JasonRyder 50 Posted June 12, 2023 I'm playing KOTOR and Trask runs up to a door and says, "There's something behind here." It takes a few seconds longer than it should. Then Darth Bandon appears, but doesn't ignite his lightsaber. Trask says, "Damn, another Dark Jedi. I'll try to hold him off. You get to the escape pods, go!" After this, the game doesn't exit the dialogue. It doesn't freeze, but Trask just repeats the angry animation where he shakes his fists to infinity. I have no idea what's causing this bug and no idea how to fix it. Also, I did not install JC's Republic Soldier Fix because as far as I know, it's part of the K1CP mod. I've tried installing and reinstalling everything at least 3 times. I'm at my wit's end. Please help! These are the mods I'm using in order of installation as best I remember: KOTOR Community Patch Unofficial K1CP Tweak Pack 1.4.0 (all TSL Patcher Mods except "Lite NPCs Restoration" and "Regeneration" from Override NPC Diversity Pack(all options) Onderon Clothing Smuggler Deluxe Ladies of the Sith Army K2 to K1 Clothing Pack Taris Dueling Arena Adjustment 1.3 Effixian's Taris Dueling Arena Changes Bendak Starkiller Emblem Armor(KOTOR Campaign Guide Variant) Bendak Bounty Non Dark Side Option 1.0 Unused Head Restoration Pack 1.0.0 Sith Commandos[K1] Commandos of the Old Republic 1.1.0 [K1] Republic Soldier's New Shade 1.1.1 JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4(100% Brown) JC's Jedi Tailor for K1(100% Brown Patch) Dark Jedi Wear Robes JC's Korriban: Back in Black for K1 2.3(Made sure to install the 'K1CP Compatibility' install option and the "Uthar Armor' option) JC's Robe Adjustment(both a and b) JC's Czerka: Business Attire for K1 1.0 JC's Blaster Visual Effects Weapon Base Stats Re-balance (K1) 2.2a Lightsaber and Force Forms 1.6 Heyorange's collar fix for JC's Cloaked Jedi Robes K1 1.0.0 KoTOR Weapon Model Overhaul Weapon Model Overhaul Texture Rework High-Quality Blasters Female Mandalorians Kill Marlena Qui-Don Jorn's Sabers 4.0 KotOR Conversion 1.1 Marlena Venn Legends Lyn Sekla Legends [K1] Janice Nall "Legends" and the Incomplete Droids 1.1.1 [K1] Selven "Legends" 1.3.0 Revan's Flowing Cape and Belt Fix Revan's Hoodless/Maskless Flowing Robes For K1 1.2.1 Darth Revan Texture for Star Forge Robes Remove Force Alignment Restriction 1.1 Spectral Ajunta Pall Canonical Appearance 1.0.2 Ajunta Pall's Swords Revamped K2-style Dialogue for T3-M4[K1] High Poly Grenades Improved Grenades KotOR 1 Improved Party Outfits 1.0.1 HK Stats Rework Restored equipment for T3-M4 / HK-47 from TSL – KOTOR 1.0.0 Infinite Droid Utilities Infinite Energy Shields Human Xor Unique Look 1.0.1 High Quality Skyboxes II High-Quality Starfields and Nebulas Invisible Headgear JC's Dense Aliens JC's Vision Enhancement Juhani Dialogue Restoration K1 Rakghoul Fiend K2-Style Dialogue for T3-M4 Korriban Academy Workbench Leviathan Differentiated Dialogue Movie-Style Dark Side Transitions Movie-Style Holograms for Endgame Cutscenes Movie-Style Rakatan Holograms Party Model Fixes For K1, Part II 1.0.1 Quarterstaff Replacement Pack Repeating blaster attacks restoration 1.0.1 Sandpeople Disguise Drop Fix 1.0 Senni Vek Restoration Shaleena Original Head Restoration Sherruk - Attacks With Lightsabers JC's Slave Bastila for K1 Sunry Murder Recording Enhancement Restored Equipment for T3-M4 / HK-47 from TSL T3-M4 Voice Module Upgrade 1.1 Trandoshans Rescaled for K1 Unique Party Robes Unique Sith Governor Wookiee Warblade Fix Yuthura Sith Eyes with Light Side Transition 1.0 Zaalbar's Items Belaya's Unique Look Balanced Pazaak Bastila Romance Enhancement Bastila's Lightsaber Lore-Friendly Cassus Fett's Battle Armor Children NPC Fixes Colja's Zaalbar Reskin Darth Bandon Head Reskin Darth Malak reskin pack Darth Malak's Lightsaber Jolee's Lightsaber Juhani Catlike Head Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted June 12, 2023 4 hours ago, JasonRyder said: I've tried installing and reinstalling everything at least 3 times. I would very much hope you did this with a clean install of the game every time. The root cause is most likely some other mod screwing with the scripts and/or DLG that K1CP edited for this scene. Grab end_m01aa.mod in the game's Modules folder and attach it. Then go to your Override folder and open a command prompt there and type in: dir /b > override.txt Find that text file it produces and also attach that. Quote Share this post Link to post Share on other sites
JasonRyder 50 Posted June 12, 2023 8 hours ago, DarthParametric said: I would very much hope you did this with a clean install of the game every time. The root cause is most likely some other mod screwing with the scripts and/or DLG that K1CP edited for this scene. Grab end_m01aa.mod in the game's Modules folder and attach it. Then go to your Override folder and open a command prompt there and type in: dir /b > override.txt Find that text file it produces and also attach that. Yes, I re-installed the game every time. I found the .mod file you're referring to but what do you mean by 'attach' it? And what does it mean to open a command prompt? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted June 12, 2023 8 minutes ago, JasonRyder said: what do you mean by 'attach' it? Attach it to your post, where it says "Drag files here to attach, or choose files...". 8 minutes ago, JasonRyder said: what does it mean to open a command prompt? The TL:DR is Start -> Run -> cmd but you'll need to Google the intricacies of navigating to your Override folder if you are not familiar with DOS conventions. Quote Share this post Link to post Share on other sites
