SAO1138
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SAO1138 last won the day on January 2
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Glad you enjoyed the mod! Regarding Vima: there should be one new dialogue that opens up after the Leviathan about a former apprentice; but that wouldn’t update the journal. The last conversation you should have with her that updates the journal should start the romance. And you’ll probably know when the romance officially commences; so if that happened, things are working as expected. After that you’ll need to progress to the endgame to fully wrap up her story. Regarding pearl shard one: it’s on Sleheyron somewhere! That’s probably the shard most people miss. Without making a spoiler: head back to the general area of the mod around the arenas. You’ll find it.
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Hi there. So, this is a bug that has occurred periodically for people that I believe is due to some type of incompatibility, although I do not yet know which mod is causing it (if any). So far many of my attempts to properly fix it have not really amounted to much. But I do have a workaround! It's not ideal, but it is functional. Please put this file into your game's Override folder. Basically, now when you are in the Sleheyron starport, talking to the Aqualish merchant T'ranik will now have an extra dialogue line to choose that will have him teleport you into the rest of the Malron District. I know it's not perfect (as it is highly questionable why your character would need to be escorted a total of maybe 10 meters), but it should get you through the bottleneck you're experiencing. You also can use a warp code (look up how to enable cheats if you haven't yet). Typing into the command console "warp sle_m30aa" will teleport you into the next area. Please let me know if you run into any more invisible doors on your play through. You'd be the first to have more than just first door missing; but you never know with these mods. sle99_waldlg01.dlg
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Well... if you have something specific in mind for what you'd want to see post-Leviathan, I invite you to make your own add-on to this mod! A few other modders have already done similarly to add a bit more to Sleheyron. I'd be happy to teach you how to make a KOTOR mod so you can make your own expansion to Sleheyron, if that interests you.
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Don't thank me when I haven't even close to finished those Bounty Hunters. But looking forward to your preview!
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Interesting issue, can’t say I’ve had anyone encounter this one yet. The crystal you should have has the name “u_l_colo_77.” The line in the .2da (when viewed with Holocron Toolset) should look like this: 7 Pearl u_l_colo_77 g_w_shortsbr77 g_w_lghtsbr77 G_W_DBLSBR077 I’m not yet sure why it’s not working for you. Did you install any other mods? edit: Just wanted to say that I can confirm the pearl works in my game. I also had a potentially silly question: At the workbench, are you looking for the pearl in a power crystal slot or the color crystal slot? Because it can be found in the color crystal slot.
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Thank you! I had the same user write to me and I was going to reach out to you to see if you could guess what caused the incompatibility between our mods… you found me before I could contact you, so I really appreciate that. I’ll get this fixed today. It’s just another rookie mistake on my part. I do apologize for nuking your modded content, even if it was just on a handful of modules. Ruining the work of fellow modders is definitely the exact opposite of what I wanted. And yes, I can remove the old versions. I guess nostalgia for them was blinding me.
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Hi there. First of all: very sorry for taking so long to respond to this. I usually have discussion on the download page and I just forget to check this announcement page. To your point: if you’re talking about the start of the mod, did you try talking to Vima first? And after that, did you then talk to Bogga the Hutt? That should proceed Forcay’s quest.
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Oh good! Glad you figured out what caused the glitch. You are probably right about danm13.mod not being strictly necessary, but a rule of thumb in the modding community of this game I learned is to use a .mod instead of the vanilla game’s .rim when you’re making any major changes to the .git. But given the way you’ve explained it, I think you’re right. If there’s already a danm13.mod in your game because of a different mod, and the Jara spawn files are in Override, theoretically there’s nothing wrong with just omitting my own danm13.mod altogether. Probably not worth the complicated explanation it would require in a ReadMe, but still a good point I hadn’t thought of.
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So that's not exactly how the Override folder works. The scripts should be in whatever folder that includes the file that calls for the script. So, if you're using a dialogue file, and a certain line of dialogue should trigger a script, that script needs to be in the same folder as that dialogue file. That could be either the module or the Override folder, as long as both are correct and are together. I actually have the habit of over-saving to the Override folder, so with Sleheyron+ I've tried to get more things just localized into their specific modules. However, if you're having trouble spawning Jara, that's definitely a problem. My best guess is that she isn't spawning properly because the script that spawns her is in the module but the dialogue file that calls that script is in Override. Could you elaborate any more on the situation that made you "have trouble" getting her to spawn? Did she spawn sometimes, or never? edit: just tested it on my end with the patcher version. Jara seems to be spawning fine. So while I will investigate this further I can at least be confident it’s not entirely broken.
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