Kainzorus Prime

[TSL] NPC Overhaul Mod 1.22

Recommended Posts

 

File Name: [TSL] NPC Overhaul Mod

File Submitter: Kainzorus Prime

File Submitted: 10 Oct 2013

File Category: Mods

TSLRCM Compatible: Yes

 

 

 

Author:

Kainzorus Prime

 

Mod Name:

NPC Overhaul Mod

 

*************************

Under NO circumstances is this, or any of my other,

mod(s) to be posted on ANY site other than by myself.

*************************

 

1. Info

===========

This mod attempts to fix the ‘clone effect’ which TSL is notorious for, across multiple locations.

It differentiates the NPCs in an attempt to eliminate several of them looking identical in one location, due to the way it was set up by Obsidian.

 

It also provides a different clothing for each starting Jedi class, rather than conform to a single texture across all of them.

 

Several shaders across multiple characters are also restored, such as the Mandalorians, Hutts, droids, etc.

 

2. Installation:

=========

Run the patcher for each listed location and let it do its magic. I apologize for the need to run it several times, but it’s the only viable way.

 

3. Credits:

===========

Special thanks to:

 

Holowan Laboratories - For all the great resources.

 

4. DISCLAIMER:

===============

This Mod is not supported by LucasArts, Bioware or Obsidian.

Please do not contact them for support of this mod.

 

Copyright:

Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks

and copyrights owned by their respective trademark and copyright holders.

 

Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are

trademarks and copyrights owned by their respective trademark and copyright holders.

 

Bioware and the Odyssey Engine are trademarks of Bioware Corp.

 

Obsidian are trademarks of Obsidian Entertainment.

 

All trademarks and copyrights contained in this document are owned by their

respective trademark and copyright holders.

 

More Screenshots:

 

 

 

 

Click here to download this file

Share this post


Link to post
Share on other sites

First, I must say that I am unbelievably interested in trying out this mod (Most notably on Onderon)

 

The problem I see, is that after looking at the namespaces.ini on the .zip file there seem to be A LOT of changes that it makes.

I have a few Appearance.2da changes and quite a few NPC textures in my override folder that could conflict. However, I am most concerned with the mention of Carth appearance changes the most, since I have the Admiralty mod installed and I prefer that appearance.

 

Is there a way that I can pick or choose which changes are made, and is there any way to make it so that  .MOD files aren't affected? Can I just take files from the .mod folders in the TSLPatch data on the .zip file and put them on my override?

Share this post


Link to post
Share on other sites

The installer is divided in a way so that you -have- to select each module to be patched. Part benefit of customizing an installation, part limitation of TSLPatcher. If you know how, you can modify the changes.ini files in the modules where Carth appears to exclude his utc's, and the appearance.2da changes.

 

Or you could install this first, and then install the admirality mod.

 

I specifically went with patching the .mod files, since Obsidian got lazy and many NPCs across multiple modules share the same utc names, leading to conflicts.

Share this post


Link to post
Share on other sites

I think this mod messed up my game. The second part of the Khoonda battle doesn't start. I'm playing lightside and I chose to defend against the Mercenaries. After I defeat the first wave, nothing happens. No crash or freeze, but I don't get to fight Azkul. 

Share this post


Link to post
Share on other sites
 

I think this mod messed up my game. The second part of the Khoonda battle doesn't start. I'm playing lightside and I chose to defend against the Mercenaries. After I defeat the first wave, nothing happens. No crash or freeze, but I don't get to fight Azkul. 

 

 

Hmm.. Are there any mods you have other than TSLRCM that would conflict with the Modules that this mod changes? I assume this mod works with TSLRCM since it's listed as compatible. 

 

 

The installer is divided in a way so that you -have- to select each module to be patched. Part benefit of customizing an installation, part limitation of TSLPatcher. If you know how, you can modify the changes.ini files in the modules where Carth appears to exclude his utc's, and the appearance.2da changes.

 

Or you could install this first, and then install the admirality mod.

 

I specifically went with patching the .mod files, since Obsidian got lazy and many NPCs across multiple modules share the same utc names, leading to conflicts.

 

Perhaps do you think nested folders in the Override would remove the conflict of NPCs having the same UTC names, or is that a bad idea with the engine?

 

Also, is it the TSLPatcher utility that lets me edit the changes .ini?

Share this post


Link to post
Share on other sites

You can open the changes.ini with notepad.

 

Also never had that sort of bug happpen in Khoonda, and yes it is TSLRCM compatible.

 

I wouldn't just stack multiple folders in Override, as TSL can read the subfolders unlike KotOR 1, but still won't be able to differentiate which same-named utc goes to which module.

Share this post


Link to post
Share on other sites

Perhaps do you think nested folders in the Override would remove the conflict of NPCs having the same UTC names, or is that a bad idea with the engine?

No.

This would be a VERY bad idea... don't do it.

Share this post


Link to post
Share on other sites

So noted. Thank you for stopping me from making a horrible mistake.  :crazy:

 

Is there no other solution for NPC replacement, though...? I guess it would be more trouble than its worth, since one could just to customize the patcher ini and call it a day, eh?

Share this post


Link to post
Share on other sites

Manually integrating the .utc's into the .mod files would be about the only alternative, excluding those needing appearance.2da changes (they would still need to applied too).

Share this post


Link to post
Share on other sites

@OP: Jorran in the Enclave sublevel is bugged. His UTC file has "Minimum 1HP" checked when it shouldn't. Needless to say, killing him is impossible.The corrected file should be below, assuming the file attachment feature on the board works. Simply remove the .txt extension from the file and copy to the Override folder. I updated my copy of the full mod by copying this file to the 610DAN subdirectory and letting it overwrite the previous file.

npc_jorran.utc.txt

Share this post


Link to post
Share on other sites

Something I noticed in my last playthrough. On Dxun, the ritual followers in Freedon Nadd's tomb are missing their textures. At least one Dark Jedi on board the Ravager suffers from the same issue.

