Markus Ramikin 107 Posted October 23, 2010 (edited) Improved AI by Stoffe - while it mostly works, it cause some problems with one scene on Nar Shaddaa. I can't imagine playing without this one. Are we talking about the scene where it interferes with choosing a third companion for Atton+Bao, for their fight vs mercenaries? Or is it something more serious/gamebreaking? If it's just that, it would be a real shame if this entry stopped people from playing with it. Edited October 23, 2010 by Markus Ramikin Share this post Link to post Share on other sites
zbyl2 811 Posted October 23, 2010 I can't imagine playing without this one. Are we talking about the scene where it interferes with choosing a third companion for Atton+Bao, for their fight vs mercenaries? Yeah, that's the "problem" I was talking about. 1 Share this post Link to post Share on other sites
Working Class Hero 12 Posted October 23, 2010 (edited) Yeah, that's the "problem" I was talking about. Except the ai mod doesn't cause this problem. I just played through 1.6a with it and this problem didn't occur. The only time it's happened I've had 90sk's supercontent mod installed, so I'm leaning towards that being the culprit. Edited October 23, 2010 by Working Class Hero Share this post Link to post Share on other sites
Markus Ramikin 107 Posted October 23, 2010 (edited) I have no idea what the supercontent mod is and I've had this problem. The list of mods I have is very short. I'm sure it's AI because the problem is simply that Bao-Dur rushes off to fight these guys before you can make your dialogue choice. So it must be the script governing his behaviour (= AI). Perhaps compatibility could be achieved if the Zhugs were moved away a little, so that that they wouldn't be in aggro range. Not in the scene where they talk (which is earlier and other things happen in the meantime), just right before the fight, when you're making that choice. No idea if it's practical. Or maybe: start the scene without Bao, and only make him show up together with the third party member, once you've chosen. Edited October 23, 2010 by Markus Ramikin Share this post Link to post Share on other sites
Hassat Hunter 571 Posted October 24, 2010 Or just have them be neutral until the convo is over, like most battles in the game, instead of already having them hostile, apparently triggering the AI-mod, but not the regular AI. Share this post Link to post Share on other sites
Markus Ramikin 107 Posted October 24, 2010 (edited) Or that please make it so! Edited October 24, 2010 by Markus Ramikin Share this post Link to post Share on other sites
luke92 10 Posted October 25, 2010 (edited) Am I now going to have to reinstall KOTOR2 to get rids of mods now I've installed 1.7 and been using Ulic's Peragus fix? (wasn't aware it was incompatible until I signed up to here and read this thread). Using 14 mods in total including TSLRCM. Edited October 25, 2010 by luke92 Share this post Link to post Share on other sites
Markus Ramikin 107 Posted October 25, 2010 (edited) Also, where's WCA [Workbench Crystal Attunement] on that list Edited October 27, 2010 by Sith Holocron Share this post Link to post Share on other sites
ShinDangaioh 12 Posted October 25, 2010 I ran into one oddity. I'm not sure it's a mod, but KSE(the savegame editor) doesn't work for me when I have 1.7 installed. Share this post Link to post Share on other sites
Guest Darth Paulus Posted October 26, 2010 Also, where's WCA on that list What is "WCA"? Also, compatible is "Remote Tells Influence". Share this post Link to post Share on other sites
zbyl2 811 Posted October 26, 2010 I'd like to remind you that if you want to see a mod added to first post of this thread, you need to post a link to said mod. Thanks. Share this post Link to post Share on other sites
Markus Ramikin 107 Posted October 26, 2010 What is "WCA"? This: http://www.deadlystream.com/forum/downloads.php?do=file&id=7 Compatible! Share this post Link to post Share on other sites
ShinDangaioh 12 Posted October 26, 2010 Okay KSE does not seem to work for me: http://knightsoftheoldrepublic.filefront.com/file/KOTOR_and_TSL_Save_Game_Editor_English_Language_Only;68852 Share this post Link to post Share on other sites
CommanderShepard 10 Posted October 27, 2010 KSE has been working fine for me. I've used it multiple times on multiple save files for every imaginable reason. I have the following currently installed: 1.0b patch HQ movie patch HQ Music patch TSLRCM 1.7 Unofficial 1.7 Fix Shem's Ultimate Sounds Mod Realistic Nar Shaddaa Skybox by Sharen Thrawn Goto's Window Fix by Darth Insidious Cyan Lightsaber Fix by Marius Fett Coruscant Jedi Temple by DeathDisco Better Male Bodies by Trex Movement animation fix Any Spell Mod Shem's Realistic Visual Effects Sion's Arrival to Peragus Fix 2.0 by zbyl2 Telos Shuttle Crash Movie Fix All of them linked on the OP or downloadable here (well, except for the official patches, anyway) Share this post Link to post Share on other sites
MrPhil 58 Posted October 27, 2010 For some reason, I cannot modify force powers with KSE. It resets all of 'em to nil. Share this post Link to post Share on other sites
