Qui-Gon Glenn

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Qui-Gon Glenn last won the day on January 11

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154 Jedi Grand Master


About Qui-Gon Glenn

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  1. Qui-Gon Glenn

    Steam version area textures missing envmaps

    Aspyr to fuck up the games you fix. What an assspiration. Or they are just ass pirates looking for a butt to ****.
  2. Qui-Gon Glenn

    Aspyr's Steam Issues

    I feel like an idiot for having bought the Steam version. Happily, I own the game on other formats, specifically original 4 CD and KotOR Collection DVD. The Workshop implementation is absolutely garbage, and some famous modding team blew their last wad making it happen, instead of (ya know) focusing on improving their own mods. It also was a font of in-fighting, division, and fame seeking. In short - if you can play the game in any format other than Steam, you should. Speaking of which, I will now go uninstall my Steam version. No longer useful now that this website (ostensibly made for these mods) does actually host the mods again. GATING THE MAJOR MODS OF THIS GAME BEHIND STEAM'S PAYWALL WAS THE SHITTIEST THING THE MODDING COMMUNITY HAS EVER DONE TO ITSELF. WTF.
  3. Qui-Gon Glenn

    Darth Nihilus Animation Fix

  4. Qui-Gon Glenn

    Rescale World Units on gmax

    Larger Rakghouls? I lika dis.
  5. Qui-Gon Glenn

    Force Enlightenment expansion

    Good discussion on the subject
  6. Qui-Gon Glenn

    Force Enlightenment expansion

    So, how would this be implemented? Perhaps you have a useable item, like a holocron? You "use" the holocron, it opens a dialog terminal or if you want to make a proper mod, a Force Ghost conversation, asking what powers you want included? Immediately I recognize my brainstorm is broken; the game cannot produce scripts based on player input in-game AFAIK. Too bad really; if you could it would open a new world of modding. But, it is a compilation issue; nothing would take effect until a module was loaded in even the best case scenario. Well, interesting. I think the best you could do for now is script some various configurations of Enlightenment and have them labeled, and sub as necessary in override. 2c worth less
  7. Qui-Gon Glenn

    Kainzor's Tinkerings

    This is, like, just my opinion man. Ignore workshop compatibility. Only morons depend on it, because only a moron would be happy with those results and think that it is actually working properly. The Workshop is garbage. Make your best TSLPatcher for vanilla, and make a good tight ReadMe with explicit instructions. Then when the inevitable cries of 'muh workshops" come, you can point them to the ReadMe and put them on ignore. Civil War - yeah. More like a bunch of nerds fighting over 5 minutes of fame; what a waste
  8. You cannot simply dump files from a patcher mod's tslpatchdata into the appropriate folders and expect it to work. The patcher is actually a little more complicated than that in that it edits files. This is determined by the modder in the config .ini. The patcher "patches". It doesn't overwrite .2da files, it appends them. It edits module files. The TSLRCM is an .exe. It doesn't patch, it writes. Therefore, you must install it first. Then, you look at your override. You look at your list of mods that are "simple override" dumps. Hopefully you don't have many of these, and none of the files from these mods appear already in your override. If they exist in your override, that old mod probably isn't compatible but it could be. Depends on the conflict. Key to note - if the modder used unique filenames for their scripts, they are safe to include in your override as they do not replace an in-game script. But, they may have used script injection; there is usually a vanilla script that has been bumped down in precedence and renamed that gets called by the unique script. Generally, these are safe, but if two mods alter the same script, a patch may be made but they currently are not compatible. Then you install your patcher mods, and you play. Good luck!
  9. Qui-Gon Glenn

    M4-78 1.5 doesn't work right.

    Well, I have to say this thread is surprising and a disappointment. Hubris is a bad look.
  10. Yeah, there is your problem right there. Big mod go first.
  11. Qui-Gon Glenn

    Modding KOTOR 2 on MacBook Pro

    I would think that if the game will run natively on Mac OS, you should run it natively in Mac OS for best results. However, you could use wine to install TSLpatcher mods if running an .exe is the issue there. I am not the one to ask about Mac OS unfortunately.
  12. Qui-Gon Glenn

    Modding KOTOR 2 on MacBook Pro

    The Workshop simply doesn't work correctly for our games; that is the issue. It makes a new folder for each mod, each with their own hidden override. The engine can't digest that... And it opens up all other sorts of issues. Subscribe to just TSLRCM. Install everything else old-fashioned. That's the way to best results. Without a windows emulator to run the TSLPatcher, not sure how this is accomplished on Mac.
  13. Good luck! I found this article recently for an issue I was having with Battlefront 2 (2005). Namely, it wanted to install DX and Win 10 said nupe. I resolved it at the time by changing to XP3 compatibility mode. https://answers.microsoft.com/en-us/windows/forum/games_windows_10/directx-9-on-windows-10/7b7cec82-4a6d-4bb8-b7a5-3889aae764c1
  14. Mods in Win 10 should be installed as a moderator. The Patcher works in mysterious ways to W10, and it doesn't like it. Test this by looking at the 'tslpatchdata' of one of your mods. Compare it to the contents of your override. Override files from tslpatchdata folder should be there; if not, W10 security is killing your mod install and not giving you an error message (because lol M$) Also, good advice from SH and Odinson!