JCarter426

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Everything posted by JCarter426

  1. I'm not sure I follow. This mod is compatible with K1CP and K1R, but K1CP is not compatible with K1R.
  2. No, it makes no such change. @Wonder It will run on Android. See here.
  3. Oh, that's great. I'll take a look, thanks.
  4. Yes, that should be all of it. There aren't many changes: mostly to add missing journal entries as you noticed. You can add a file called appendf.tlk for the female variations of each line. TSLPatcher (and I presume HoloPatcher) will patch both dialog.tlk and dialogf.tlk if both append.tlk and appendf.tlk files are present. appendf.tlk needs to have the same number of lines as append.tlk, even if there is no translation difference. It would probably be easiest to duplicate append.tlk, rename it to appendf.tlk, and then modify only the lines that require a different translation.
  5. As in the unmodified game, the crystal stats are determined by your current class.
  6. Installing the glove option will not uninstall the gloveless option. It's not especially difficult to undo by editing appearance.2da, but it's not something which I could provide with TSLPatcher because the changes depend on what other mods you have installed and TSLPatcher has no way of accounting for that.
  7. This mod only alters the player robes and doesn't affect the appearance of any NPCs except a few Jedi who wear the same robes. It sounds like you installed one of the other mods you are using incorrectly.
  8. I posted my fix in the KOTORmax bug reporting thread.
  9. It is compatible with the Community Patch. I am not familiar with the other mods you are using, so I can't say what the issue is, but it should be compatible with any mods that affect the enclave area so long as it is installed after them.
  10. This mod doesn't alter any armor, only NPC appearances.
  11. This mod only makes the romance available to female player characters.
  12. The Community Patch includes the fixes for NPC Republic soldiers, but it doesn't include the optional content.
  13. Your issue is with g_bandon001.utc. It's not safe to have this file in Override because that overrides different versions of the files in different modules.
  14. No, but the Czerka Rodian model will not have the updated texture from the Rodians in the other mod. I didn't change the texture mapping much though, so it shouldn't be too difficult to make an updated texture that includes both. The Rodian part is on the left and the Czerka part is on the right.
  15. Ah, it's possible I grabbed the KOTOR 2 one by accident. It probably won't affect much, but maybe I'll fiddle with them in a future version.
  16. The original Rodian texture was higher resolution than the original Ithorian texture (512 vs 256) and they're both upscaled by 4x. The modified Rodian texture is also double-wide to include the Czerka clothing, whereas the modified Ithorian texture is mostly a reskin. Most devices seem to be able to handle 4k textures, but if it proves to be an issue, I could downscale or remap it in a later release.
  17. Nope. This mod gives uniforms to Janos Wertka on Kashyyyk, Greeta Holda on Tatooine, B'ree on Korriban, and several NPCs that were already corrected by the Community Patch and Back in Black, such as the miners on Tatooine and the port authority on Korriban, which I included here too for completionism.
  18. View File JC's Czerka: Business Attire for K1 Summary This mod gives Czerka Corporation uniforms to several Czerka employee characters in the game who were missing them. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation Remove the following files or replace them with backups if necessary: - modules/kas_m22aa.mod - modules/korr_m33aa.mod - modules/tat_m17ag.mod - modules/tat_m18aa.mod - override/appearance.2da - override/g_jordo.utc - override/JC_IthorianCz.mdl - override/JC_IthorianCz.mdx - override/JC_IthorianCz01.tpc - override/JC_RodianCz.mdl - override/JC_RodianCz.mdx - override/JC_RodianCz01.tpc Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides ERFEdit – stoffe & Fair Strides KOTORMax & MDLEdit – bead-v NWMax – Joco tga2tpc – ndix UR xoreos tools – xoreos team https://xoreos.org/ BSRGAN – https://github.com/cszn/BSRGAN Disclaimers CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps. Submitter JCarter426 Submitted 06/01/2023 Category Mods K1R Compatible Yes  
  19. Version 1.0

