keegs

Kotor 1 - Stuck before Dantooine Star Map

Recommended Posts

In my current playthrough of Kotor, I'm in the ancient ruins on Dantooine. I completed the tests in the side rooms and proceeded through the main door, but the cutscene and conversation regarding the star map did not play. The room is accessible to me, but now I have no way to progress the main quest. I have read online that this issue is not the most uncommon occurrence. The only cause I could think of for me is that I quick saved right as I opened the door. I am using the community patch, if that makes any difference. I understand that save often and in many slots is this game's motto, but I am a fool, and my recent save besides this one is quite a few hours back. I originally tried to remedy the bug by simply exiting and reentering the area, which means my autosave slot is toast.

My main question is if I can rescue this save with KSE. Either reset the door to a state where the trigger has a chance to be activated again, or force things past this point. I tried fiddling around with some global vars, door states, and quest states on my own (with separate backups) but to no avail. This is my first time trying to edit a save, and I clearly don't know what I'm doing. Does anyone have any ideas? I can attach my save if it would help.

Share this post


Link to post
Share on other sites

I am using the latest version I found on this site, 1.10.0. I did read an older thread where you had replied with the fixed script from the project, and I could not find this in my overrides folder. I don't have any knowledge really of this game's formats and modding though, so I assume that script is installed from the mod in some other way.

Edited by keegs

Share this post


Link to post
Share on other sites

Only global changes belong in the Override folder. Module scripts get injected into the appropriate MOD file in the Modules folder.

Can you attach a save file? The problem I had last time was that I couldn't reproduce the issue, so I was never entirely certain of the root cause.

  • Like 1

Share this post


Link to post
Share on other sites

This should be the one without any of my attempted edits, do tell me if anything looks really suspicious though so I can make sure first I didn't mix my files up.

ruinsrip.zip

Share this post


Link to post
Share on other sites

I'm still not sure how you manage to trigger this problem in the first place. Are you mashing on the left mouse button when opening it? The keyboard? Both?

Maybe I'll try farming out the script to an invisible placeable and just have the door signal it. Although since I can't recreate the issue, I can't really test it. Anyway, I reset the door for you. The cutscene triggers fine on my end.

Dantooine_Ruins_Star_Map_Door.7z

Share this post


Link to post
Share on other sites
11 hours ago, keegs said:

I am using the community patch

By any chance are you also using the Restored Content mod for the Community Patch? My mod edits the new Dantooine Star Map DLG added in K1CP to restore some cut lines for Bastila.

 

If you aren't, then my mod isn't causing your problem - though it's obviously best for me to check just incase my mod is somehow "restoring" a bug K1CP fixed.

Share this post


Link to post
Share on other sites
10 hours ago, N-DReW25 said:

By any chance are you also using the Restored Content mod for the Community Patch?

Nope.

11 hours ago, DarthParametric said:

I'm still not sure how you manage to trigger this problem in the first place. Are you mashing on the left mouse button when opening it? The keyboard? Both?

Also nope...

I was able to have the proper behavior with the edited save, thank you. I will keep this copy though to test different interactions with the door. I tried mouse spam, keyboard spam, and both together to see, nothing. Actually, my initial suspicion of the quicksave seems to be the best answer.I tried spamming quicksave while opening the door, and the cutscene+dialog proceeded as normal, but when loading from the quicksave, the sequence break had occurred. This does not perfectly match my original experience though. If I am remembering correctly, I only hit the quicksave button once, and the sequence did not trigger at all.

I probably should've mentioned earlier, I am playing on Arch Linux via Wine (specifically GE-Proton-27). I didn't think this was relevant as I assume the other reports of this issue were likely on Windows, but since the cause of this issue seems unclear I'll start sharing anything about my configuration that could be helpful. I will try replicating the behavior on my Windows installation soon.

EDIT: Saving/loading is much slower on Windows for me (same system, both on NVMe SSDs), so I thought I was onto something, but no. Reproduced on Windows just as I did on Linux. One thing I am noting though is that the quicksave in some attempts has the door closed, and in others it's open. Same behavior though, no cutscene trigger. I imagine this probably just has something to do with the exact timing of the save.

Edited by keegs

Share this post


Link to post
Share on other sites

Well if you saved right as the script fired then conceivably it stored the values of the scene having been triggered. Hopefully it should go without saying that in the future you should never attempt to save while in the middle of interacting with something.

At least it wasn't my fault. Maybe I'll add a triggered autosave once the door has been unlocked before you get a chance to interact with it.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.