine) – 4
- 2 Star Maps – 6
- 3 Star Maps – 8
- 4 Star Maps (pre-Leviathan) – 10
This count doesn’t include the second conversation between Mission and Carth (the one where they apologize for getting upset with each other) because that one is triggered solely by whether Mission and Carth have had their first conversation.
All of this means that if you have already passed the target number while running around on planets, then you won’t see any conversations on the Hawk until you find more Star Maps. Basically I'm looking to confirm whether there is a bug or if maybe the code is just acting as designed.
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11 hours ago, martixy said:Reasonably certain this mod isn't working for me.
I just saw 2 convos between Mission and Zaalbar by halfway through the game.
Have any conversations happened at the Ebon Hawk/Taris Apartment, or have you only had them while running around? If you’re getting any of them at the Hawk, then the main scripts are triggering like they should, although I can’t think why you would see so few conversations. By the time you leave Dantooine to go looking for Star Maps, you definitely should have seen:
Spoiler- Mission ask Carth about how Taris compares to other planets
- Carth tease Bastila about losing her lightsaber when she was captured by the Black Vulkars
- Zaalbar tell Mission about biting a chunk out of a Gamorrean’s arm
- Canderous antagonizing Bastila by calling her a “spoiled Jedi princess”
At least one of those probably would have happened right after the Apartment conversations after rescuing Bastila. Are you using any mods aside from K1CP which edit k_pebn_pophawk.ncs?
11 hours ago, martixy said:Running around with various combos still triggers them - I just got Carth v Jolee asking about the war while walking outside.
Is it possible that you’re just too good at triggering them outside and there aren’t any left to see back at the Hawk? I’m guessing that probably isn’t the issue, but I thought I’d still ask to rule it out.
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9 hours ago, OMGitsJoemo123 said:I do have one small issue though, I am using the extra scene where Mira meets Atton at the docks, everything went but once they move to the safehouse she repeats a line of her dialogue again, something along the lines of "you're a little late, your friend has been caught in a trap in the jek jek tarr. Just wondering if you could take a look at that
That’s odd. I just double-checked, and on my end it seems to be working like it should with no duplicated line. Is it possible that you somehow installed both the “Vanilla Sequence” version and the “With Added Scene” version together? The “Vanilla Sequence” version returns that line to the beginning of the scene in Mira’s apartment, so I could see that you could get it in both places if both versions were installed.
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17 hours ago, Inraviel said:It is the second ever conversation with him (to "know him better"), only explored the upper parts of Taris, not even lower city. It might be somehow related to the mod changing Carth from 'Soldier' to 'Pilot'.
Got it. I don't edit any of the files related to Carth's individual conversation series (they should all be part of k_hcar_dialog.dlg), so I don't think my mod is causing the issue. The mods you linked for making Carth a pilot don't seem to edit any DLG or NCS files either, so I don't think they would be causing it either. I'm not sure what else to suggest except maybe see if you have any mods that edit k_hcar_dialog.dlg, or possibly even dialog.tlk.
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17 hours ago, Inraviel said:Hey, I have a problem with conversation with Carth. The second talk with him (about Bastilla being imprisoned) ends like this:
Very strange. Just to confirm, this happened during the conversation when Carth teases Bastila about losing her lightsaber, correct? I wasn’t able to reproduce the issue on my end, so I’m not sure what might be causing it. Does it still happen if you delete banter.dlg from override? That file only contains a few minor tweaks, and the Ebon Hawk/Apartment versions of the conversations are in separate DLG files, so you can safely delete it without breaking the rest of the mod. Are you using any other mods that might affect the party banter dialog?
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2 hours ago, redrob41 said:At this point in time, I don't want to make everyone have to re-download 2GB just to get two updated files. I'll wait until there are a lot more files (either bug fixes like P_Kreia1hBB or completely new ones that I'm currently working on) added to the 7zip file before I do a whole new version.
38 minutes ago, StellarExile said:They don’t necessarily have to. They can download the two files attached and replace them in the Override folder and the updated version will be for new downloaders. Definitely fair though, just wanted to give a suggestion:)
To second what @StellarExile said, I've also done it where I'll update the main download file so that new downloads are covered, but I'll also add a smaller "hotfix" download option specifically for anyone with a preexisting installation. Same idea, but it might be slightly easier for people to find if they don't scroll far enough into the comments to see the fix. (I think I originally saw K1CP use this method to publish important patches.)
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21 hours ago, ZeldaTheSwordsman said:Have you thought of adding a Xor spawn?
That’s an interesting idea. Personally, I think it would feel a little out of place because the other planets have active spaceports where Xor can blend in with the crowd, whereas Yavin Station is virtually empty and presumably harder for Xor to land unnoticed and sneak up on the party. But I suppose the Trandoshans already manage to set up their own ambush, so perhaps there is some precedent.
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Fantastic work! One thing I noticed, P_Kreia1hBB.mdl/mdx still seem to have the greenish cast from the vanilla model. Your screenshots note this as fixed, so I presume an older version just ended up in the upload archive?
