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Everything posted by Vriff
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Understandable, that fork of PyKotOR you used is broken in many ways anyway. I've been working on fixing it on my personal fork, and recently published HoloPatcher 2.0: https://github.com/vrifftech/HoloPatcher/releases/tag/2.0.0 The compiler is much better than it's state in 2.3.12. We will be pushing it to the OpenKotOR repos when I finish fixing Holocron Toolset to work with the new PyKotOR
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If I can offer some constructive criticism as a maintainer of PyKotOR and HoloPatcher, this way of trying to distribute your mod is not maintainable and very much works against you if you want your mod to be used. Utilizing HoloPatcher in the manner it was intended to be used and not packaging modified pykotor scripts with custom AI installers maximizes compatibility, reduces the chance of harm, and enables users an easy and known manner to install mods.
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View File NeoDLG - A Simple Modern DLG Editor NeoDLG is a conversation editor for Aurora Engine DLG resources. The editor supports: Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II dialogue files including second scripts, conditional parameters, node IDs, camera fields, VO flags, emotions, and post-processing fields. Jade Empire dialogue files, including positional TagList participants, Jade string references, voice-over IDs, entry/reply camera scripts and tags, entry animation performers, reply animation/emotion pairs, skippable entries, designer numbers, and reversed conditions. TLK lookup for resolved dialogue text. Support is offered in the OpenKotOR Discord. Special thanks to: @Leilukin for testing and providing plenty of feedback. @DarthParametric for suggesting the single panel option. @darthbdaman for providing initial feedback on what they'd want out of a new DLG editor Submitter Vriff Submitted 11/06/2026 Category Modding Tools
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Gigantic Mod Release - Saga Edition Series
Vriff replied to BottomlessThought23's topic in Mod Releases
It's in our github, the sqlite db files. We develop and maintain KPM over on the OpenKotOR discord, if you have any questions or want to collaborate on anything feel free to join if you're not a member yet and someone can probably offer any support if you run into patch development problems. -
Gigantic Mod Release - Saga Edition Series
Vriff replied to BottomlessThought23's topic in Mod Releases
A little confused, KPM has it's own GameAPI that contains most of the functions in the exes. Why not use that? -
Version 1.1.4
7 downloads
NeoDLG is a conversation editor for Aurora Engine DLG resources. The editor supports: Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II dialogue files including second scripts, conditional parameters, node IDs, camera fields, VO flags, emotions, and post-processing fields. Jade Empire dialogue files, including positional TagList participants, Jade string references, voice-over IDs, entry/reply camera scripts and tags, entry animation performers, reply animation/emotion pairs, skippable entries, designer numbers, and reversed conditions. TLK lookup for resolved dialogue text. Support is offered in the OpenKotOR Discord. Special thanks to: @Leilukin for testing and providing plenty of feedback. @DarthParametric for suggesting the single panel option. @darthbdaman for providing initial feedback on what they'd want out of a new DLG editor -
There are two versions of KOTOR 2 on steam, legacy and Aspyr. I have no issues playing from the Aspyr patch on my AMD GPU, which is why I'm confused at what issues you're encountering where it is completely crashing.
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Game/Audio stutter after 1.5hr gameplay session
Vriff replied to CrispyJeb's topic in Knights of the Old Republic General
Looks like there might be an issue: -
Hmm, are you trying to run the legacy or aspyr version?
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What bars someone with AMD from playing TSL? I'm not sure I've heard of any issues playing TSL at all with AMD. Also, what would a recomp do about it? Confused, it's already native to PC architecture.
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Game/Audio stutter after 1.5hr gameplay session
Vriff replied to CrispyJeb's topic in Knights of the Old Republic General
Does it happen without KMRP? -
- 2 comments
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What're we looking at?
- 233 replies
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- tslrcm 1.8.6
- tsl
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(and 4 more)
Tagged with:
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Speaking of, while I'm in this thread, I do need some volunteers to test the K2 Active Party Extension soon. I need both vanilla and TSLRCM runthroughs, no other mods, full game. Preferably some willing to do combos they normally wouldn't, I need to validate female/dark, male/dark, male/light, and female/light. Must save extremely often.
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Sure, I can take a look at that stuff. Might be a bit as I'm juggling a few things at the moment, but I'll note it down.
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Synchro commented on this in the KOTOR Patch Manager channel in OpenKOTOR "Yeah, unfortunately for TSL the game itself reloads it's context when you load into a save from the main menu for the first time Tried to patch that out of the Linux port (since there were a couple of erroneous resets with the Aspyr release at least) but the best I could do was get rid of all but one"
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Have you seen the video? Also, do you plan on releasing the mission skin?
