BarnzyBobble

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Everything posted by BarnzyBobble

  1. After a bit of testing, it looks as though the orange/bronze single bladed lightsabers are bugged. Both the orange and bronze single bladed lightsaber are using the same blade texture 'w_lsabrebrnz01'. The orange single bladed lightsaber should be using the 'w_lsabregold01' texture while the bronze should use 'w_lsabrebrnz01'. This issue does not effect the orange/bronze short lightsaber or orange/bronze double bladed lightsaber, which both use the correct blade textures. I tested this by changing the name of another blade texture (e.g. 'w_lsabreblue01') to 'w_lsabrebrnz01' and checking if the blade colour produced by the bronze crystal had changed. Both the Bronze & Orange single bladed lightsaber blades i had equipped had changed colour, confirming that they both use the same bronze blade texture. However, i also noticed that both lightsabers appear to be using the Orange hilt with the Bronze blade. Upon checking the texture used by both models in MDLOps, it appears that the models 'w_lghtsbr_007.mdl' (Orange lightsaber) and 'w_lghtsbr_011.mdl' (Bronze lightsaber) have the correct textures assigned, so I'm not sure what the issue is. Edit: So to resolve this, I'm using the older bronze lightsaber model and hilt texture from Kaidon Jorn's earlier "Default Replacement Hilts Megapack 6.0" mod (found here). I copied the 'w_lghtsbr_011.mdl' 'w_Lghtsbr_011.mdx' and 'w_lghtsbr_001.tga' (the older hilt model uses this texture for the hilt) from Jorn's 6.0 version of this mod, and placed it in my Override foler. Considering the issue initally appeared to be with the Orange lightsaber using the incorrect blade texture, it would seem that the issue was actually (somehow) with the bronze lightsaber. I'm not sure why, but changing the model of the bronze lightsaber to an earlier model does work, and also causes the orange lightsaber to use the correct blade texture. Both the bronze and orange lightsabers are using the correct model and blade textures now.
  2. Hi Achilles, So i've done a fresh install of TSL to test out v3.0 and v4.0 separately, with Clonegizka’s “Improved Widescreen Experience 1.0.0” mod (https://deadlystream.com/files/file/839-improved-widescreen-experience/) installed before, so your mod overwrites any of their files when needed (as they recommend on their mod page). Unfortunately, it looks as though v3.0 is better for GOG players, as the v4.0 files stretch out the HUD. Unlike the Steam version, the GOG version didn’t get the Aspyr widescreen support update, so I'm guessing this has something to do with the issue seen below. GOG Players are patching widescreen support in manually (I’m using the "UniWS" software, to enable widescreen support for the GOG version). Here is the HUD and Menu, running with v3.0 of your mod on the GOG game. with the older v3.0 installed, the HUD and UI are scaled correctly for widescreen: Are here is v4.0. Unfortunately on the GOG version, both the HUD and eqippped items in the menu are stretched out: I’ve also attempted to first install Clonegizka’s “Improved Widescreen Experience 1.0.0”, then the v3.0 files of this mod, then finally the v4.0 files. But unfortunately that has the same stretching effect seen above. So v3.0 appears to be working for GOG, not v4.0. I'm guessing this is because v4.0 is built around the Aspyr widescreen support update for TSL that is only on Steam. Would it be possible to have a separate option for GOG players to download the v3.0 files, especially as Alien's original mod has now also been removed (the original download link has been deleted from the Steam discussion page)? I have the v3.0 files backed up for the time being, but it would be great if it was also an option on your page to download the v3.0 files as well! Thank you!
  3. Hey Achilles, I'm now updating my game from v3.0 of this mod to v4.0 (I'm using the GOG version), and I notice that the new version no longer contains the 'pause_p.gui' and 'barkbubble_p.gui' files from 3.0. Should i delete the 'pause_p.gui' and 'barkbubble_p.gui' files from my install, if I'm updating to v4.0?
