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Everything posted by Hassat Hunter
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You wont. Use GFFEditor to apply it to the character instead.
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It doesn't exist still. It was made specifically for TSLRCM, and since it's not done yet...
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I'll try to see if I can do that work for VP, shortening the time required. No promises...
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Both Varsity Puppet and Sith Holocron wanted to know what the community would think. So, here it is. Can't say I didn't expect the outcome. True, backwards compatibility isn't guaranteed. But personally, I think having bugs fixed is more important than being compatible with new stuff. After all, people still mod, so updates of the most popular stuff will still be done. It's not like it's a dead community and we only have older stuff to select from which is then made unavailable. When the choice is the HK-Torture cutscene/Goto-Bao Dur/Bao Dur Jedi Training on the EH or not just to support mods that, say, add a container on the EH, the choice is quickly made. Most older modifications don't break stuff, they just unfix things we fixed since their creation. Of course there are several who do though... just because one modified file can have such impact along the way... I don't really see where it's a minefield for new mods. As long as they use 1.8 stuff as base, rather than vanilla TSL, they should just be fine. Using, say, a vanilla k_003ebo_onenter however will make your mod guaranteed unusable along with TSLRCM. It's the same as modding the original TSL, but instead using different files (most of the time) as base. Made even easier if using 1.8's non-mod installation (english only), since then there are no multiple files over multiple modules to check with KOTORTool or the ERF-Extractor, what you see is what you get and what's compatible with TSLRCM 1.8 (although not guaranteed with other modifications of course). Keeping it compact just adds a whole new layer of issues. Then the additional fixes would have to be made seperately. Using a seperate installer. Compatible with AND without each other. Dumping stuff in override is asking for trouble, since many files have similar names in other modules, but highly different content (see also crash issues using n_darthnihilu001.ncs to make that fight on the Ravager harder for example). Even worse with .dlg files. It might be possible if TSLPatcher allowed inserting files into modules, but it doesn't. Override (problematic) or replacing entire modulefiles (problematic, and highly incompatible). If you want to make it compatible you need a module per permutation. So say, 5 fixes (only minigame modules have that LOW amount of fixes) needs 5x4 = 20(!) module files. And do note that some modules have over 50 modified files! Also explaining why we don't allow you to pick and select fixes. So making it fewer smaller packages instead of one bigger just makes it less userfriendly, less compatible with other mods and giganticly prone to error. Not exactly a step forward. Making one big package post installing just vanilla 1.0b KOTOR2, and then having people add mods to that, having that be the new base that KOTOR2 vanilla once was, is a lot easier for both user and modder, than having to deal with a possible TSLRCM, fixmod, other fixes etc. etc. before even using their own mod they intend to make... If anything's still unclear, just ask...
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KOTOR1's loot was pre-determined. Fixed. So you got the same each and every game. It has it's pro's, it has it's cons. Biggest pro being that vendors actually sold stuff better than what you have...
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Well, they would be touched up before release of course so the 2 robes I question do meet our (or my ) standards. Yup, TSLRCM fixes a lot of bugs. Just look at the fixlist. Mostly bugfixes. Even the change to the lootsystem that allows these robes to drop in the first place is a bugfix, not "restoring robes and droid headgear". It's my opinion (after all, I was the main tester, it's my goal to make TSLRCM as bugfree as possible) that we fix whatever is broken, wheter it be .tlk errors, .dlg errors, globals.jrl errors, script errors, .uti errors, .utc errors, shop errors, model errors or, indeed, texture errors. I don't see why the line should be drawn there. Because after all, we aren't really modifying something to our own desires (otherwise the robes would look mighty different ) but just a slight messup OE made to match how the rest of the good robes, or the proper collar color sticking out... My 2 cents.
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Not even close. Anyways, some info on 1.8 I posted elsewhere, which would fit here perfectly;
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??? If what are compatible? Don't get it...
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As stated, look at the colors (just below the head). That's also the exact same difference for #3, the color is just different on the robe there due to a different location (Malachor/Onderon). It's not changed *at all* itself. I'll just repeat my answer from "1.8 update"; To answer the question... The luck of the draw... and TSLRCM 1.8 of course And yes, that includes Jolee's Robe. (1.8 fixes many random loot issues, including that robes got cut by half, like other armors (who have 15 versions, not 30) despite the "// except for robes, armor uses a different level curve // since there are fewer items per class" above it dev comment...) Custom made items are a no-no right away. Just fixing stuff here, not adding. Both. It should work with other skins. They get a slightly improved collar from it, and if they change that stuff to be different on their robe they have a model overwriting it anyways... Click "view" to see who voted what. I made it log that, since it's very handy information for here...
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I'm in a teasing mood. So here were my latest fixes... without any description what it all means... Let the speculation begin!
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The question is for the following 2 "texture fixes"... Just trying to get what our community wants. The first being Darth Insidious Goto's Yacht Window Update (Yes, we got permission)... http://knightsoftheoldrepublic.filefront.com/file/Gotos_Yacht_Window_Upgrade;103199 The second being the Robe Fix as outlined on this crappy comparison picture I made...
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That's simply not true... Depending on your level, yes.
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
Well, 1.0c is your problem. It's pretty much a stolen collection of mods, and as such is shunned by the community. And as you noticed, highly uncompatible with TSLRCM. And yes, your savegames would be corrupted. So you need to start without 1.0c afresh. Although for your swooprace issue, 1.0b (the official patch) fixes that. -
Well that's not supposed to happen. * Hassat Hunter earned the "Captain Obvious" award. * Other mods? After the battle the *same* HK-47 is obviously supposed to be added, not another one instead... :/
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Which language... also see 5) Odd. Kreia definitely has the quest attached to her... what did your log say afterwards? They fixed that in 1.0b Yes, also 1.0b... though... that should not happen with TSLRCM :/. It does that sometimes when the game runs too long (together with silent .bik movies). Just reboot the game, and try the scene again and the dialogue *should* run fine.
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Well, we (and by that I mean I) already modify droids post-Peragus (since those there just have to drop stuff for balance. Not to mention they have a whole section in random loot dedicated to them actually dropping non-droid stuff) to drop droid items. So none wearing gloves anymore . (also, all is a bit too much, some couldn't be de-compiled, so are still broken vanilla)
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As stated, you won't get *more* XP. We've added enough XP to Peragus as is with the bots spawning full instead of lvl 3 wielding 25XP when you get there. (personally, you get too much on Peragus, will try making a mod for that after tslrcm's done) To answer the question... The luck of the draw... and TSLRCM 1.8 of course And yes, that includes Jolee's Robe. (1.8 fixes many random loot issues, including that robes got cut by half, like other armors (who have 15 versions, not 30) despite the "// except for robes, armor uses a different level curve // since there are fewer items per class" above it dev comment...)
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Dang, now I want to play Manaan even more (hearing the music in TOR was a start). Gotta do a KOTOR1 run after 1.8's done... *have* to xD
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Probably not going to be included in TSLRCM, but will be a seperate mod downloadable afterwards (and compatible)...
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Not quite what I meant, though I take that as a "yes"... I see why you had issues uploading now, seems our system doesn't like .7z files. So I unzipped it, then re-zipped as .rar. Did turn it from 1.66mb to 4.15 http://deadlystream.com/forum/files/file/146-new-mandalorian-banner-fix/ http://deadlystream.com/forum/topic/1252-new-mandalorian-banner-fix/page__view__getnewpost__fromsearch__1
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Don't know how much better I can state it :/ They give more XP when killing them with the turret. But of course, that means no loot.
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Can I refer you for to the changelog? You can find the aswer there pre-1.8 and with 1.8