The_Chaser_One

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The_Chaser_One last won the day on October 18

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71 Jedi Master

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About The_Chaser_One

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    Jedi Padawan
  • Birthday 12/28/2006

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    Male
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    : Korriban (France)

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  1. Ah ben c'est encore mieux si tu parles français mdr Et au pire oui je pense pouvoir faire ça pour toi, je verrai ce week-end.
  2. That looks pretty good, you should make it replace Tulak Hord's mask, which is really bad in the vanilla game. Yours looks a lot more like it.
  3. I'm making an expansion for the first game, which starts right after beating Malak and uses Thor110's free roam. It will have 2 main stories, one for light side and one for dark side players. The idea is to add Quanon's unused Korriban modules to the game, and link the end of the game to the Revan novel for LS and SWTOR for DS. Which is why I'm saying I hope you can actually publish them at some point, so my new characters, especially Sith but Jedi too, can wear them. So yeah, great work and good luck for finishing !
  4. @heyorangeDamn bro that looks great ! How much more time do you think you'll need ? Also, I assume this will work for both games ? It'd be nice if I could make my expansion compatible with your mod. Anyway, great work.
  5. I second @N-DReW25. Also, you're making a whole lot of mods rn. Like, a bit too much imo. You might want to pack them and update it every time you want to add something. Having to download everything manually is really annoying.
  6. Alright, I get it. Although your reasoning doesn't seem very clear to me as Gonto is actually one of the few humans (so english speaking) characters in the Tournament (but I think it was a vanilla character so translation isn't an issue ?). It's a shame I can't recommend you most of the mods I made... Even my Manaan taxi speeder system has some english lines, although if you know how to use Holocron Toolset a little, I'm sure you could translate it, as there's no one actually speaking. However, you can definitely check out this SWTOR style music overhaul if hearing the same old music kinda bores you or your fellow brasilians. Tbh with you, even I, as a French, am not a native english speaker. But damn, not being able to speak english and being a Star Wars must suck. At any rate and last but not least, do not forget that you need Thor110's room restoration before installing my option. Anyway, good luck with your project !
  7. DAMN that does indeed look great. It's amazing having a community that diversified, with people improving the game in itself with that kind of things, while others add retextures, new items, features and options or even quests/story content. @LanguageWriter123 Talking about story content, this cap improvement mod will be a big + for the expansion I'm planning (and already started making), which takes place after we defeated Malak. Being able to level up again will genuinely make it feel like it's part of the game. So thank you for that. @LanguageWriter123 @GearHead Did you ever try messing with the maps ? It's the only thing the high resolution broke that never got fixed, and it's quite sad having the map only taking like a quarter of the screen...
  8. And a beard, like that Revan face mod ! @vurt needs to make a modernization of it !
  9. If you had a bit more patience, you would have seen that it is actually a custom one. Although I have no idea why Sao kept the OG legal screen. Just wait until the basic one is done and you'll get a nice video.
  10. This is VERY weird. While setting up the Patcher, I especially paid attention to this and made the modules changes myself. I'm 99% sure the changes.ini I handed to Sao was indeed with Replace for the new modules but File for the existing ones. Anyway, if you're right and it really is like this, @SAO1138 can change it himself indeed, considering how easy it is. Again, if this is genuinely what's in the ini, it's really odd.
  11. @great_exkaiser103 Just to give a little bit more explanation, as we talked with Sao about the issue you had. On the contrary, putting the most stuff in the .mod possible instead of Override is what will give compatibility because people might have named their files the same way you did. If that's the case and both of the mods puts their stuff in Override there's a conflict. While if youve got your stuff in your module and the other mod's files in their module there's no conflict. This is also not accurate, as you can have a dialogue in Override and the related scripts in the .mod or the opposite without an issue. Danm13.mod is actually not only necessary but one of the most vital elements of Sleheyron. What you don't understand is how the Patcher works, so