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Doodmane444

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Doodmane444 last won the day on March 13 2025

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  1. Try starting a new game and warping to those two modules.
  2. Another question, could you try starting a new save to see if the Echani/YV issue persists? You should be able to warp to the experimentation lab via warp code "slem34". Also the flophouses to check on the blue twilek if possible. Warp code "slem73b". Those could be issues from playing on a previous save.
  3. Anything that adds new placeables will overwrite the left over ones in the Malron District. I apolgize for not being as specific on the names, since I forgot they are vastly different from each other. Here are the sign names if you want to remove them yourself for now, "czerksignn34.utp, fdfcvccz4.utp, bghycx7.utp, vfdr489.utp, fdsfc546v.utp, czv7hj9.utp". There might be multiples/duplicates as well, so it might be easiest to use Holocron Toolset's module designer and right click on the ones shown as "czerka neon signs" in the tab on the right-hand side shown here, You're also right about the Jedi Captive mod. That causes the stasis jedi captives to appear/overwrite the left over signs since it adds new placeables. Testing with BOSSR installed also replaced some of the signs with rocks/trees. As of right now, it's not recommended to use any mods that add new placeables. I would just wait for the next update, or remove the placeables from the .mod. As for the Twilek in the Flophouses his uniform is supposed to look like this, Could you provide an image of what he looks like on your install? And for the Echani and YV, those should be set up okay in the 2damemory, so not sure why that is happening on your end. What was your install order? Did you install Sleheyron before or after those mods? Also SAO might know more about compatibility for the green robes and collar fix mods. I haven't looked into or used that mod before.
  4. There is not, but it's a known bug. I initially made the signs as placeables in the sle_m30aa.mod, before discovering how to use hex edits to get the mdl to load in Blender to build the signs into it. if you install BOSSR, it replaces the left over/unused placeables with that stasis guy because the sign placeables are still left over in the .mod. The next update will include an updated .mod with these placeables removed. You could also use Holocron Toolset or a similar program to remove the placeables from the .mod yourself if you wanted a fix now (they're named Czerka Neon Signs). I would provide one for you, but the version I'm working on now is not the same one with that specific .mod.
  5. I agree that BOSSR shouldn't even be installed with Sleheyron anyways. I haven't tested the entirety of BOSSR with Sleheyron installed, but from what I could tell, when we had added rows to the placeables.2da (Have now been built into the .mdl instead since the lastest update), there were some missing trees and rocks for placeables in one of the BOSSR modules. That was just a small factor, since I would think most people wouldn't be playing with both Sleheyron and BOSSR. I just know if anyone does decide to install BOSSR, it should be after Sleheyron, theoretically. Any idea which improvements from K1CP aren't taken into account or become overridden with Sleheyron installed first? I would think other than the missing cantina & orange twilek issues, there may not be anymore 2da or 2damemory conflicts between Sleheyron and K1CP, so it should be okay to install it first. If there are other 2da conflicts between k1cp and sleheyron, then those could be have been tested previously. At this point though, I would think the only things affected would be anything from the Sleheyron patcher that hasn't had its 2damemory set properly, if there are any left. As for the placeables 2da, there shouldn't be anymore issues with that since no placeables were added. Just changed rows. Unless there's other issues with the established rows that I'm not aware of. Edit: After just testing the most recent version again with installing K1CP first, and then sleheyron second, it seems the red twilek appears just fine. So yeah it should be okay to install K1CP and K1RCP before Sleheyron, as originally intended. Again I apologize for the confusion. I just know that twilek issue must have been fixed since then (either a 2da or .utc thing). At this point, i'm not aware of any other .2da issues that could cause any conflicts.
  6. When we did tests for 3.1 and 3.2, it was discovered that installing the community patch first causes issues with some npc appearance changes. I believe it was causing one of the Twilek's in Bogga's cantina to disappear entirely. The other factor is BOSSR. If you install the community patch first, then Sleheyron, then BOSSR, it also causes a few placeables to disappear in certain areas of BOSSR's modules. Because of this, the best order/option right now for compatibility we found was Sleheyron first, K1CP, RC-K1CP, K1CP compatibility patch, then BOSSR. This ensures there are no missing placeables or changed appearances (Besides now hearing about the gizka/orange twilek issue). There's likely a way to fix the red Twilek from disappearing, so that K1CP can be installed first before Sleheyron. I just wasn't able to figure it out, but that is the reason for why it's currently recommened/wrote for Sleheyron to be installed first. Apologies for the misunderstanding.
  7. Hmm well he still should show up in that area as normal now, and not changed to that Rodian. Not sure why any mod would even change that .utc, but basically a utc is its character file. Usually if a character has a changed appearance or dialogue, it's because their utc file was edited and put in the override. Sleheyron doesn't edit that specific duros utc, so some other mod must have changed it for some odd reason.
