
SAO1138
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SAO1138 last won the day on October 11
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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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great_exkaiser103 started following SAO1138
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SAO1138 started following Patch for Sleheyron and Kainzorus Prime's Prequel Robes
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Patch for Sleheyron and Kainzorus Prime's Prequel Robes
SAO1138 replied to great_exkaiser103's topic in Work In Progress
Looks incredible! Only thing I’d change is to make her belt just a bit browner. But even if it was released just as it is, I’d definitely put it in my game. -
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That does indeed help, and I found and fixed the bug just now. Funnily enough, this is one that I solved at least a week ago on my copy of the mod, but evidently forgot to drop the updated files into the mod package. I'll get a fix published tomorrow. For now, I'm attaching into this comment a fixed module file so that this won't happen again. Although I'm not sure anyone will actually use it, I'd prefer this mini-patch be published somewhere in the ultra short term. It just needs to be thrown in a KOTOR Modules folder to work. Thank you so much for getting back to me so quickly! Dedicated players keep me focused. slem34.mod
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I’ll take a look at all of these, but one glitch stands out amongst them: Darn, I really thought I covered everything in the Enforcer quest. There must be another trigger somewhere that I didn’t find. Any chance you remember where or how you started the quest? Given it sounded like an accident I’m assuming not, but I thought I’d ask anyway.
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Hey there. Glad the mod was (mostly) enjoyable! First a quick question: Did you install the 2.0.1 version of the mod? That's the update that came out a few hours ago, and to my knowledge has fixes for the Enforcer quest... and I am about 99% certain it includes fixes for spicepacs. If that was the version you installed, I must still have something bugged (still) that I'll go ahead and fix now. Regarding "A Matter of Spice and Virtue," this is admittedly a bit of a strange part of the mod. It's a side quest I made with replayability in mind. It adds relatively little to the mod, but you discover a new story "under the surface" if you choose to play this mission. But to make matters complicated, I wrote the quest that you need to choose certain dialogue options and visit locations on Sleheyron in a certain order. Doing so gets you the full story and a chunk of XP as your reward- but it was meant to be relatively hard to achieve. You really don't lose anything for leaving it open-ended. Regarding the 2nd Krayt Dragon Pearl shard and Vanessus: Keep playing! Installing this mod adds some new features to the rest of the game.
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Thanks for reaching out promptly. Yeah, you aren't the only one who has reported this issue. I haven't been able to reproduce it on my end yet, so I'm having trouble finding out what has caused the glitch. I think I'm going to take down the mod for the weekend until I can make a solid fix. If you have Discord and would be interested in testing some fixes with me, could you kindly message me there? Username is sao1138. If not, I do understand, and I'll try to find a different volunteer.
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