Markus Ramikin

Mod Compatibility with TSLRCM 1.7 (Discussion)

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Nope, I don't think the new version would work as it modifies some things TSL RCM also modifies. Maybe this mod would work, but you'd propably end up screwing up your playthrough. But you've got nothing to lose! Try-it and report if you encounter problem(s) and we'll be sure...

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Thank you for your answer MrPhil. Pity, but I will have to pass on this mod then - I don't fancy reaching Nar Shaddaa and facing starting over. =)

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Guest Bob Ta'aar

Thanks, for the detailed answer, Sith Holocron! I didn't mean to spark any unnecessary discussion. I DID read the first page though, that's why I asked about Darth Shan's Droid Planet version in the first place.

I read in other threads discussing TSLRCM about a part in a 'HK-factory', so I assumed that would be M4-78. Sorry for any confusion, I never got to play through any TSLRCM version completely 'cause I had too many other conflicting mods installed.

I'll try Darth Shan's version out during the next weeks and report here, if I find out anything interesting.

 

'Nar Shaddaa Hidden Complex Mod: Improved v2.0' is definitely NOT compatible with TSLRCM, I had that one on the last time I visited Nar Shaddaa and it overwrote the TSLRCM files. Actually, this mod's my prime subject for braking the game so I couln't finish Nar Shaddaa :D!

 

I got two more mods to ask about, if they might be compatible with TSLRCM:

- Peragus-The Republic Mining Station (http://knightsoftheoldrepublic.filefront.com/file/PeragusThe_Republic_Mining_Station;117381)

- Mira/Hanharr choice (http://www.lucasfiles.com/index.php?s=a6ed&action=file&id=1491&PHPSESSID=a6ed)

Edited by Bob Ta'aar

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I read in other threads discussing TSLRCM about a part in a 'HK-factory', so I assumed that would be M4-78.

 

Ahhh . . . I get it now. I haven't heard of anyone getting the Factory confused with the M4-78 in a while. The HK Factory is not located on that planet. (If you want to find out where that is, check out the many HK Factory thread that seem to be up and running.)

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I got two more mods to ask about, if they might be compatible with TSLRCM:

- Peragus-The Republic Mining Station (http://knightsoftheoldrepublic.filefront.com/file/PeragusThe_Republic_Mining_Station;117381)

- Mira/Hanharr choice (http://www.lucasfiles.com/index.php?s=a6ed&action=file&id=1491&PHPSESSID=a6ed)

 

The republic mining station mod will work fine (it's just a re-skin) I would say the Mira/Hanharr probably would not be compatible it looks like it modifies some of the same files we did. I would suggest if you want to try it make sure to keep a save before starting Narshadaa.

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Guest zendracan
Guest bendarby24

I think all those are compatible.

 

Moderator Comment: Bendarby24, if you're not going to specifically state which mods are compatible, you're muddying the waters. Please refrain from posting in this thread if you can't (or won't) be specific. If you have an issue with this statement, contact via the Private Message system.

Edited by Sith Holocron

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Compatible for sure:

DARTH NIHILUS - LORD OF HUNGER (http://knightsoftheoldrepublic.filef...f_Hunger;98350)

Dantooine High-Res Retextures (http://knightsoftheoldrepublic.filef...textures;88702)

Invisible Headgear for TSL (http://knightsoftheoldrepublic.filef..._for_TSL;75825)

Korriban High-Res Retextures (http://knightsoftheoldrepublic.filef...textures;88750)

Darth Sion Re-Skinned (http://knightsoftheoldrepublic.filef...eSkinned;43827)

Enhanced Lightning (http://knightsoftheoldrepublic.filef...ghtning;108603)

 

Unsure:

T.W.O - Heavy Repeater Pack (http://knightsoftheoldrepublic.filef...er_Pack;103881)

T.W.O - Blaster Rifle Pack (http://knightsoftheoldrepublic.filef...le_Pack;103653)

T.W.O - Heavy Blaster Pack (http://knightsoftheoldrepublic.filef...er_Pack;103537)

 

Probably not (even though I may be wrong...):

Sith Assassins - With Lightsabers (http://knightsoftheoldrepublic.filefront.com/file/Sith_Assassins_With_Lightsabers;56678)

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Guest Bitstream

Is the unofficial (Russian?) 1.03c patch which adds hi res textures (among other fixes) compatible?

 

before

after

Edited by Bitstream

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From what I gather, all "unofficial" patches are unsupported as they often sport stolen mods. As an example, the image you provided most certainly comes from this mod over here:
Goto's Yacht Window Upgrade Skin by Darth InSidious

That particular mod, is supported by TSLRCM!

Edit from Sith Holocron: I doubt you'll find any of the modders offer compatibility for something that completely steals credit from the original authors and might even introduce spamware into your machine. Stear clear of the unofficial patches. (However, the skin by Darth InSidious is highly recommended!)

Just to make it clear. The supported mod I said was supported by tsl RCM IS the skin, not the unofficial stuff...

Edited by Sith Holocron
Clarification

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Guest HaVoKeR
Is the unofficial (Russian?) 1.03c patch which adds hi res textures (among other fixes) compatible?

Nop, but you can take all the tga, txi, mdl, mdx and other texture files (still, be careful with file replacements, if you copy something in the folder and ask to replace, check to see if its ok, maybe backup too) and put it in the override, everything will work with any mods i think. There are other stuff which are compatible, but you have to understand a little about modding or just test it to be sure.

