JCarter426

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Everything posted by JCarter426

  1. I don't see where something might be going wrong in your workflow, but if you are using KOTORmax anyway, I would suggest using it to set up the layout, visibility, and walkmesh edges. All of that can be done in KOTORmax, and assuming everything is set up correctly, it can export all of the files you will need in one automated process. Also, for reference: As far as I can tell, the rooms in the .are fie are only used for configuring ambient audio. You probably still want to have that, but it won't help here. I don't believe the game does anything with these. My best guess is they were used by the toolset to automatically place doors in the correct positions.
  2. Of course they have different textures. As I said, though, the only difference is the color. The person in the Reddit thread you linked was insinuating that lightsaber colors had differences in the textures themselves beyond that. That's part of it, yes. The lightsaber is not a solid mesh or billboard but rather different 2D planes arranged in a circle. The thickness of the blade is different depending on the viewing angle. As I said, the screenshots in the Reddit post you linked were taken from different angles, so this likely accounts for some of what the person was seeing. If you're referring to the KOTOR Community Patch, it does not include any change for the cyan lightsaber model. Regardless, this is an unrelated problem. That mod replaces the 2D planes I described above with a solid mesh. While this makes the lightsaber appear consistent from any viewing angle, it creates other graphical errors with motion blur. The tip of the blade looks solid even when it is in motion, kind of like a baseball bat. Personally, I don't believe this resolves the issue, and I prefer the look of the original game models. The issues with the DisableVertexBufferObjects and the Aspyr patch apply to all lightsaber models which do not use the above recommended settings. However, that is a separate issue from the blade thickness appearing to differ based on the viewing angle. It seems like you are under the impression there is one simple cause to all of the visual discrepancies, but frankly that is not the case. There are many other factors beyond what you are suggesting. As Jiiprah said in the description of this mod, other modders can use the prescribed settings to fix their lightsaber models. I don't believe fixing every lightsaber model mod in existence is within the scope of this mod.
  3. This simply isn't true. The lightsaber models and textures for different colors are identical except for the color (and a bug with the cyan animations). I think what this person was seeing was a combination of an optical illusion—different hues can appear brighter or darker—and that the screenshots were taken at a different angle, especially the one of the red lightsaber.
  4. No, this mod is not included in the KOTOR 2 Community Patch either. That mod is compatible, although it is included in the KOTOR 2 Community Patch.
  5. A head consists of one entire model. The hair isn't a separate model as in other games. So, if you wanted to add more hair options for the player, you would need to add new heads. The basic steps for adding a new player head are to make the new models and textures, add new rows in appearance.2da, heads.2da, and portraits.2da, then ideally set up an installer with TSLPatcher to handle references to these newly added rows correctly.
  6. I don't know of any specific incompatibility, but as far as I know nobody has tested these two mods together, so I am not sure.
  7. KOTOR Stances 2.0 appears to be a mod for Jedi Academy? I don't know what you mean. No, this mod is not included in TSLRCM.
  8. The .ncs file is bytecode. This is an assembly representation of the same instructions.
  9. DeNCS isn't able to decompile this script. ---> starting decompilation: a_904sion.ncs <--- com.knights2end.nwscript.decomp.lexer.LexerException: [1,1029] Unknown token: E- at com.knights2end.nwscript.decomp.lexer.Lexer.getToken(Lexer.java:869) at com.knights2end.nwscript.decomp.lexer.Lexer.peek(Lexer.java:278) at com.knights2end.nwscript.decomp.parser.Parser.parse(Parser.java:404) at com.knights2end.nwscript.decomp.FileDecompiler.decompileNcs(FileDecompiler.java:541) at com.knights2end.nwscript.decomp.FileDecompiler.decompile(FileDecompiler.java:106) at com.knights2end.nwscript.decomp.Decompiler.decompile(Decompiler.java:216) at com.knights2end.nwscript.decomp.Decompiler.main(Decompiler.java:203) Failure! (file: 'a_904sion.nss')
  10. Likely, it was an issue with the download or it was deleted by your antivirus software. I would suggest downloading and extracting the archive again in either case to see if it happens again.
