SAO1138
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SAO1138 last won the day on January 16
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I did at one point, but I had to shelve the update due to a much worse visual issue that it caused. I have somewhere on my computer a few hundred upscaled textures for both the indoor and outdoor areas of Sleheyron. But for some reason implementing the upscaled textures caused giant "black boxes" to appear in the outdoor module. I believe it's somehow glitching the overhead flying ships. I do not know why given their textures do not change. It's something I would like to fix someday. But right now, I don't actually know what's causing the error, so I don't know how to fix it. That being said: I am glad you liked the mod! I apologize for the Bogga glitch near the end. I'm not sure what caused that one either... Oh the joys of modding. There's always a bigger glitch. After I figure out what's causing the black boxes glitch, I can work on greatly improving the textures as well. Upscaling would be a good start, but there's more I could do to improve them.
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Game Breaking Crash at Great Walkway
SAO1138 replied to Masirimso24's topic in General Kotor/TSL Modding
Just a small update: I did finally just give it my own extra test... and sorry, man, I can't say I've replicated the problem of a save with Sleheyron in the Great Walkway. I I suppose one possible solution for you to is actually just delete your kas_m22ab.mod file. This is kinda the "nuclear option" that basically removes any modded content from that module, outside of like modded items you bring into it. If vanilla is working, that theoretically should too. But I am very worried about those other Sleheyron bugs you're having! I would like to help you get them working... but I do fully understand if the mod load is already enough. If Sleheyron is pushing it over the edge, I do fully understand cutting it out! For what it's worth: I didn't find any like placeables between the Great Walkway and Bogga's Bar. I was hoping that they both had a broken placeable of some sort that explain the mutual crashing. Anecdotally, I feel like I've seen your "crashing midway through the module" glitch when having visibility on a model that the game engine doesn't properly process. Placeable, Creature, or anything. -
Game Breaking Crash at Great Walkway
SAO1138 replied to Masirimso24's topic in General Kotor/TSL Modding
Maybe try enabling compatibility mode? Although that only seems to solve crashing when transitioning modules, not mid-module... It also wouldn't exactly explain why your vanilla game works fine, beside maybe just the heavy modload is making the game run just a bit worse. For what it's worth, I did test that module when making Sleheyron. Tomorrow I'll go ahead and test it again on my end to see if that's causing the problem; but I do know of plenty of players who did finish the game after installing Sleheyron, so I can't say I would know what's making your situation worse. -
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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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