    3,000 downloads

    Summary This mod gives Czerka Corporation uniforms to several Czerka employee characters in the game who were missing them. Installation Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR). Uninstallation Remove the following files or replace them with backups if necessary: - modules/kas_m22aa.mod - modules/korr_m33aa.mod - modules/tat_m17ag.mod - modules/tat_m18aa.mod - override/appearance.2da - override/g_jordo.utc - override/JC_IthorianCz.mdl - override/JC_IthorianCz.mdx - override/JC_IthorianCz01.tpc - override/JC_RodianCz.mdl - override/JC_RodianCz.mdx - override/JC_RodianCz01.tpc Compatibility This mod is compatible with the KOTOR 1 Community Patch. This mod is compatible with the KotOR 1 Restoration mod. Permissions This mod is released under the Creative Commons Attribution-NonCommercial 4.0 International license (CC BY-NC 4.0). CC BY-NC: This license allows reusers to distribute, remix, adapt, and build upon the material in any medium or format for noncommercial purposes only, and only so long as attribution is given to the creator. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides ERFEdit – stoffe & Fair Strides KOTORMax & MDLEdit – bead-v NWMax – Joco tga2tpc – ndix UR xoreos tools – xoreos team https://xoreos.org/ BSRGAN – https://github.com/cszn/BSRGAN Disclaimers CZERKA CORPORATION RECORDS ARE AVAILABLE AT OUR REPRESENTATIVE KIOSK ON CORUSCANT. BUSINESS HOURS PLEASE. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  20. I initially left out the other color variants and then I made a mistake updating the installer (added all the line instructions and then didn't tell TSLPatcher to actually process those lines). Now I've updated it again and they should be fixed this time.
  21. Yes, it's compatible with the Community Patch. I don't know if it's compatible with the other mod.
  22. I have made a fair bit of progress with this. I've created a system that makes it fairly easy for other mods to add new holocrons without requiring extra compatibility patches. I've achieved this by pacing acquisition of the holocrons similar to the lightsaber and Force forms, so which holocrons you receive depend on your character progression, rather than the order in which you visited the planets. The Disciple has reactions for generic Jedi and Sith holocrons, which would grant a random Force power or Force points similar to the dark taint in the Tomb of Freedon Nadd. My plan is for the base mod to include four Jedi and four Sith holocrons (i.e. three of each group of holocrons will have unique reactions and one will have the generic one). Any holocrons added by other mods would add to the count of generic holocrons without breaking anything. What remains is to: Copy the same changes to the Disciple's Khoonda dialogue and modify it for the version with him there. I didn't want to do that manually, so I stopped working on it until a better option was available, and I think I have a good idea of how to write a tool to resolve this now. Finish the holocron models. I started some, but I forget what state I left them in. Implement cutscenes for examining the holocron, both on the Ebon Hawk and on Khoonda. Place each holocron and implement the discovery cutscenes. Finish the Disciple's Jedi training dialogue and implement the cutscene for it. Get multiple people to test the game. I also of course plan to design the mod to be compatible with any male Exile & Disciple mods such as Party Swap and Handmaiden and Female Exile - Disciple and Male Exile Romance without much fuss. As I said in the K1 thread, I have a WIP thread here, but it's out of date. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue. The K2 mod would have to be a little different from K1 because it's not possible to give every character a unique design, both for technical and thematic reasons. Technically, there is a limit of how many lightsaber models can be added to the game. Every color counts as a separate model, so there are trade-offs with the number of distinct hilts one wants to provide and the number of colors that can be made available for each hilt. Thematically, the game does not provide any "canon" lightsaber colors for the player or party members, and it feels wrong to me to lock most of them into specific hilt designs with that in mind. The up side of not assigning a distinct hilt to each party member is that hilts could then be available for any color. Regardless, as in the K1 version, other NPCs like the Jedi Masters would have unique hilts, and there would lootable lightsaber items with unique hilts, such as Freedon Nadd's. There would also be "material" hilts that could be crafted by finding rare items throughout the game. Maybe the player and party hilts could be handled by providing more of those options. My priority is to finish the K1 version before moving on to K2, but I would welcome any contribution for either game.
  23. For me the issue is not that Taris is long, but that it has repetitive combat sequences back to back. I don't think replacing some of it with non-combat will make the planet longer. However, restoration mods to date have typically added the restored content on top of the combat sequences that replaced them, rather than providing it as an alternative to the combat as BioWare likely intended in the original plan, so I understand your apprehension.