  4. Thanks Milestails! I've just installed the mod and loaded a save file just before the Exile encounters Carth, and the mod works perfectly! That makes sense. I had heard somewhere that Bao-Dur was originally supposed to die at some point in the story, possibly while helping HK-47 reach the droid factory, or something like that. Thanks for the explanation Hassat!
  5. Great news! Though can I ask why you decided not to focus the camera on Bao-Dur during this scene? I'm just curious
  6. After a complete reinstalll of TSL + TSLRCM + M478EP, most of the issues I has seem to have been solved! I must have installed a mod wrong at some point! Though I did notice a few bugs during my time reloading save files, during the flight to Malachor V: During the flight to Malachor V, where the crews thoughts can be read, the Ebon Hawk should be seen in hyperspace from the cockpit. Before this scene occurs, the Ebon Hawk can be seen entering hyperspace from Citadel Station, and after this scene, the Ebon Hawk exits Hyperspace and arrives at Malachor V. This is noticeable when Atton gives the lines "...wish I'd never met her, wish i died there, that the storms had dragged me down to Malachor V", as you can see a wall through the cockpit window, instead of Hyperspace. When Bao-Dur's thoughts are read during the flight to Malachor V, the camera does not focus on him. When he says "Your command echoes still, General. And I obey, as I did at Malachor V. Now Malachor V comes to us. And I wish to face it, this last time. You know where you must go. It calls to you still. And she must be stopped, there, now, or she will bring the screams of Malachor V to the galaxy - just as we carried the echo all this way", the camera is focused on an empty "Engine Room", instead of Bao-Dur in the "Garage".
  7. Thanks for the reply. I'll make a backup of my saves and do a complete reinstall of TSL to see whats going on with my game
  8. Whoops, it seems as though I misunderstood you I don't think I have anything installed that should bug out that scene though. Do you also suffer from any of the other bugs I mentioned in my last post? I may do a reinstall of TSL just to check if i haven't messed up the installation of something like TSLRCM. Though I just ran through all of the scenes I mentioned above again in the game, and the bugs I reported above also appeared again.
  9. Well I'm glad it's not just my version that had this issue. As I've been playing through Malachor V, I've noticed a few more bugs. When jedi Mira was falling to the ground after being knocked unconcious by Kreia during the confrontation in the Trayus Core, she activated the "Echani Shield" that she had equipped at the time. The shield was still activated when I rescued her and the others from the prison in the Trayus Proving Grounds. After Atton fled from Kreia in the Treyus Core, the confrontation he was meant to have with Sion did not trigger automatically. Instead, Sion was behind one of the pillars in the room, and I had to walk towards him and click on him to begin the conversation between Atton and Sion. During the light side end of the game, none of the BIK cutscenes played any sound. The ending was completely silent. However, if I went into the "Movies" section of the main menu and played the cutscenes from there, they had sound. I ran through the ending twice to check, and both times no sound was played. (Note: I have "Obsidian's High Quality Movie Patch" installed). Thank you for the link, though would this mod suffer from the same compatibilty issues that the Admirality mod had with TSLRCM?
  10. I've now since encountered another bug, this time at the beginning of Malachor V (note: I am playing as a light side female Exile). After the Ebon Hawk exits hyperspace, there is a BIK video of the ship crashing onto the planets surface. Following this, an in game cutscene plays of Kreia entering the Trayus Core, where she kills some sith assassins and confronts Sion regarding her return to Malachor. After this cutscene, the BIK of the Ebon Hawk crashing onto Malachor V plays AGAIN. This BIK is then followed by a second ingame cutscene of Kreia and Sion talking in the Trayus Core. But this time their conversation is regarding Sion, and how he may have feelings for the female Exile. So the order of cutscenes as it appeared in my game were: Ebon Hawk exits hyperspace over Malachor V Ebon Hawk crashes on Malachor V Kreia enters the Trayus Core, kills Sith assassins and confronts Sion Ebon Hawk crashes on Malachor V AGAIN Kreia is meditating in the Trayus Core, and she asks Sion if he has feelings for the female Exile, before saying she will break her Should the cutscenes have been played in this order instead?: Ebon Hawk exits hyperspace over Malachor V Kreia enters the Trayus Core, kills Sith assassins and confronts Sion Ebon Hawk crashes on Malachor V Kreia is meditating in the Trayus Core, and she asks Sion if he has feelings for the female Exile, before saying she will break her
  11. I've just encountered the same issue as above. Is there any fix for this game breaking bug? I really do like the Admirality mod, and it'd be a shame if it wasn't compatible with TSLRCM.