Edited by HaVoKeR

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Guest HaVoKeR

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.

...Just remembered now, i have the improved ai by stoffel installed and had no problem in narshadaa, the party selection scene ocurred all right everytime, maybe if you keep bao-durs combat stance to standstill (or maybe jedi & ranged) he wont atack, i think thats what saved me. What about creating a script that changes his stance to standstill (hold position) before this fight starts, and change it back to agressive/jedi/etc after? i mean, if my theory works, which it probably does because, as i said, i didnt had any dialog problem.

 

http://knightsoftheoldrepublic.filefront.com/file/Invisible_Headgear_for_TSL;75825 &

http://knightsoftheoldrepublic.filefront.com/file/Invisible_Reticles_for_K1_and_K2;115611 work with RCM for sure. (and by "for sure" i mean in my strong opinion, i.e. a n00b modder opinion hahaha) Maybe they should be added to the list?

Edited by HaVoKeR

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Hate to just jump in here at the end like I've not been paying attention but, well, I haven't. Not since I joined up and couldn't find out what was wrong with my mod build; came to figure out it likely had to do with me running a compatibility patch for USM to TSLRCM that was outdated, but there was no magical fix for my problem and my game broke every time I hit Malachor, so I pretty much gave up. I'm hoping that something has changed in the meantime.

 

Now that TSLRCM has been updated to 1.7, I'm wondering what the status is with the USM compatibility patch? I'm going to assume (probably correctly?) that applying the same patch for 1.5 (it was for 1.5, was it not?) to my new build would be beyond stupid. If that's the case, what are the details with the new patch? I remember hearing months ago that there was supposed to be a USM patch that would make it fully compatible with 1.6, but with TSLRCM 1.7 out I'm confused as to what the progress on the USM compatibility patch is. I don't want to leave the USM out of my build, but if I have to I have to.

 

 

EDIT: Sorry, after taking a look around I finally found the news for the updated USM patch; great work, guys! Maybe I can finally get this to work now. :cool:

Edited by LS2

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Guest darvon

can someone tell me how i can get to the hk factory he just tells me that we need to get to telos and from there i dont know where to go can i get help here thanks

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Guest S4crifice

I had tested the easy swoop racing mod in RCM 1.5 and it had worked just fine. I haven't tested it on 1.7 since i want to play RCM 1.7 with VP's Ravager mod and Lord of Hunger's Genoharradan mod for a first time full experience. Here's the link to the website. You have to scroll down a little bit and click on a link for direct download:

 

http://www.starwarsknights.com/minigamestsl.php

 

I know it's not a new content mod or modified but i just hate tier 3 swoops and i could bet some people hate them too :D

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Guest HaVoKeR

Anyone checked if Skip Peragus Turrent Minigame mod (http://knightsoftheoldrepublic.filefront.com/file/Skip_Peragus_Turret_Game;71576x#CommentsResult)

is compatible?

Some people have problems with an infinite loop from it... maybe someone can fix it? hehe skipping this idiot turret game that makes you lose xp would own, instead of waiting all the sith nbs board the ship.

Edited by Sith Holocron

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Guest Bob Ta'aar
I had tested the easy swoop racing mod in RCM 1.5 and it had worked just fine. I haven't tested it on 1.7 since i want to play RCM 1.7 with VP's Ravager mod and Lord of Hunger's Genoharradan mod for a first time full experience. Here's the link to the website. You have to scroll down a little bit and click on a link for direct download:

 

http://www.starwarsknights.com/minigamestsl.php

 

I know it's not a new content mod or modified but i just hate tier 3 swoops and i could bet some people hate them too :D

Worked perfectly on the Telos-track for me! Thanks for the tip, btw., I always hated the swoop-races (used to sit on them for as long as the rest of the damn planet ;)).

So this should be compatible with 1.7 (makes sense, as none of the swoot-tracks are changed by it).

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can someone tell me how i can get to the hk factory he just tells me that we need to get to telos and from there i dont know where to go can i get help here thanks

 

I've not yet played 1.7, but if it's anything like previous versions (and I can't see why it would have changed), you yourself don't go there on your own. Instead, when it's time, HK will make his way there by himself (you don't have to do anything).

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get the lightsaber you describe to atton

 

http://knightsoftheoldrepublic.filefront.com/file/Get_Your_Lightsaber_Back_From_Atris;72493

 

i assume this will work because it uses the installer? i installed a ton of mods and i dont know much about modding this game but there is the ultimate saber mod i just found.

 

http://knightsoftheoldrepublic.filefront.com/file/Ultimate_Saber_Mod;73530

 

it doesnt use the installer and im pretty sure it has conflicting files..would putting it in the override folder first make it work?

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First post has been updated once again with lot of mods people asked about, though I ignored most of reskins, as I don't see a point of adding them to a list. And again, sorry if I missed something!

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Guest S4crifice

About the "skip the turret minigame" mod.

Did anyone bother to read the comments on that mod?

Has it worked for more than one people? Or someone just suggested it? Because the conclusion i made from reading the comments was that it bugged, and there seems to be no response of the author of the mod referring to if he fixed it or not...

So if someone of the super moders here could check out if it works with RCM it would be great.

 

When VP's and Lord of Hunger's mod come out, i am going to raid this thread for mods :D

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Guest
This topic is now closed to further replies.