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Everything posted by vault13deathclaw
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Cloning modules via Holocron Toolset?
vault13deathclaw replied to Stanlej95's topic in General Kotor/TSL Modding
Bark bubbles require you to have some form of minimap for the module. So you need a file called "lbl_mappa1" in your override, probably lbl_map101PER just copied and renamed. -
Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
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The only mod that I installed that modifies pcdead2.dlg was the Extended Enclave mod. I am using 1.8.6 RCM. I have two pcdead2.dlgs here. The "original" is the the backup made from this mod's TSLPatcher. The second, the "old" is the one that this mod's patcher made. The third is the modified one I made to fix this issue.original pcdead2.dlgold pcdead2.dlgpcdead2.dlg Edit: I just tried installing it again a separate install. TSLRCM 1.8.6. + M4-78 1.5 Then Extended Enclave 2.52 (standalone then M4-78 as per installation instructions). Then this mod. Reproduces this problem.
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This has a showstopper bug during pcdead2.dlg. There is no conditional for the Disciple's line after Visas's line, causing the dialogue the stop there if you are playing as a Male Exile. There is no alternative line if you don't have Disciple. I was able to fix it by restoring the orphaned dialogue VIsas used to have the TSLRCM version of that scene "your ship, my prison" then adjusted it so Bao Dur's line comes in at "you know where you must go."
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KotOR Blender Texture Swap script
vault13deathclaw commented on EwokKotor's file in Modder's Resources
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Is there any information about Mira’s true father, as referenced in one of the ending predictions about her? I don’t remember her father ever coming up outside of a line she says when you try to hit on her about how she already has a father… somewhere. Are there any cut content files or interviews regarding this topic? It seems like it would be an interesting avenue to explore.
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KotOR Blender Texture Swap script
vault13deathclaw commented on EwokKotor's file in Modder's Resources
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
The IG -12 bug should be fixed in the latest version, plus I essentially put in a failsafe at the Coruscant terminal (it used to check for the item, now it checks for the quest status for that particular one.) Have you tried the hotfix folder? That should have all the corrected files since .90 got released, if you are on that version. -
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If you are looking for lines in the game for training Handmaiden, she has a few lines you could reuse for her training. one is: ”Teach me, I will not fail you” then the other is “I will not let you down Exile, I will honor you, as I honor the face of my mother.” I used those for training her in my mod. They work really well for that.
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
Assuming you are starting from a save prior to ever landing on Citadel Station, and somehow its still not somehow using the new modules, and you are absolutely sure you don’t have any workshop subscriptions you forgot about, no. I have no idea. The way KOTOR save work means that if you have ever been to that module before in that save, it will keep the old version of that module for that save forever. If you happen to also have the GOG version, you could try that. Its the same version as the steam version just without any workshop integration. I have no idea why you can’t run it on your install, but other people have been able to install it and have it working. It installs just fine for me on other computers. -
Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
My guess is somehow your folder has case sensitivity turned on for some reason. I would look to see if you have duplicates in the modules folder of stuff like “204TEL.mod” and “204tel.mod” or something. You need to turn case sensitivity off for that folder, which will likely involve reinstalling the game, or you can run a program like renamer or bulk rename utility to make all the files lowercase then try installing the mod or something. If this is the case, you would also have also somehow have a duplicate global.jrl file in your override, just with different capitalization, along with various 2da files being duplicated. -
Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
Over by the Ithorians HQ, in the medical center, there is a guy there in a blue shirt named Doctor Ganius who you can talk to. That's the recipient of a delivery quest but he spawns there from the get go. If the mod successfully replaced 204tel, then he will be there. though, I see something kinda odd with your install folder. It looks like it may have case sensitivity on as you have two files called “readme” in the same folder. Though I can’t tell the extension so I don’t know if thats the case. If it is the case, then you’ll need to turn case sensitivity off for that folder or something. This actually explains the issues you are seeing, if they still are there. I actually didn’t know that Windows could be case sensitive but apparently using the fsutil command you can fix it, though that’s about as far as my support can go for the windows os side of things. -
Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