  12. Thanks for the reply Milestails. I just had a look on the support page for the Admiralty Mod Compatibity Patch, and it looks as though this issue has been reported before. It's such a shame it doesn't work as intended.
  13. I've encountered a bug that is preventing me from progressing beyond the cutscene that is meant to take place between Carth Onasi and the Exile. After I leave the Ravager, I get taken to the area on Citadel Station where I'm meant to speak to Carth. However, instead of a cutscene triggering with Lieutenant Grenn, I am instead free to walk around the area. I cannot begin a conversation with Grenn, and I cannot trigger the cutscene. Here is a list of the mods I have installled: TSLRCM 1.8.2 M4-78EP My Dantooine Statue (http://deadlystream.com/forum/topic/1160-my-dantooine-statue/) Galaxy Map Fix (http://deadlystream.com/forum/files/file/28-tsl-galaxy-map-fix/) Handsister Fix (http://deadlystream.com/forum/files/file/44-handsister-fix/) Hi Poly Tin Cans (http://deadlystream.com/forum/files/file/42-vps-hi-poly-tin-cans/) Kill The Ithorian (http://deadlystream.com/forum/files/file/10-kill-the-ithorian/) Realistic Visual Effects (http://knightsoftheoldrepublic.filefront.com/file/Realistic_Visual_Effects;90383) Remote Tells Influence (http://knightsoftheoldrepublic.filefront.com/file/Remote_Tells_Influence;87769) New Mandalorian Banner Fix (http://deadlystream.com/forum/topic/1252-new-mandalorian-banner-fix/?pid=13295&do=findComment&comment=13295) Movement Animation Fix (http://knightsoftheoldrepublic.filefront.com/file/Movement_Animation_Fix_for_KOTOR_TSL;105781) Canonical Jedi Exile (http://deadlystream.com/forum/topic/1360-downloadcanonical-jedi-exile/) Nihilus Zombie's Death (http://deadlystream.com/forum/files/file/196-nihilus-zombies-death/) Vao Armband Drop (http://deadlystream.com/forum/files/file/192-vao-armband-drop/) Animated Galaxy Map (http://deadlystream.com/forum/files/file/219-animated-galaxy-map/) Create All Mira's rockets (http://deadlystream.com/forum/files/file/107-create-all-miras-rockets/) Kinrath Egg Bash Crystal Drop (http://deadlystream.com/forum/files/file/167-kinrath-egg-bash-crystal-drop/) Admirality Mod + Compatibility Patch (http://deadlystream.com/forum/files/file/208-tslrcm-compatibility-patch-for-jingers-admiralty-mod/) Sith Holocron Retexture (http://deadlystream.com/forum/files/file/283-new-texture-of-holocrons-in-the-telos-secret-academy/) Blaster Pistol Enhancement (http://deadlystream.com/forum/files/file/315-blaster-pistol-ehancement/) HD Darth Nihilus (http://deadlystream.com/forum/files/file/367-darth-sapiens-presents-hd-darth-nihilus/) Boma Beast Teeth Fix (http://deadlystream.com/forum/files/file/338-boma-beast-teeth-fix/) If necessary, I can provide a save file from the moment before the Exile leaves the Ravager.
