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SAO1138

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SAO1138 last won the day on May 7

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  1. Hey there! First of all, thank you @N-DReW25 for summoning me to this thread. So to @tgritzmodder: I actually have a long explanation on this issue you’re having. So T3’s beeps and boops getting skipped is actually the mod currently working as intended. The reason I opted to remove his speaking role is that it was causing a LOT of softlock glitches for players. I made numerous fixes, in fact even the vanilla 1.0 version of the mod had the T3 dialogue, but over time it it seemed like things just kept glitching again, so I always had to go back and make yet more patches to fix T3. so eventually I decided that the safer bet would be just to make T3’s dialogue skip. I wasn’t happy with the solution but it was a short-term fix. but that being said, something is definitely not working with your Unknown World dialogue files. There shouldn’t be a huge cut dialogue tree. I remember well similarly just trimming T3’s line; not cutting the entire dialogue in half. The great news is that I have a friend with a prototype mod that significantly raises the party limit, so soon you won’t be required to trade away T3 for the Sleheyron companion. I’ll restore T3’s dialogue then. in the meantime, for the Unknown World, I do still have backups of the dialogue files with T3 speaking during those moments you mentioned. They should still work with Sleheyron, but I do warn that even though they work for me some people still had glitches. just let me know if you want those files! and most importantly: thank you for playing Sleheyron!
  2. It’s something I still need to test, so I’ll update this post at a later point when I’ve done that and worked with the modders to make sure it works perfectly with Sleheyron. If you found it and installed it now, you’d just end up still with T3 being removed from the party.
  3. Hey there! Great question that I'm actually really, really excited to answer because I've been meaning to address this. So first of all: The short answer is that PartySwap simply is not possible for KOTOR 1. KOTOR 2 has a hidden system (oddly, it's unused in the base game) that allows for temporarily "storing" a companion with their gear and stats saved to be later accessed. KOTOR 1 doesn't have that. During my attempts to make a PartySwap, I ran into the issue that it would lead to T3 losing all his gear and stats every time he was taken out of your party. I've spoken with a few other modders who had this same thing happen. Currently, the best option was to move all his gear to your inventory, and then re-equip and re-level him up every time you wanted him back in the party. That was a really slow and impractical process, though.... But I do have very good news! Thanks to some incredible work by some brilliant friends of mine, ShaolinGhost and Vriff, we now have two different mods that lift the party limit of nine! Soon these mods will allow players to have both T3 and the new companion at the same time (and many more from other modders)! Thank you, I'm thrilled you enjoyed it! Made my day to read this.
  4. To my knowledge, this is not a problem! I need to fix them, but right now the issues are basically a few redundant backup files that the patcher isn't finding. But the mod works fine! Sorry for it overall being a bit weird.
  5. Hi there! I think I can help with both issues. For the crashing: follow the instructions to enable Compatibility Mode for the game. This is actually a problem with modern PCs that gets worse with Sleheyron, but's something I've seen happen across all of KOTOR with current PCs. Instructions are here: use of Compatibility Mode :: STAR WARS™ Knights of the Old Republic™ General Discussions Regarding the Cassus Fett armor: This one is more complicated, because basically that mod with the new armor wasn't built for compatibility. It's coded to use whatever appearance shows up at a certain line in the Appearances database, which I use for a large Gizka (and other modders use, too!). I think the best I can do is rig you up a custom compatibility patch. If you want to DM me (either here on DeadlyStream or on Discord), I can walk you through what I need to have to make the patch possible. But in really short, I'd need for you to provide me from your Override folder: your Appearance.2da file and your Cassus Fett armor file, which is titled "g_a_class9009.utc." A quick google search tells me there's also something in the game files for Cassus Fett's armor called g_a_class9011.utc... I don't know of that one, but if you have it, send me that too!
  6. Hi there! Sorry, didn't mean to ignore this message. I'll edit the front page to mark Chaser's order also works. Compatibility-making is not my strong suit. Really, really glad you enjoyed the mod story though!!
  7. Not the mod author, but I can tell you it's because you already completed Tatooine on that save. Basically, you can't modify a module after you've already visited it in a save (with very few exceptions). But that being said: you can just use the cheat code "warp m19aa" to teleport to the start of the Tatooine temple, just past the entrance within the Krayt cave. Have fun!
  8. Ah that's a bummer, I was a big fan of your modding start here, and I was looking forward to seeing more of what you make! I appreciate you freeing the module to other modders... But I do hope you decide to come back to KOTOR modding at some point! You have a talent for it!
  9. Sleheyron is a "benchmark mod?" Well dang, that's flattering. Surely an easy fix is just make it so HK-47 can be used for the terminal? Or if you'd like I can send you over some scripts and audio lines for the Sleheyron companion that replaces T3, so that she can be used for the terminal as another option.
    An excellent little mod! Does feel authentically KOTOR. Had a good time with this one. Definitely going to keep it in my future mod builds, and really looking forward to seeing what changes the mod author makes. Really great, and ambitious, for a first time modder!
  10. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
  11. I'm another modder. Once I try out this mod (looking forward to it!) I'll then see if I can fix up your walkmeshes a bit. Message me on Discord (sao1138 is my username there) and we can collaborate.
  12. A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!
  13. If this didn't work, I'm not yet sure of the solution... I don't want to leave you with a broken Sleheyron playthrough. I just don't have a fix in mind yet. Reach out to me on discord (I'm sao1138), and we'll see if I can find a solution. But this is probably the most challenging bug I've heard of yet.
  14. Sounds like you are having a lot of compatibility bugs here. Would you happen to still know all the mods you installed, and the order you installed them? Including if you downloaded Sleheyron more than once. Regarding the Scarred Alien: Uh... no, it doesn't look like that. This issue has been reported to me once before by someone who re-installed Sleheyron midway into the game, although the appearance swap was different than this one. Regarding the collar fix compatibility: I haven't heard of this new mod before. But as far as I can tell, this seems perfectly compatible with my green Jedi robe mod. Neither that mod nor mine uses the same texture .tga files (and I don't think I saw any .mdl files in there), so there shouldn't be any case of conflict. I have a patch coming out in a few hours that will fix the Malron placeables issue. But I'm not sure I have enough info to fix the wrong models appearing glitch yet like you had with the Scarred Alien.
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