here we go : The .mod you found in tslpatchdata is actually the vanilla .rim made into a .mod without any change. On a vanilla installation, the Patcher simply copies this empty .mod then patches it by adding more precise files (scripts, dialogues, creatures, placeables, etc.) in it. HOWEVER, if there's already a module with the same name on your game installation (for example if you have JC's Jedi tailor installed), the Patcher skips the first step and directly patch the "smaller" files in the existing .mod. And from what I know, JC's mod does this too, which is why you could theoretically install them in whatever order you wish. So now you're probably wondering what happened. Well, the answer is very simple, as Sao guessed : not only does what I just quoted have to be noted, it is the cause of your issue. By replacing the module with your OG one, you simply deleted the scripts (that the Patcher automatically included in your .mod) from your game installation, which is why Jara didn't spawn. So YES, the .mod IS necessary lol Which is just what the Patcher does. It doesn't do anything with Sleheyron's Dantooine's .mod, because it's empty. It puts the scripts in the existing JC's .mod, and the dlgs too in theory but this time as you had put everything in Override I let the Patcher throw the DLGs in Override (which doesn't cause any issue, as we've concluded). In conclusion, @great_exkaiser103you just shouldnt have replaced the .mod. Not only was there no reason to do so because I set up the Patcher especially for this kind of situation, thus the 2 mods' Dantooine changes being compatible, BUT it broke your game. So yeah, please read the description better when we say our mods are compatible with basically everything, and trust us, as modders, to do the job right. We're the first persons wanting our mods to be compatible with others'. As I said in my earlier post you've already read, as long as you run the Patcher, Sleheyron or Jedi Tailor or Pazaak Tournament or anything, in whatever order you want, will be compatible, as long as it isn't meant to be installed first (like K1CP). You don't need to make any manual changes, they are compatible. If you find any kind of issue though, you're welcome to report and we'll fix it for you.
  12. Just don't do random sh*t like that and you won't break your game man lol More seriously, as long as you know what you're doing, you should be fine. We've got enough problems like that though, so if you want your game to be fine, don't modify stuff manually. Anyway, you should be able to install the Holopatcher version of Sleheyron before or after JC's mod. Although I would indeed recommend you do it before.
  13. Alright, lemme be clearer then. I'll be linking the mods I mention in case you want to see what they are. 1) K1R (KotOR 1 Restoration) is the oldest big mod. Its goal is to restore content. It hasn't been updated since 2015 because the team moved on and the work was basically done anyway. 2) K1CP (KotOR 1 Community Patch) is more recent. Still being worked on. Its main goal is to fix bugs and other issues of the vanilla game, and thus not restoring content. The issue is K1R isn't compatible with K1CP. 3) Thus, someone decided to make RC-K1CP (Restored Content for K1CP) in order to replace K1R. So it's very recent, been updated in July. 4) BUT it does not restore the Pazaak Tournament. So I made it myself in order to be able to play (a fixed and improved version of) the Pazaak Tournament WITH K1CP on your game installation (although you can always play without K1CP, but it's kind of a waste). To answer your question, yes, the best installation order is Sleheyron then my mod. In general, just start with the biggest mods (K1CP, RC-K1CP, retextures) then go the more medium mods (Pazaak Tournament, Sleheyron, BOSSR, etc.) then to the smaller ones. If you met Bogga and he recognized you then it works. Thanks for testing. And no problem, people often misunderstand what's written, but it's also my fault for putting too much stuff in the description. It is indeed quite massive (but tbf, the mod itself isn't small either). And yes, if you have anything else to say/report, feel free.
  14. It doesn't need K1R at all, I have no idea where you read that. It's even stated incompatible with K1R as it is meant to replace it. It has been made to be compatible with K1CP and RC-K1CP, although it does not need any of them to work properly. Furthermore, if you read my description, I fixed, improved and added a lot of stuff in order to make it more fun. There really is quite a big gap between K1R's version and mine. Also, for your information, K1CP is the most go-to mod for KOTOR 1 nowadays. We purposefully made the newest version of Sleheyron compatible with it.
  15. @great_exkaiser103 I saw you posted a pic of Manaan and as we're talking about Sleheyron, did you try playing my Manaan Pazaak Tournament restoration for K1CP with Sleheyron on your installation ? I'd like to know if the new dialogue from Bogga works.