  8. Good to hear. Depends on whether that Duros was used anywhere else in the game, which I doubt he would be.
  9. I believe they were referring to the door behind that one, the one that leads into and out of the station. I tested both mods and was able to replicate the issue with that door. There doesn't seem to be an access panel for it. The hangar/airlock doors still seem to work. Are you using any other mods? You could try seeing if there's a "n_duros001.utc" file in your override and delete that.
  10. Here I made a quick fix/compatibility patch for now until it can be determined what's causing that door not to open. Just put the .mod in the module folder and the yavinarea.utd door in the override folder. It just lets you open the door and changes the name of it to "Hangar Access". Edit: Spelled Hangar wrong Yavin Station hangar Fix.zip
  11. You could try this as a potential solution. Go to the folder where you have the yavin station hanger mod extracted to, and open its tslpatchdata folder. Find the three files named "m50aa_01a.mdl" "m50aa_01a.mdx" "m50aa_01a.wok". Take these three files and bring them back to your games override folder, and replace the existing ones. Let me know if that works or not. (If you installed the hanger mod before Sleheyron, it could be that it just needed to be installed after.) Edit: This doesn't work -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You also might need to reload a save before completing the mission on the surface to see if the hangar door works. Also make sure to backup those existing ones in the override in the chance anything goes wrong. If not, then it could be that the .mdl or the .mod needs to be edited a certain way to allow the door to open, or for compatibility.
  12. I apologize for the late reply, and also for the breaking the game at certain points. This is my first time making a mod for this game. Thankfully there is any easy fix for this. Just remove g_tresmilhig006.utp, and g_tresmilhig006.dlg from the override folder. Just remove g_tresmilhig006.utp, and g_tresmilhig006.dlg from the override folder, it should fix the issue occurring throughout the game.
  13. I can't seem to get voice acting to work in Holocron toolset. Even if I use an audio file that someone else uses in the toolset, which works in their toolset/modules. Anytime I try to add an audio file to a characters dialogue, it just does not play in game. Even after encoding the audio using that program, it still doesn't play in game. Is there another way to import audio to a characters dialogue file? I also have the voices saved to the streamvoice folders. I can also attest that the M4-78 audio files work for other characters, given that they're not encoded, from what it looks like. I'm able to click on them in the stream voice folders and listen to the audio file without decoding it. It's strange how those M4-78 audio files work in game for my characters, but not a custom audio file that I made and encoded. Using a .wav file that works inside someone else's Toolset for a KOTOR 1 mod, it also just doesn't work in my toolset.
  14. View File Telos: Citadel Station Medical Unit Quest Install TSLRCM before installing this mod, as it relies on some of its content Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new quest line and additional environments on the map to explore. Mod Features: New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for commoner NPCs around the different areas of the Station. This will try to add a more unique feel to each area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines attempt to add more ambient information and world building to the station. Dialogue's may also reflect the players actions. About This Mod: The goal of this mod is to make Citadel Station feel a little less empty than it originally does. It attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station, and opens up three previously inaccessible areas and also adds new environments. In addition, this mod aims to change up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and also changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There are new lines of dialogue given to each of the Ithorian's as well so that all five of them don't repeat the same three lines. This mod also features an alternate version of Kreia's Assorted Robe Collection 1.1, by modder: ChAiNz.2da. It acts as sort of a compatibility patch for this mod, removing the questline, while keeping most of the same charm that the original mod offers. Instead of crafting the shroud armor for Kreia, you can now find it located in the Secret Tomb. Disclaimer: Requires TSLRCM to be installed first, as it relies on some of its content. It is also recommended to install any mods that make changes to the appearance.2da file BEFORE installing this. Examples include mods like M4-78, Expanded Galaxy Mod, Calathan improvement project etc.... Your mod installation order should look something like this: 1.) TSLRCM,2.) M4-78, 3.) Expanded Galaxy/Coruscant, 4.) Calathan, 5.) This mod. If you already have Kreia's Assorted Robes Collection installed, just remove (kds_204_medcomm.utp) from the override folder, then install the alternate version/patch to make them compatible 3/09/2026 - The sealed module door can now be opened in the entertainment module, but due to the way the walkmeshes work between the two models that connect these specific areas, you can only go into/through the sealed module door, and not back. This means that you may get stuck if you get too close to the door without being able to open it. It requires 10 security to open, so I would advise to keep a save before approaching that door, or when entering the entertainment module. If you don't have 10 security and you get too close to the sealed module door, you will be stuck. I have included a transition back to the residential module as a work around for when the area is unlocked. 4/17/2026 - The unused doors in Residential Module 082 East are now actual doors/rooms. Room 5 in the main area is now its own room, and all six unused apartment doors are now their own storage rooms as well. I also want to apologize for any issues and or conflicts from earlier versions, and if anyone's mod install was nuked at some point. This is my first time creating a mod for this game, so please bear with me. It should be compatible with most other mods now after making some much needed TSLPatcher changes. Please message me here or leave a comment regarding any issues you may have so that I can assist you. These things are usually simple fixes. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For future reference, I may try to make more quest content and new models/modules. If I can get voices to work in game, I plan to add new voices for the droid and possibly human voices for the commoners to have more dialogue. I also plan to include more custom armor/weapons at some point. A goal of mine is also to port this mod over to the original Xbox version, if possible. I also wanted to give a big shout out to modders SAO1138, N-DReW25, and JC, for helping me through this process, and for teaching me the basics of KOTOR modding. This wouldn't have been possible without them. Also huge shout out to ChAiNz.2da, for making such a cool mod that I had no idea existed until recently. My inspiration for this mod came down to the fact that I couldn't find any other mods that used this area. I didn't expect a Kreia mod of all things to do so! Installation: 1.) Place the files from the Override folder, into the games override folder. 2,) Run TSLPatcher.exe from the TSLPatcher folder to install the modules. You must copy/install the override files BEFORE installing the modules with TSlPatcher. IGNORE THE WARNINGS DURING INSTALLATION. IT IS JUST OVERWRITING THE MODULES. If you plan to use the alternate version of Kreia’s Robe Collection, install it after. I also highly recommend using this mod below, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station. Submitter Doodmane444 Submitted 03/09/2025 Category Mods TSLRCM Compatible Yes  
  15. Version 1.0.4

    658 downloads

    Install TSLRCM before installing this mod, as it relies on some of its content Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new quest line and additional environments on the map to explore. Mod Features: New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for commoner NPCs around the different areas of the Station. This will try to add a more unique feel to each area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines attempt to add more ambient information and world building to the station. Dialogue's may also reflect the players actions. About This Mod: The goal of this mod is to make Citadel Station feel a little less empty than it originally does. It attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station. It also opens up three previously inaccessible areas and adds new environments. In addition, this mod aims to change up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There are new lines of dialogue given to each of the Ithorian's as well so that all five of them don't repeat the same three lines. This mod also features an alternate version of Kreia's Assorted Robe Collection 1.1, by modder: ChAiNz.2da. It acts as sort of a compatibility patch for this mod, removing the questline, while keeping most of the same charm that the original mod offers. Instead of crafting the shroud armor for Kreia, you can now find it located in the Secret Tomb. Disclaimer: Requires TSLRCM to be installed first, as it relies on some of its content. It is also recommended to install any mods that make changes to the appearance.2da file BEFORE installing this. Examples include mods like M4-78, Expanded Galaxy Mod, Calathan improvement project etc.... Your mod installation order should look something like this: 1.) TSLRCM,2.) M4-78, 3.) Expanded Galaxy/Coruscant, 4.) Calathan, 5.) This mod. If you already have Kreia's Assorted Robes Collection installed, just remove (kds_204_medcomm.utp) from the override folder, then install the alternate version/patch to make them compatible 3/09/2026 - The sealed module door can now be opened in the entertainment module, but due to the way the walkmeshes work between the two models that connect these specific areas, you can only go into/through the sealed module door, and not back. This means that you may get stuck if you get too close to the door without being able to open it. It requires 10 security to open, so I would advise to keep a save before approaching that door, or when entering the entertainment module. If you don't have 10 security and you get too close to the sealed module door, you will be stuck. I have included a transition back to the residential module as a work around for when the area is unlocked. 4/17/2026 - The unused doors in Residential Module 082 East are now actual doors/rooms. Room 5 in the main area is now its own room, and all six unused apartment doors are now their own storage rooms as well. I also want to apologize for any issues and or conflicts from earlier versions, and if anyone's mod install was nuked at some point. This is my first time creating a mod for this game, so please bear with me. It should be compatible with most other mods now after making some much needed TSLPatcher changes. Please message me here or leave a comment regarding any issues you may have so that I can assist you. These things are usually simple fixes. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For future reference, I may try to make more quest content and new models/modules. If I can get voices to work in game, I plan to add new voices for the droid and possibly human voices for the commoners to have more dialogue. A goal of mine is to also port this mod over to the original Xbox version, if possible. I wanted to give a big shout out to modders SAO1138, N-DReW25, and JC, for helping me through this process, and for teaching me the basics of KOTOR modding. This wouldn't have been possible without them. Also huge shout out to ChAiNz.2da, for making such a cool mod that I had no idea existed until recently. My inspiration for this mod came down to the fact that I couldn't find any other mods that used this area. I didn't expect a Kreia mod of all things to do so! Installation: 1.) Place the files from the Override folder, into the games override folder. 2,) Run TSLPatcher.exe from the TSLPatcher folder to install the modules. You must copy/install the override files BEFORE installing the modules with TSlPatcher. IGNORE THE WARNINGS DURING INSTALLATION. IT IS JUST OVERWRITING THE MODULES. If you plan to use the alternate version of Kreia’s Robe Collection, install it after. I also highly recommend using this mod below, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station.
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