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SAO1138

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Everything posted by SAO1138

  1. 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!
  2. 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!
  3. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. Managed to get a fixed version of the artistic Vima portrait. Sorry for the wait. po_pvima.tga
  10. 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!
  11. 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?
  12. 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.
  13. 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.
  14. First of all: Just wanted to let you know that these images didn't load for me, for some reason. But that being said: Yes, I had thought about the fact it's probably canonically green while working on this mod. But I decided to break with that and give her a purple crystal for two reasons: 1: Purple was not previously used by a companion upon recruiting them: Bastila has yellow, Juhani has blue, Jolee has green. Might as well make Vima a little unique. 2: It's kinda an inside joke that TOTJ is so hilariously inconsistent with saber colors. You're the first person to make that connection, though! Ultimately my headcanon answer is that in the 20-ish years since her training ended, she replaced her lightsaber or its crystal.
  15. First of all: very glad you enjoyed the mod! Really was a labor of love. Secondly: That respawning fog of war glitch is totally new to me. Haven’t heard of that one anywhere, but historically a similar problem occurs when there is a .git file for the module in your Override folder. Not sure how it would have got there, but is there a sle_m30aa.git in your Override? Third: a lot of people have asked about that crystal shard… DM me if you want me to spoil it for you. But I promise it’s there somewhere!
  16. Regarding Zaalbar: Heh, I like that. Might incorporate that in a future patch. Regarding KOTOR 2: I actually have a very, very large KOTOR 2 mod in the works that includes Vima... if I could ever find the time to work on it!
  17. Hey there. You know those are actually some really good points. I admit I haven’t thought enough about Nomi’s Battle Meditation in the story here… I guess I always just assumed Bastila’s was more powerful. I forgot that Bastila was mentioned as the only one with the art at the time. Chaser mentioned he has his own expansion mod, which I’m helping a bit with. Between him and I, we can probably come up with an explanation about Nomi’s absence to be mentioned in his mod (and possibly mine in the future). Regarding Yuthura and Kantarra: Well, I suppose I didn’t exactly say that they were *lovers*, just that they were close. But you do make a good point that there should be some way to ask Yuthura if she met Kantarra. Maybe I can repurpose some other voice lines of Yuthura to get her to say something somewhat relevant. For what it’s worth, though; Vima does comment to Yuthura that she’s been to Sleheyron if you bring her with you to the Sith Academy. Thanks for the good points. These are issues worth resolving. I have a patch planned soon (accidentally deleted it last weekend, now I need to remake it), and I’ll see if I can address at least a little of the Yuthura issue before then.
  18. Just to give you an update: While I have the compatibility patch mostly done, I'm afraid I just can't post it yet it in good faith. I'm waiting to get permission from DarthRevan101 first. Since he's the one who made the original LS Genohardan mod, I feel like I should get his permission before I modify his mod.
  19. Ah this is great to hear- thank you, Wild Karrde for this compatibility patch! I’ll throw it into the next update and give you credit for it.
  20. Hey there. Sorry, didn’t mean to ignore this question. So short answer: no, this isn’t exactly compatible, but using the Light Side mod isn’t going to break anything on Sleheyron itself. I added a little Sleheyron-related content to Hulas that you would be replacing with the Light Side mod. But it’s a very small amount of content. So between the Light Side mod and Sleheyron you can pick either version you want, but you can’t have them both. But that being said I’ve been meaning to make a merged compatibility file for this mod for awhile. I can get working on it through this weekend. Is that soon enough to get it done for you?
  21. Hey, thanks for providing this. If this ends up working out for players using both of our mods, would you mind if I included this patch in my next mod update? I was curious about that access panel, though- I thought for sure I heard someone say they found it in a previous attempt to play both of our mods.
  22. Hey there! Regarding Aratech: Did you first talk to Bogga about what he expects you to do at Aratech (and, for that matter, Sleheyron Fuels)?
  23. Can’t say that’s the plan. There are almost 900 lines, and I’m overall happy with the performances. But oh well, can’t please everyone!
  24. I did actually adjust a this a little in a later update. I found good places for every companion to speak at least once on Sleheyron. They still, unfortunately, have nothing to say about the new companion. My main issue with the AI voices is that they really do not sound very good. It would be just weird for suddenly all of Jennifer Hale's spirit in her performance to evaporate when talking about certain topics. I am not, however, opposed to recasting, if I had just the best possible voice actors.
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