JasonRyder 50 Posted June 12, 2023 Okay, went into the file and typed 'cmd' and it took me to a window with a black background and white text. I typed in "dir /b > override.txt" without quotations and used the exact spacing. I pressed enter and all it did was give me another line that said 'E: \KOTOR\Override> I'm not familiar with DOS conventions. end_m01aa.mod Quote Share this post Link to post Share on other sites
JasonRyder 50 Posted June 12, 2023 Is this the text file you mentioned? override.txt Quote Share this post Link to post Share on other sites
JCarter426 1,215 Posted June 12, 2023 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. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted June 13, 2023 Specifically, the scene relies on Bandon's UTC having the correct unique tag and UserDefine script in order to receive scripted commands during the scene. It's up to you to find out which mod is the culprit and report the problem to its author. But I would suggest this is not likely to be your only problem going forward. You'd be better off culling your mod list and starting over. Quote Share this post Link to post Share on other sites
JasonRyder 50 Posted June 13, 2023 I did as you asked and reinstalled the game and didn't download a few mods. Specifically I didn't install "Republic Soldier's New Shade" and "Lightsaber and Force Forms." And I also didn't install some mods that were already part of K1CP such as "JC's Dense Aliens." I also didn't install any of the lightsaber mods and instead downloaded "KSR 2022." However, I still installed most of the mods on the list. And it worked! I was able to fix the issue with Bandon and Trask. Quote Share this post Link to post Share on other sites
MotleyNerd 8 Posted October 16 I know this post is a while done already, but I just so happened to have come across this exact same bug. I have a similarly massive mod build on my end, and I have just gone through and almost individually gone through and tested somewhere around 100+ mods. I may have fixed that and another bug I was experiencing by mistake, but it appears that the source of the problem is Lightsaber and Force Forms. No clue what the specific conflict occurring is, but taking that one out fixed it. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted October 16 As noted above, anything that screws with Bandon on the Endar Spire specifically will break the scene if they don't account for K1CP's changes. 6 minutes ago, MotleyNerd said: 100+ mods And this is ultimately your problem. If you use that many mods then you're likely to have a mountain of incompatibilities. Especially for anything that released more than 2 or 3 years ago. 1 Quote Share this post Link to post Share on other sites
MotleyNerd 8 Posted October 16 Really depends on the contents of the mods and how you mix and match them, as well as what order you install them in. You can also stick to mostly a handful of mod authors and not have many issues. It also helps if the vast majority of these mods are skin or textures. There's also bugfixes for some mods, which some may not even count as full mods. I may have also taken some notes from the guy who set up the uber-builds on neocities. I may have also been slowly working on and expanding this build in my free time for... several years. Between installer and manual, a good 75%-ish of the pack is skins, textures, or bugfixes not contained in the Community Patch (or for other mods). While I can't give you an exact number, the number of individual releases, mod/texture/bugfix/etc. is at least 232. At least 80 of which are exclusively Dark Hope's skins and textures. Believe me when I say that my KotOR 1 build, in nearly all of its stages, has almost never encountered any major difficulties until this, and I am fairly confident through testing that the conflict was specifically something caused by Lightsaber and Force Forms. Since removing it, I've experienced no issues. That said, I'm also using some of N-DRew25's more... experimental mods, like his loot immersion mod, NPC diversity, and the Duros/Mandalorian upgrades. That's pretty much all I have here that's relatively untested. Now if only I could get my freakin' TSL build to work. That one has been a nightmare. Quote Share this post Link to post Share on other sites
Thor110 500 Posted October 16 48 minutes ago, MotleyNerd said: Really depends on the contents of the mods and how you mix and match them. It really just depends on if one mod alters the same file as another mod. 49 minutes ago, MotleyNerd said: I may have also been slowly working on and expanding this build in my free time for... several years. That build is curated and overseen by modders who actively ensure that there are no conflicts. 50 minutes ago, MotleyNerd said: Believe me when I say that my KotOR 1 build, in nearly all of its stages, has almost never encountered any major difficulties until this, and I am fairly confident through testing that the conflict was specifically something caused by Lightsaber and Force Forms. Since removing it, I've experienced no issues. That said, I'm also using some of N-DRew25's more... experimental mods, like his loot immersion mod, NPC diversity, and the Duros/Mandalorian upgrades. That's pretty much all I have here that's relatively untested. Now if only I could get my freakin' TSL build to work. That one has been a nightmare. When it comes to trying to make mod builds, you should either rely on the neocities mod build, learn to make mods and build your own or expect it to break. The latter is what most people go for, expect it to break. Constantly testing mixed with hoping it just works, is a bad approach and can lead to circumstances where the mod build might work for one playthrough but not for another, for example if a mod breaks the LS or DS path, but not both. Quote Share this post Link to post Share on other sites