CommanderShepard 10 Posted October 27, 2010 For some reason, I cannot modify force powers with KSE. It resets all of 'em to nil. I haven't tried that, since i have the "Any Spell Mod" (link on OP) for just that purpose. I've used the KSE to successfully edit PC and NPC attributes, inventory, and influence. No hitches so far. Share this post Link to post Share on other sites
Hassat Hunter 571 Posted October 27, 2010 Well, I added Battle Precognition to do that 200 WIS test, and that was with 1.7... so it all seems fine to me. Share this post Link to post Share on other sites
Guest Darth Paulus Posted October 27, 2010 zbyl2> Sorry, the Remote Tells Influence mod's entry is here: http://knightsoftheoldrepublic.filefront.com/file/Remote_Tells_Influence;87769 Share this post Link to post Share on other sites
Starfighter08 10 Posted October 27, 2010 Hello, everybody. I just found out about this project, yay. I have a few newbie questions regarding mod compatibility, sorry if this is not the right thread to ask them. 1) In the download section there's a compatibility mod for the Ultimate Sabre mod. Unfortunately I don't understand this part of the instructions: "copy and paste all the files from within the USM_mod?s Override and Streamvoice folders (just the files not the folders) into this patcher?s tslpatchdata folder (IMPORTANT NOTE! DO NOT LET IT OVERWRITE ANY FILES ALREADY WITHIN THE tslpatchdata FOLDER) THEN JUST RUN THE .EXE FILE" Where exactly am I supposed to put the files? What is "this patcher's tslpatchdata folder"? 2) The movie jedi master robes mod is also compatible with tslrcm but I remember having to do some tweaking to make it compatible with the Sabre Mod. Unfortuantely I did this several years ago and have forgotten how to do it. Basicly I'd like to use TSLRCM + Ultimate Saber Mod + Movie style Jedi Master Robes. What do I have to do? Help in this matter would be greatly appreciated. Share this post Link to post Share on other sites
valiantofficer 10 Posted October 27, 2010 Hello, everybody. I just found out about this project, yay. I have a few newbie questions regarding mod compatibility, sorry if this is not the right thread to ask them. 1) In the download section there's a compatibility mod for the Ultimate Sabre mod. Unfortunately I don't understand this part of the instructions: "copy and paste all the files from within the USM_mod?s Override and Streamvoice folders (just the files not the folders) into this patcher?s tslpatchdata folder (IMPORTANT NOTE! DO NOT LET IT OVERWRITE ANY FILES ALREADY WITHIN THE tslpatchdata FOLDER) THEN JUST RUN THE .EXE FILE" Where exactly am I supposed to put the files? What is "this patcher's tslpatchdata folder"? 2) The movie jedi master robes mod is also compatible with tslrcm but I remember having to do some tweaking to make it compatible with the Sabre Mod. Unfortuantely I did this several years ago and have forgotten how to do it. Basicly I'd like to use TSLRCM + Ultimate Saber Mod + Movie style Jedi Master Robes. What do I have to do? Help in this matter would be greatly appreciated. Same question. Share this post Link to post Share on other sites
Tricky 10 Posted October 28, 2010 I was horribly disappointed with vanilla Trayus Academy. As I recall they went as far as using low-poly Kotor1 civilian models for Sith Lords. I The Trayus Academy Clothing Fix promises to fix all that, http://knightsoftheoldrepublic.filefront.com/file/Trayus_Academy_Clothing_Fix;81646. It adds clothing and replaces characters. I do not know to what extend TSLCRM has altered this place, but I think this mod is *quite* needed. If TSLCRM hasn't already fixed it (I mean, I know for a fact things have been changed to the academy, just not to what extend), does it sound like this mod would conflict? AFAIK it affects: appearance.2da 902MAL.rim 902MAL_dlg.erf 902MAL_s.rim 903MAL.rim 903MAL_dlg.erf 903MAL_s.rim 905MAL.rim 905MAL_dlg.erf 905MAL_s.rim 906MAL.rim 906MAL_dlg.erf 906MAL_s.rim Share this post Link to post Share on other sites
zbyl2 811 Posted October 28, 2010 No, Trayus Academy Clothing Fix isn't compatible; it changes rim and erf files anyway, so TSLRCM would overwrite it with our mod files. Though as I recall, VP made similar "fix" for the game which should be compatible with TSLRCM, you may want to look for it. Share this post Link to post Share on other sites
Tricky 10 Posted October 28, 2010 (edited) Oh thanks! 1.7 proof, right? Edit: I actually have problems finding what you mean, so I'll send him a PM. Edited October 28, 2010 by Tricky Share this post Link to post Share on other sites
CommanderShepard 10 Posted October 29, 2010 Oh thanks! 1.7 proof, right? Edit: I actually have problems finding what you mean, so I'll send him a PM. If you find it, please post a link here. It seems weird to see sith lords strutting around in shirtsleeves around the Trayus Academy. Then again, maybe the exile happened to wander in on a casual Friday Share this post Link to post Share on other sites
jswartz0181 18 Posted October 29, 2010 I could be mistaken, but I believe the fix from VP mentioned is the module fix noted as incompatible in the original post here. There are two parts to it: one for Peragus (which is now incompatible), and one for Trayus. Share this post Link to post Share on other sites