Make sure you drag all the contents of the mod folder into the base folder. If that doesn't work, I honestly don't know what went wrong. Maybe try a fresh install? Possibly check the modules folder to see if there is more than one instance of 601dan.mod (note: there should be multiple files with the name 601dan in there, but only one 601dan.mod), for example. I don't think windows is case sensitive, but other than that, I don't know why it would do this. -
Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
This sounds like you didn't install it right, and/or you're using the steam workshop. Much of the problems you are facing are because it is looking for journal calls that it can't find because it's reading the wrong file. I just double checked the .jrl file included in the mod release in my testing build and I was able to start the various Coruscant Strike Team missions and talk to the captain no problem (that character in particular is dependent on various .jrl entries) as well as do the Tach Hunt quest without issue. If you are not using steam workshop, then ensure that you are dropping the entire folder directly into the game folder (where the .exe is located). This means that the override folder will merge with your current one, the module folder will do the same, etc. Ensure that it overwrites the files in the override and module folders. This really sounds like the steam workshop conflict though, in which case the solution, if I remember right, is install it to the mod's folder. The lack of new content on Dantooine/Korriban/Nar Shaddaa sounds like this issue to a T. It sounds like it's reading module files from another place unless they're new in this mod. I honestly wouldn't recommend the steam workshop as a way to install KOTOR2 mods in general, but I know some people have made this mod work with it. Once you get this fixed, you will need a save file prior to landing on Dantooine/Korriban/Nar Shaddaa to fix this error, and probably prior to accepting any of the new quests (because the quest never updated properly hence why you can't turn in the tach glands to the Kashyyyk merchant). Also, I'm guessing that the medical delivery quest from the Ithorian on Coruscant to Telos will break unless you go WAY back to prior to landing on Citadel Station, but that is a simple delivery quest and you can always just not do that quest. Another possibility is Linux and it's case sensitivity? Are you using Linux? Even the windows version through Proton? -
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- modders resource
- hoods
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Changing robe model appearance
vault13deathclaw replied to tgritzmodder's topic in General Kotor/TSL Modding
Did you check the appearance.2da? I never really played around with the Yavin mod for KOTOR1, so I'm not sure what exactly it changed. It could also be that the mdl mdx files were changed. I think pmbjm is the model name. Look at what modelj and texj are set to in the appearance.2da. under one of the player models (So P_FEM_C_LRG_04 for example for a female or P_MAL_C_LRG_01 for a male example) If it says "pmbjm" then it probably sounds like the mdl/mdx needs to be removed from the override along with the approriate texture files (pmbj01 and pmbj02, probably) -
View File [Modders Resource] K1/2 Kreia's hood and K2 Bookshelf/Elevator placeable This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls for KOTOR 2. A jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but the are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, icons were created by Effix. Feel free to use these modders resources in your projects if you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obisdian Entertainment/LucasFilm/Disney. Submitter vault13deathclaw Submitted 07/13/2026 Category Modder's Resources
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- modders resource
- hoods
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Version 1.01
40 downloads
This is a modder's resource of some stuff I made using blender and KOTOR 2 assets for the mod "Echoes of the Republic" that I thought might be useful to someone who might want to save a little time making something like this themselves. In this folder are some modders resources. included are two hood mods: 1. for KOTOR 1 that contains a black hood made from Kreia's hood 2. for KOTOR 2 that contains two hoods made from Kreia's hood, one brown one black. Also included are two placeables mdls for KOTOR 2. A jedi archive bookshelf made from Dantooine's Jedi Temple An elevator made from Peragus's elevators. The placeables work fine but the are a little wonky to place at first. NOTE: The placeables need the user to create the proper entry into the 2da files and create a utp file. This is purely a modder's resource. The hoods are playable, icons were created by Effix. Feel free to use these modders resources in your projects if you want. If you want to credit me, that would be cool. All assets were made from KOTOR 2, and so credit to Obisdian Entertainment/LucasFilm/Disney.- 4 comments
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- 4
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- modders resource
- hoods
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
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Echoes of the Republic - an unofficial expansion
vault13deathclaw commented on vault13deathclaw's file in Mods
I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet... I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so.