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Posted

Hey, any luck with finishing it? Or is there a way to at least get all unique NPCs get their unique swords?

 

I have stopped working on this due to no permission from the original modders to release. If you want the sabers you can just drop the files into your override folder, but don't put the scripts in your override and then either use KSE or cheat them into your game.

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  • 2 weeks later...
Posted

 

I have stopped working on this due to no permission from the original modders to release. If you want the sabers you can just drop the files into your override folder, but don't put the scripts in your override and then either use KSE or cheat them into your game.

Thats what I do. I just drop the individual Lightsabers into my override without the scripts. It would be cool to make the mod completely compatible though. I never did like Kreia fighting Darth Sion with a Vibroblade sword. It's really odd she pulls a vibroblade out instead of her lightsaber.

  • 12 years later...
Posted

Is there any progress about this? Can we get help from AI to solve this incompatibility issue? Did you started recreating the mod from scratch?

 

On 2/16/2013 at 2:49 PM, kyrie said:

 

I have stopped working on this due to no permission from the original modders to release. If you want the sabers you can just drop the files into your override folder, but don't put the scripts in your override and then either use KSE or cheat them into your game.

What is the exact reason for incompatibility? Is it all about the scripts?

Posted
On 3/4/2025 at 9:12 AM, Buzbey said:

Is there any progress about this? Can we get help from AI to solve this incompatibility issue? Did you started recreating the mod from scratch?

AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.

 

From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.

 

The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.

 

I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.

Posted
13 hours ago, N-DReW25 said:

AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.

 

From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.

 

The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.

 

I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.

 

Awww shucks...but hey, don't forget about Varsity Puppet's Holowan Duplisaber Beta - Mods - Deadly Stream or JC's TSL Workbench Lightsaber Creation - Mods - Deadly Stream.

USM was the entire reason I got into modding in the first place. 

Posted
15 hours ago, N-DReW25 said:

AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.

 

From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.

 

The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.

 

I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.

Say, could you can Kaidon Jorn make a compatibility patch to make K1 Loot Overhaul compatible with KSR 2022? 

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