  14. Great work Hassat, this is far superior to the "mine" in previous versions! Personally, I prefer the third movie out of all of them. Now that you're working on a 1.8.3, could i ask if a few of these previously mentioned bugs will definitely be addressed in this version: 1) With M4-78EP installed, the soundsets for all of the enemies in the "Ravager - Command Deck" level (the Sith Soldier, Sith Elite Trooper, Sith Commando, Sith Assault Trooper, Sith Grenadier, Male Sith Captain, Female Sith Lieutenant, and Colonel Tobin) are messed up, so they play the sounds of droids when in combat and on death. Will they be assigned the correct souldsets in 1.8.3? 2) Would it be possible for the "Cyan Lightsaber Fix" to be included in 1.8.3. As far as i'm aware, this has not been fixed in TSLRCM. I know there's a mod that's been around for ages that fixes the issue, but it'd be nice to see this small, but well known bug, fixed in 1.8.3. 3) You previously mentioned here (http://deadlystream.com/forum/topic/1445-bugs-and-minor-inconveniences-with-tslrcm-18/page-25?do=findComment&comment=20646) that Attons dialogue regarding the death of the Onderon soldier, encountered on Citadel Station during the Sith attack, could be fixed. Currently upon the soldiers death, Atton will say "What... what just happened? One minute, we were just talking ... and then ... I just lost control". He'll say this regardless of whether the Sith actually killed the soldier, or Atton himself killed him. Could it be fixed so that this dialogue only plays when the soldier has died due to the hostile actions of either the player or party member? Thanks again Hassat for continuing to support the TSLRCM mod!
  15. Thanks for explaining the issue Hassat Hunter! So i take it the Male Sith Captain, the Female Sith Lieutenant, and Colonel Tobin were all also assigned a soundset beyond the 66 available in TSL, as they also had misplaced or missing sound effects? As for those other bugs that i noticed, but have been mentioned previously: On Korriban: On M4-78:
  16. Right, I've done a full playthrough of the Ravager, along with other area's where sith troopers spawn (Malachor V and the Dxun Tomb), so that i can further describe the issue I discussed in the above post where ememies on the Ravager now have different sounds in combat. This issue affects all hostile units on the "Ravager - Command Deck". Oddly, it does not affect the units on the "Ravager - Bridge". Nor does it affect the sith trooper units on Malachor V or the Dxun Tomb, or Citadel Station. This issue seems to only occur after M4-78 is installed, and i am using a save that was created before M4-78 was installed. But in this save, i never visited the M4-78 itself. So the list of affected sith trooper units is as followed: • Sith Soldier ---------------- Sounds like a beast during combat and death • Sith Elite Trooper -------- Sounds like a beast during combat and death • Sith Commando ---------- Sounds like a beast during combat and death • Sith Assault Trooper ----- Sounds like a beast during combat and death • Sith Grenadier ------------- Sounds like a beast during combat and death Other hostile units with sound issues include: • Male Sith Captain ------------ Sounds like a Female during combat and death • Female Sith Lieutenant ----- Sounds like a Droid during combat and death • Colonel Tobin -------------------- Has no combat sounds at all (is this normal?) I believe i also encountered a Female Sith Lieutenant outside the Dxun Tomb, and she was completely normal. So this issue seems to be isolated to the "Ravager - Command Deck" and did not happen in this area before i installed M4-78, as i have mentioned previously. If someone could use the save file i have attacted to the post above this, to try and confirm if this is happening to anyone else, that would be great! This save was saved on the Citadel Station, just before you board the Ravager. Edit: Here is the list of mods that i have installed (Besides TSLRCM 1.8.2 and M4-78EP, which i installed before the mods listed below). All of these mods were installed into a clean TSL install, after i had installed 1.8.2 then M4-78EP: Hassat Hunter's Mods: • My Dantooine Statue • Nihilus Zombies Death (I had thought that this might be causing the issue when used with M4-78, but then wouldn't it have affected the Bridge and not the Command Deck?) • Create all Mira's Rockets • Kinrath Egg Bash Crystal Drop VP's Mods: • Handsister Fix • Hi Poly Tin Cans Sith Holocron's Mods: • Animated Galaxy Map 2 • Sith Holocron texture Other Mods: • TSL Galaxy Map Fix • Kill the Ithorian 1.1 • Realistic visual Effects • Remote Tells Influence • Kotor 1 Cloaked Robes • Admiralty Mod • Admiralty Mod Compatability Patch
