EmperorArt

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File Comments posted by EmperorArt

  1. KOTOR 1 Community Patch

       240,017    290

    On 6/30/2023 at 11:56 PM, DarthParametric said:

    You literally confirmed it was a problem on your end, which is what I said.

    Edit: I didn't exactly confirm other than make a probable conclusion , "computer bad" which means that the computer hardware is bad which is vague ah and turned out to be wrong, I'll keep troubleshooting the patcher TSL installer though it seems to only affect the TSLPatcher for community that i have on the system. I'll redownload it and try from a different directory.

     

    Edit 2: Well I managed to move on from the initial error which was some files were not extracted using the default zip extractor (bad extraction i guess you could say).  The new error is

     [Error] Cannot open file "C:\Users\TheEm\Downloads\K1_Community_Patch_v1.9.2\tslpatchdata\m10aa.git". The system cannot find the file specified (EXT-0)

     I tried redownloading, re-extracting, extracting with different archiver apps, download the m10aa.mod file from the github repo, I can't seem to fix this issue.

     

    edit 3: tried on my laptop (different computer) and the new error I just mentioned is still occurring, newly downloaded archive from here and extracted with 7zip. So this it looks to me like this new issue isn't a "bad computer" problem.

  2. KOTOR 1 Community Patch

       240,017    290

    On 6/29/2023 at 3:21 AM, DarthParametric said:

    It works perfectly fine with pre-existing MODs, assuming they are valid. All of K1CP's module-specific content is dynamically injected during the install. There are no pre-patched modules. If you have an error then either the 3rd party module is bad or your system is bad.

    Yet again turns out it was none of those things, it would seem that it was probably a windows update that created some memory issues. Though I have to note, that the only thing that was impacted were installers related to TSLPatcher, every other program and installer worked fine, including games.

    Very "helpful" must be essentially saying "your bad computer" lmao without any reasoning or suggestions. 

  3. KOTOR 1 Community Patch

       240,017    290

    For some reason I get error when installing the community patch. 

    It looks like the community patch doesn't play well with .mod files if they are already present in the module folder, trying get this working well enough with Black Vulkar Restoration mod which only has a mod file. I thought it would be better to put that in first then run the community patch for it to work.

    [Install] 	Adding file cp_tar10_vlkpl_d.ncs to the modules\tar_m10aa.mod archive...
    [Install] 	Adding file cp_tar10_vlkplud.ncs to the modules\tar_m10aa.mod archive...
    [Error] 	Unhandled exception: Access violation at address 00472E02 in module 'INSTALL.exe'. Read of address 00000000 (0)

     


  4. On 7/15/2022 at 11:20 PM, nonchetos said:

    hey there I think the mod is amazing to set apart ord mantell from korriban but unfortunately it breaks ord mantell, it leaves a black screen with sound after passing through the big door to the caves (2nd area), if you're able to fix i'd be great

    Can confirm this is an issue, would advise people to get the normal/original rather than this one until this issue is fixed. Can't get through the doors after the dark jedi, just fades to black without any loading screen.

  5. High Quality Cockpit Skyboxes

       55,105    19

    Weird issue I've encountered is when you fly from planet to planet for the first time, the cockpit skyboxes don't render properly, often times just being white.

    After exiting and then reentering to reload Ebon Hawk does it load correctly.

    Edit: After trying all of the other sizes, apparently my desktop PC can't handle M-XL which is really weird to me. So S it is.

  6. Lehon Mandalorian Expansion

       1,391    9

    51 minutes ago, jc2 said:

    What do you mean by breaks? Could you elaborate on when the dialogue breaks? Does it hard lock the player from opening the door and continuing with the game? 

    As the character gets off the Ebon Hawk an in game cutscene occurs when your character walks up to the Jedi waiting for you on the star forge, the walking up happens but instead of dialogue it just exits. None of the jedi script/dialogue plays and the dark jedi spawns behind the door but the default script never activates/plays. If you open the door where they are spawn from they are friendly.

     

    Edit: I am using the steam version of the game. and the mod is installed with TSLpatcher, in case that helps.

    Edit2: I don't think it hardlocks the player, it just never activates certain scripts/cutscene/Dialogue that you encounter as you arrive on the Star Forge. I'd still want to experience the cutscene/dialogue from those Jedi.

  7. Juhani Appearance Overhaul

       21,690    20

    On 5/21/2021 at 5:06 PM, HDR1 said:

    This is an issue with the model, it is happening to me too. I think there might be a problem with a vertex on the model.

    Can confirm this is still an issue, it looks more like there's clipping from something. Really hope someone would be able to fix this one bug.


  8. The dirty NPC commoner head is a bit jarring especially when the NPC that DO turn into Rakghouls don't have said dirty/infected faces. But It does give the player a sense of how dirty/infected they are which is good. This would be a great idea for someone to mod the Taris outcasts to either all have dirty face and those who are diseased to have the dirtiest faces.

