SAO1138
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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.
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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!
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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.
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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.
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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?
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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.
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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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To anyone who thinks they are a master of KOTOR combat... Are you willing to put that to the test?! I'm pleased to announce that my Sleheyron mod now features a special challenge: The Arena of the Glorious Jewel! Face off against infinite waves of randomly-generated enemies with some serious mechanics! Strategize each wave and build the best character you can to see how far you can make it! And to celebrate Star Wars Day, I have a special contest related to this mod: Do you think you have what it takes to be THE champion of KOTOR? Well now's your chance to prove it: Join up in a contest where you'll compete against other Knights of the Old Republic to see who can make it to the furthest wave of the arena! And whoever makes it furthest will win a Star Wars game Steam key from me! (Within reasonable price range, and maybe it doesn’t even have to be a Star Wars game)... If you're interested in partaking in the contest, click the Discord server link here: https://discord.gg/9vSBSh8a And, of course, the Sleheyron mod can be downloaded here: I hope to see you all in the arena!
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Weird, I really thought I had fixed that bug. I think the next major patch I'll put out for Sleheyron will include just deleting those lines with T3. Better safe than sorry. For now, if it's a priority for you to replay those scenes correctly, I attached a patch folder to this message that will fix the missing T3s. I released the same mini-patch on Nexus a few months ago and it seems to have resolved the problem there; I was just hoping I had fixed the problem in the main mod so this mini-patch wasn't necessary anymore. T3 Fix.zip
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I think I might know the cause of this problem. It sounds like custom NPC models are not showing up in your copy of Sleheyron. Usually this indicates that the Appearances.2da file (the database where NPC appearances are stored, including custom ones) is being overwritten by another mod that doesn’t use a patcher. Which then basically turns into an issue of which order the mods were installed. So I have two questions: 1: When you were in Bogga’s cantina, what did Vima appear like? She should appear as a redhead with a ponytail. 2: In any of those mods you downloaded, do any of them have a file called “Appearances.2da?” If so, if you can tell me which one, I might be able to make a compatibility patch. I think this fixable but it would require re-installing Sleheyron. It would also probably require re-installing at least one other mod, but I’m not sure yet which one(s).
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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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