  17. I'm glad I'm not the only one who has noticed this issue! But no, the Sith Troopers were meant to be living foot soldiers for the Sith, so there's no reason why they should sound like dying beasts. I should note that the Sith Troopers sounding like dying beasts only occurs on board the Ravager (as far as I'm aware). If you kill the one's on the Citadel Station, just before you board the Ravager, they sound like normal men. It's only once you've boarded the Ravager do they sould like beasts. I believe the Ravager Sith Troopers also make similar sounds now when they're combat as well, not just when they die. I'll just say again, that this didn't happen before i installed M4-78. And i installed M4-78 into a clean install of TSL, right after i re-installed TSLRCM 1.8.2. I've attached a save file to this post so people can see what i'm talking about. If you head straight to the shuttle, you'll board the Ravager and hear Sith Troopers sounding like beasts. But, if you turn right and head to the TSF headquarters on Citadel station, and kill the Sith Troopers there, they will sound like normal men! 000185 - Game184.rar
  18. I've enountered a few bugs while playing M4-78. Most of them have been mentioned earlier in the thread by other people, exept the ones below: 1) When the Disciple is in your party on Korriban, there's a minor dialogue error: 2) This next bug is a bit odd, and it could be because i'm playing with a save that was created before i installed M4-78EP. Though in this save, i never actually visited the planet! So yesterday, i did a clean re-install of TSL with TSLRCM and M4-78EP, but i kept my save files so that i could start a save just before Korriban. After completing M4-78, i loaded a much later save, just before you board the Ravager with Mandalore and Visas. This save was created before i installed M4-78, and i never visited M4-78 in this save file. But now, since installing M4-78, whenever a Sith Trooper dies on the Ravager, he makes the sound of (what i think is) a dying beast found on Dxun (though i am unsure what beast it is). This wasn't happening before yesterday, when i hadn't installed M4-78. So is this just an issue with my save file? or is this a bug within M4-78 itself. If necessary, i can provide a save file.
  19. Does the "Dark Jedi Master Robe" have the correct skin? In game, it appears as a white and red tunic with a brown cloak. But the item icon shows a black/grey tunic with a black/grey cloak.
  20. Ah okay, thanks for the reply. It it possible to fix it so the dialogue only plays if the player kills him?
  21. I'm currently playing though as a light side character in 1.8.2. During the Sith attack on the Citadel, when entering "Entertainment Module 081" you encounter an injured Onderon Soldier. Through either a "persuade" or a "treat injury" dialogue option, you can get the soldier to follow you. However, if he dies during combat with the sith, Atton will say the following: "What... what just happened? One minute, we were just talking ... and then ... I just lost control". The rest of this short conversataion will suggest that Atton killed the soldier, even though he didn't kill the soldier. I take it this is a bug? I can provide a save file if necessary. Edit: I've attached a save file from just before the conversation with the soldier 000169 - Game168.rar
  22. I was under the impression that the cyan lightsaber fix was included in TSLRCM. Is it not included then?
  23. Fantastic! Thanks for the update!
  24. No problem, glad i could help! Well i'd like to see Mobility included in 1.8.2 (the more cut content restored, the better)! Now that i know it works, i'll probably pick this feat again in a future 1.8.2 playthrough!
  25. As i've currently got nothing else to do, i decided to try it again under the exact same circumstances. Without mobility, i ran for 28.7, 28.6 and 28.7 seconds (an average of 28.67 seconds) With mobility, i ran for 26.1, 26.0 and 26.2 seconds (an average of 26.1 seconds) So using these averages, i ran approximately 9% faster with mobility! Again, the fact that i didn't measure a full 10% increase in speed was probably due to human error. But nonetheless, there was definitely an increase in speed of around 10%, showing that Mobility does work! It'd be good if anyone else could confirm these results by timing a run of their own