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There's a nice collection of concept art that was sold at auction you can look at here: https://comics.ha.com/c/search/results.zx?dept=1938&sold_status=1526~1524&archive_state=5327&mode=archive&auction_name=44245&auction_year=2024&ic5=CatalogHome-ActionArea-BrowseAll-071515
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I thought I might as well start a thread to track some of what I'm working on. I'll try to update this post with various screenshots later. I have a few different projects ongoing: KOTOR 2 Active Party Extension, about to release in Closed Beta, K1 version will be completed after: KOTOR 1 & 2 32 Party Members, Released in Open Beta: NeoTools, my new modern multi-platform modding tools: Neo2DA - Released NeoDLG - Released NeoGFF - Released NeoTLK - Released NeoTPC - Released NeoMDL - WIP NeoLIP - Private Beta NeoToolset - Private Beta Other Engine Patches I've done: Aurora Animation Bank - Ever needed more animations than the game allows by default? Now it's possible. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/AuroraAnimationBank Good Alignment Heads - Companions in K2 frequently mention how you are "glowing" when you're lightside, and the heads.2da actually has columns for good and very good head texture, the code for this was just never wired in. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/GoodAlignmentHeads K1 K2 Party Transition Rule - Tired of not being able to transition to a new module because your companions are too far away? This changes it to be based on the same rule as K2, if your companions are alive or not. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1K2PartyTransitionRule K1 Pazaak K2 Speed - K1 Pazaak too slow for you? This changes it to the same speed as K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1PazaakK2Speed K1 Security Demolitions XP - K2 awards experience for successful demolitions and security checks, while K1 does not. This fixes that. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecurityDemolitionsXP K1 Security Spikes - on the PC port, Security spikes and tunnelers are just straight up broken, you can't use them at all! This restores the functionality from the xbox: https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecuritySpikes K1 Skill Points Int Mod Fix - K1 halves the number of skill points twice, which conflicts with how the game describes it. This fixes it to be how it is described and how it works in K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SkillPointsIntModFix K2 Aspyr Normal Maps Fix - Aspyr update broke normal and bump maps from rendering at all. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrNormalMapsFix K2 Aspyr Saber Texture Fix - Aspyr broke lightsaber textures if you are within rendering distance of an emitter. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrSaberTextureFix K2 Finesse Melee Fix - Melee weapon finesse actually applies the bonus to lightsabers as well due to a bad check in the code, this fixes it so that lightsaber finesse has a point. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2FinesseMeleeFix Max Lights - In vanilla TSL, you can only have 3 dynamic lights casting on any surface, this patch raises that to 7. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/Max Lights Saber Throw SFX - This adds a sound effect to KOTOR 2's lightsaber throw. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/SaberThrowSFX Store Confirm Threshold 2500 & Store No Confirm Threshold - Pretty self descriptive https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreConfirmThreshold2500 https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreNoConfirmThreshold Scaled Font Renderer - I implemented a dynamic font renderer for Scaled KOTOR to improve the visual fidelity of fonts at any resolution without having to rely on custom textures. This was included in the latest version of Scaled KOTOR https://github.com/J0-o/ScaledKotorWidescreenPatch I will eventually port this to KOTOR 2 as well. Using my work on Scaled KOTOR for a Japanese localization using the Switch version's
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Interesting about the remote bump map textures, those don't even work in Aspyr TSL without my engine fix. If you notice those bloom effects in the pre-release screenshots, those also actually do work for the most part on period correct hardware, but are broken on modern hardware. Synchro has an engine patch that restores those as well. FYI, you may notice some things look weird ingame simply because the driver support has been dropped for some of the effects.
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Cool! Welcome back.
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PyKotOR is GPL-3.0 licensed, your post specifically mentions deriving your code from PyKotOR, you are legally obligated to license your work under GPL-3.0 and include the license in your work. At the moment, it does not appear you have done so.
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Kotor Model Viewer in Web Browser 1.0
Vriff replied to Etherael's topic in General Kotor/TSL Modding
Interesting, I've never seen or heard of this, do you know who published it? Can't find any author info. -
Kotor Model Viewer in Web Browser 1.0
Vriff replied to Etherael's topic in General Kotor/TSL Modding
Do you have a link? -
Nice work, yeah, might be worth testing if Synchro's patch for Kotor Patch Manager fixes this in k1. Some of the shaders are long broken, and it's possible that on period correct hardware this actually worked differently. If you port to K2, to work in the Aspyr version you'll have to have my bump map fix, otherwise bump and normal maps simply don't work.