  11. This mod does not restore the third level of the Vulkar base so I am not sure what you are thinking of. While this is indeed the case, the Community Patch does incidentally restore some content by fixing bugs which prevented access to the content. For example, Sharina now appears on Dantooine if you help sell her wraid plate, which I believe is also restored by K1R. On the other hand, I believe K1R does not restore some small content here and there which K1CP does restore: Some of Vandar's dialogue was erroneously locked out after the player completed the trials. As far as I recall, this included some restored content which let the player talk to Vandar about Belaya being missing and later killing Belaya, if Belaya was driven to the dark side by the player killing Juhani. Several NPCs on Dantooine would not comment about the situation on Kashyyyk due to a typo in script. One of the Sith students on Korriban, Hijata, had the wrong dialogue file configured. Regardless, restoring most content is outside of the scope of K1CP as LusoJedi points out.
  12. I'm not familiar with many of these mods, so it would help to have links to them. Judging by the names, I'm guessing one or more of these may be incompatible: This is normal behavior. Even without the mod, the crystal does not display any stats in the inventory.
  13. K1 Speaker's Charisma modifier is added to Persuade skill checks Jedi's Charisma modifier is added to the amount of Force Points gained each level (minimum 1 per level) Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Cure and Heal Force powers K2 Speaker's Charisma modifier is added to Persuade skill checks Caster's Charisma modifier is added to the Difficulty Class of all Force powers which involve a saving throw Caster's Charisma modifier is added to the amount of Vitality Points healed with the Heal Force powers Caster's Charisma bonus reduces the cost of Force powers Party leader's Charisma modifier is added to attack rolls made by other party members Player's Charisma modifier affects alignment shifts of party members (except Kreia). Not really. Persuade rolls are not typical d20 skill rolls in K1 (StrategyWiki has a good explanation) and there are no Persuade rolls in K2. This is only in K2. All Force powers which involve a saving throw add the caster's Wisdom and Charisma modifiers to the Difficulty Class. This is mentioned in the description of each Force power. For example, in Whirlwind's description:
  14. As far as I'm aware, the only differences between TSLRCM and MTSLRCM are the installation method and some content which doesn't work on mobile (e.g. new movie files for some we've never been able to determine).
  15. This mod is compatible with TSLRCM. If it is a mistake on your end or a mobile-specific issue, unfortunately, I do not know what it would be as I do not have the game on any mobile platform.
  16. This isn't a change the KOTOR 2 Community Patch makes, and it doesn't sound like something any of the mods you listed does, either. I would suggest checking that you do not have other mods installed. If you previously subscribed to mods on the Steam Workshop or had manually installed mods to the Steam Workshop folder, they may have remained even after reinstalling the game.
  17. Yes, that is configured in classpoweregain.2da. Unfortunately, a lot of the functionality for feats does not have an equivalent for Force powers. In KOTOR 2, there are script functions which can grant a character a Force power outside of the level up system (e.g. when your player learns a hidden power like Breath Control) so there are more options in that game.
  18. dialog.tlk is located in swkotor, not Override. If you still have the installation logs, you should be able to see which mods patched the files you are looking for, something like: Appending strings to TLK file "[...]steamapps\common\swkotor\dialog.tlk" Added new field to GFF file k_hcar_dialog.dlg...
  19. In KOTOR 1, it is not possible to grant a character Force powers outside of the player choosing them when leveling up the character. This renders many of your desired changes impossible, barring changes to the game engine.
  20. It's not misspelled. dialogf.tlk is used by releases of the game which support gendered languages. Your install log says the changes were already applied to dialog.tlk previously. However, I have released a new version as it seemed problematic having append.tlk present when dialogf.tlk is not present. This unfortunately removes any support for gendered languages at least for the time being.
  21. Version 1.0.1

    2,211 downloads

    This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  22. View File Thematic KOTOR Companions This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Submitter JCarter426 Submitted 02/14/2025 Category Mods K1R Compatible No  
  23. Version 1.0.2

    963 downloads

    This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area. This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch. This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides DeNCS—JdNoa & Dashus ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102tk102 TalkEd—stoffe tga2tpc—ndix UR xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
  24. View File Thematic Obscured Mausoleum Burial This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area. This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch. This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted. Credits Design—Sniggles Implementation—JCarter426 KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides DeNCS—JdNoa & Dashus ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102tk102 TalkEd—stoffe tga2tpc—ndix UR xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Submitter JCarter426 Submitted 02/12/2025 Category Mods TSLRCM Compatible Yes