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SAO1138

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SAO1138 last won the day on May 7

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  1. 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!
  2. 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!
  3. 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!
  4. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
  5. 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.
  6. 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!
  7. 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.
  8. 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.
  9. Glad you found the culprit! Yeah, so, Suvam says this if you lost your most recent game of Pazaak somewhere in the game. It's because in your save, after losing the game you have a variable called (approximately) "Lost Recent Game of Pazaak" which gets set to "TRUE." Theoretically, he should only say this if you lost a game to HIM just then. His dialogue you mentioned then plays a script that sets your "Lost Recent Game of Pazaak" variable to "FALSE." But what happened here is that the game was reading your last game of Pazaak, somewhere in the galaxy, was a loss. But for some reason the dialogue to reset that variable to "FALSE" is missing. That's usually the case of Pazaak mod content. I actually ran into this exact issue during Sleheyron's development when my Pazaak Lords didn't appropriately clear the variable, so talking to Suvam (among any other Pazaak player in the base game) would have a "Haha, I win" dialogue play. I did fix it, but it was a really convoluted system. I can't say I'm surprised it's a common bug with more Pazaak-heavy mods.
  10. Managed to get a fixed version of the artistic Vima portrait. Sorry for the wait. po_pvima.tga
  11. Ah dang it, I'm sorry. I knew that one was bugged, and I'm only just now realizing that I never uploaded my fixed version of it. I meant to get that online three weeks ago. Worse yet, I accidentally deleted my working copy of it too. I've reached out to DarthKhrono and see if they can pass me a copy of the working version. For now, would you be willing to just use the basic version of the party portrait? You can change it out later once I have the working version for you. Really sorry about that!
  12. There might be something wrong with the Vima portrait if it’s causing a crash. There are three different options to use across the mod’s files. Which one did you try?
  13. Yeah, that's my fault. I honestly just forgot that RC-K1CP itself required the ordinary K1CP first. Thanks for reminding me to edit that; I'll do that now. Funnily enough I know of at least one orange Twi'lek on Sleheyron that won't be turned into a Gizka. I didn't realize the K1CP changed specifically orange ones.
  14. Great question. I balanced the combat to be the first post-Dantooine planet you visit. It's not mandatory at all to visit then, but I did this largely to encourage players to recruit the new companion early. And that's mostly because said companion has voice lines on all those planets you mentioned, and I didn't want players to miss any of them (plus a couple on Dantooine). There is a "hard mode" patch in the zip file if you decide to go later and want the fights to be balanced to roughly the same level as the Unknown World's.
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