  9. [K1] Yavin IV Planet Mod

       2,130    2

    On 7/8/2020 at 10:50 PM, djnugent said:

    Question: Is this a different mod than the original Yavin IV mod, or is this an updated version?

    I ask as that one had the space station, Yavin, and Exar Kun tomb as well - I had it installed on an old install, and I'm completely refreshing my install and definitely want to check this out.


    Thank you!

    Yavin 4 Space station isn't a mod, that's in the vanilla PC game and was official DLC on Xbox.

    There is a separate mod for Exar Kun's tomb that you can access from the Yavin Space Station. 

    This is a Yavin planet mod which includes Exar Kun's Tomb. Both mods for Tombs can work together and are different from one another.


  10.  

    4 hours ago, DarthParametric said:

    Did you read the description? It says right there that K1CP is recommended and to install it first. You should always install K1CP before pretty much anything else, aside from a handful of mods that do hard overwrites.

    If it isn't working for you then the problem is user error. It works perfectly fine with K1CP. It was developed and tested on top of a K1CP install.

    Thanks for the quick response, I managed to solved the issue. It wasn't so much "User error" as it was mod incompatibility. You were right it wasn't K1CP, but still tested it for myself, took about 5 mins to check.  The mod in question was a minor mod called "Kill Starforge Jedi" it allowed you to kill the jedi on the star forge and gain some DS points.

    Deleting all UTC files that came with "Kill Starforge Jedi" resolved the issue.

    Edit: Nvm just removing UTC made them unkillable, I will have to try to edit it myself.

     

    I did read it, but I wanted a clarification as mod compatibility may change for different reasons and some don't edit the description to reflect that.

     

    ------ Addendum -----

    Finally managed to get both working together, I only had to edit the TSLPatchData change.ini file to include "Min1HP= 0". Tried a few other things before that didn't stick properly. Now the Jedi can fall if you let them fight/fend off the Dark Jedi on your arrival on the Star Forge.

    I'm not used to these modding programs so it took me a while to correctly edit and correctly apply the changes I wanted.

    The only files needed from "Kill StarForge Jedi" mod for DS players kill the Jedi team that meet them as they exit the Ebon Hawk is "k_JedAttack.ncs", "k_JedAttack.nss" and "k_sta_jedifem.dlg"

    changes.ini

     

     

  11. Realistic Visual Effects

       51,286    5

    On 5/24/2020 at 12:34 PM, AxtasisN7 said:

    Does anyone have a list of all the effects that are changed/removed?

    I like the idea but I seem to remember this mod also removing effects that I enjoyed seeing but anywhere I see this mod it's just the same copy/pasted description from Filefront.

    Or is there any mod that partly does what this does? (IE, removing the weapon effects during flurry/strong/criticals)?

    From the TSL Settings ini

    I've gathered that this changes the following

    Heal, Force Jump (advanced), Choke, Cure, Force Push, Force Wave, Speed (3 levels), Force Wave, Power Attack (level 2 and 3), Critical Strike (level 2 and 3), Whirlwind Strike, and Flurry (level 2 and 3)

    ChangeRow0=visualeffects_mod_vfx_imp_healing_small_0
    ChangeRow1=visualeffects_mod_vfx_imp_force_jump_advanced_0
    ChangeRow2=visualeffects_mod_vfx_imp_choke_0
    ChangeRow3=visualeffects_mod_vfx_imp_cure_0
    ChangeRow4=visualeffects_mod_vfx_imp_force_push_0
    ChangeRow5=visualeffects_mod_vfx_imp_force_wave_0
    ChangeRow6=visualeffects_mod_vfx_imp_heal_0
    ChangeRow7=visualeffects_mod_vfx_imp_speed_knight_0
    ChangeRow8=visualeffects_mod_vfx_imp_speed_mastery_0
    ChangeRow9=visualeffects_mod_vfx_dur_speed_0
    ChangeRow10=visualeffects_mod_vfx_fnf_force_wave_0
    ChangeRow11=visualeffects_mod_vfx_com_power_attack_improved_staff_0
    ChangeRow12=visualeffects_mod_vfx_com_critical_strike_improved_staff_0
    ChangeRow13=visualeffects_mod_vfx_com_whirlwind_strike_staff_0
    ChangeRow14=visualeffects_mod_vfx_com_critical_strike_mastery_staff_0
    ChangeRow15=visualeffects_mod_vfx_com_power_attack_mastery_staff_0
    ChangeRow16=visualeffects_mod_vfx_com_flurry_improved_staff_0
    ChangeRow17=visualeffects_mod_vfx_com_critical_strike_improved_saber_0
    ChangeRow18=visualeffects_mod_vfx_com_critical_strike_mastery_saber_0
    ChangeRow19=visualeffects_mod_vfx_com_power_attack_improved_saber_0
    ChangeRow20=visualeffects_mod_vfx_com_power_attack_mastery_saber_0
    ChangeRow21=visualeffects_mod_vfx_com_flurry_improved_saber_0
    ChangeRow22=visualeffects_mod_vfx_com_whirlwind_strike_saber_0