SpoilerRegardless, this is easily the best character texture upscale pack that I've seen for KOTOR. Thank you for publishing these!
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On 9/21/2024 at 2:50 AM, CapitaineSpoque said:Good news : Your hotfix works on a fresh vanilla install of the game, everything works fine. I only installed the starship combat pay + your mod/the hotfix.
Did not work on k1cp, i guess you're right.
EDIT = We were both right in the end. I located the bastila dialog file, and the last script fired was indeed edited by K1CP. I changed it back to the vanilla script, and now everything works ! 🥳
Fantastic, great to hear that it's all working now. That sequence looks pretty cool with the high-quality hyperspace tunnel mixed in there.
@Timbo, since it looks like some of your scripts overlap with K1CP, you may wish to consider also putting together a K1CP-compatible version of your mod. The source code for K1CP can be found here: https://github.com/KOTORCommunityPatches/K1_Community_Patch
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On 9/18/2024 at 6:39 AM, N-DReW25 said:...but in addition to my latest update I have removed those reskins and have instead endorsed this mod in its place as it is clearly superior.
Thank you very much, I'm glad you found it worthy of endorsing!
On 9/18/2024 at 6:39 AM, N-DReW25 said:And lastly, a request - would it be possible to add a fourth variant of the miners which would use the Flight Suit model as to make this mod compatible with Peragus Mining Gear? And if possible, can you add an optional folder with 512x512/256x256 resolution (the vanilla resolution) of these textures for the people who like to roleplay "pure restoration/bug fixes" without HD textures?
Sure, I'll add in those options when I get a chance.
EDIT: Well, it took me a few months, but both of these options are now available with version 1.3.
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11 hours ago, CapitaineSpoque said:I tried it and it kinda works. Now the conversation with bastila works just as in vanilla, and you get out of the ship into the jedi temple module after the conversation, however the dantooine arrival cutscene does not occur still.
Interesting, at least that’s progress. Just to confirm, are you now only missing the pre-rendered cutscene where the Ebon Hawk lands on Dantooine? I.e. the sequence you see is:
- Fighter minigame
- Bastila’s dialog in the cockpit about how they should be safe for now on Dantooine
- Jump to the dialog outside on the Dantooine landing pad
…just without the cutscene of the Ebon Hawk landing? Are you also using the KOTOR 1 Community Patch by any chance? I think K1CP edits a few scripts, including the k_pebo_sthdeathXX scripts, to move the landing cutscene from between 2 and 3 to between 1 and 2. If Starship Combat Pay overwrites K1CP’s changes, then perhaps using both together results in that cutscene being skipped altogether.
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On 9/10/2024 at 8:40 AM, CapitaineSpoque said:This is due to the fact that the banter dialog occurs instead of the dialog that plays before arriving to Dantooine.
For some reason I can't reproduce the issue on my end, but attached is an edited version of the Ebon Hawk entry script from my mod with a few added checks to more rigorously prevent the banter dialog from running right before landing on Dantooine for the first time. @CapitaineSpoque, would you mind please testing it when you have a chance and reporting back if it works?
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2 hours ago, navigatorv said:When I go to extract the file it gives me a warning that says "There are (sic) some data after the end of the payload data" and it's the only mod that's given me that warning so I'm not sure what's going on.
Very strange, I can confirm that I get the same warning when I extract it with 7-zip. I don't think it's a serious issue because I was able to extract it with Windows' built-in zip extractor without errors, but just to be safe I've repackaged and re-uploaded it. Let me know if you still run into issues.
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9 hours ago, StellarExile said:Ever think about doing the corpses too?
You mean the placeable corpses lying around Peragus? "Peragus Tweak" by VarsityPuppet might do what you're looking for:
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41 minutes ago, DarthParametric said:Maybe you can contribute your anims?
Sure, you are welcome to include my animations if you like.
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39 minutes ago, DarthParametric said:Are the TSL bodies static or are the poses animated?
My new bodies use animations for each pose, stored in a single supermodel (mostly so that I didn’t have to manually copy them to each different body model).
40 minutes ago, DarthParametric said:I should probably remap the underwear bodies to remove the mirrored UVs. Looks a bit nasty.
The mirrored UVs don’t bother me too much (I actually didn’t notice until you pointed it out), but you definitely have a point. Feel free if you would like to have a go at it.
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10 hours ago, DarthParametric said:They are a bit of a mess, but here you go:
Thank you very much, that made it very easy. Your scorched textures look very appropriate, I have updated the mod with an option to use them. Thanks for the recommendation.
Spoiler
TSL Expanded Ending
in Mods
Posted
Good catch, I forgot about that when @Leilukin responded. I haven't tested it, but I think my mod will still work fine if you install it after Atton's Ending Dialog from the Tweak Pack, it should just overwrite their changes. It also should still be compatible with the other options in the Tweak Pack and most of the rest of the mod build, keeping in mind Leilukin's note to install after PartySwap.