 

In the case of the ritual followers I replaced the utc file by, if I recall correctly, extracting the original file from the templates using KotOR Tool. From there I overwrote the modified file in the mod with the original, then ran TSL Patcher to replace the file in the module. The Dark Jedi on board the Ravager I replaced with the identical files from the Trayus Rank Reform mod. Now they have robes!

 

You may want to check for misspellings or spaces in the texture names.

Share this post


Link to post
Share on other sites

Something I noticed in my last playthrough. On Dxun, the ritual followers in Freedon Nadd's tomb are missing their textures. At least one Dark Jedi on board the Ravager suffers from the same issue.

 

In the case of the ritual followers I replaced the utc file by, if I recall correctly, extracting the original file from the templates using KotOR Tool. From there I overwrote the modified file in the mod with the original, then ran TSL Patcher to replace the file in the module. The Dark Jedi on board the Ravager I replaced with the identical files from the Trayus Rank Reform mod. Now they have robes!

 

You may want to check for misspellings or spaces in the texture names.

 

There are no misspellings. This happens if you choose to not install the modded textures and appearance.2da tweaks included with the very first module. I always make these larger mods with mind that people would use them in their entirety, rather than pick parts of them.

Share this post


Link to post
Share on other sites

To make sure I didn't have issues with mods I was no longer using I installed the game from scratch, then applied TSLRCM and the following TSL Patcher mods, in order.

 

*NPC Overhaul Mod

*Peragus Tweak

*Trayus Rank Reform

*Nihilus' Zombie Death

*Rubat Crystal Fix

 

After these mods I plugged in the few non-TSL Patcher mods and the host of reskins I use. None of which change the Sith in any way.

 

I'll have to check and see if there's a compatibility issue between Trayus Rank Reform and this mod, because that mod is the only one that deals with the Sith at all, and I have 001EBO installed as I have the backup copy of the module from TSL Patcher. I installed the full mod, then applied Trayus Rank Reform after yours. Perhaps I should have applied yours after it?

 

P.S. The last six words of your last sentence in your post take a rather accusatory tone, assuming the problems mentioned resulted from not reading the readme. Needless to say I take exception to the inference and suggest you edit your post.

Share this post


Link to post
Share on other sites

It appears your mod makes too many changes to the modules. I had the same problem The Eradicator had with the battle of Khoonda getting "stuck" after the first wave of mercenaries. Restoring the backed-up modules from the mod folder to the game fixed this problem and allowed the game to progress normally. This was on a fresh install, but the save game itself wasn't fresh. On my next play I will see if I can complete the game without texture issues and without glitches. If I can't, I can still make use of 001EBO, as I still have that part of the mod installed.

 

It may simply be a coincidence that removing your mod fixed the Khoonda issue mentioned above, but the bulk of my mods don't duplicate files you include. Two of the mods I use that duplicate files you include happen to duplicate textures and a player portrait. Both of which are easily removed.

Share this post


Link to post
Share on other sites

Your issue is identical to one I had when a few years ago I was using SK90's Ultimate Appearance Upgrade. In that mod, the robe model Kaevee would wear was missing, and thus the game would crash. The ONLY solution was to completely reinstall the game, not use the Ultimate Appearance Upgrade, and delete the save game as well. Now, from looking at past threads of yours, I know that you have a tremendous number of mods in your Override. Other people have told you to cut down on the number of mods, and I agree with them. Because of the number of mods you have, there is absolutely no way to say for certain that the NPC Overhaul Mod is the cause of the game crashing when Kaevee is encountered.

 

What is certain is that this mod was the source of my problems. I know this because prior to installing this mod, I had absolutely zero problems in completing the game. This was the absolute last mod I installed, and once I installed this mod, my problems began. I relied upon the backups TSL Patcher made of the modules to fix my game so I could complete it, though I normally back up the game directory in its entirety. Restoring the modules except for 001EBO fixed the problem completely. Therefore, I believe this mod makes too many changes to the modules to work properly with TSLRCM. ONLY 001EBO should be installed on a TSLRCM game. While 001EBO does edit the module itself to change the gun the HKs use, its changes are mostly .2da edits and additions to the Override.

Share this post


Link to post
Share on other sites

I wish there was a good compromise between the two. Some of the changes this mod does are incredibly appreciated, but if what you say is true, the incompatibility is becoming a real issue.

 

I have a bunch of bizarre things happening to my game build which include headless Sith assassins and random items spawning at the entrance to the sith academy (as well as an apparent reversion of a fix TSLRCM implemented in the Onderon module). It could be quite possible that most of my problems lie with an incompatibility with the Tomb of Azgath N'Dul or similar mods which I have installed, which while confirmed to be compatible with TSLRCM, may not be entirely compatible with this.

 

Something with this big of sweeping changes need a list of compatible mods and/or workarounds so we can make heads or tails about it.. IMHO.

Share this post


Link to post
Share on other sites

Care to extrepolate?

I am referring to my post in the bugs' thread for TSLRCM. Clearly no one else was having the issue of still showing Republic soldiers in the bunker where the Talia Loyalists were hiding out, so I decided to chock it up to some incompatibility on my end. Since I don't have any other mods that alter that module, I have to assume the cause to be this mod reverting something. (Especially considering it uses names like "repsoldier" although that could just be a wild coincidence..)

Share this post


Link to post
Share on other sites

I checked the supposed Onderon glitch but couldn't replicate it. Like I said, I started building this mod after installing TSLRCM to make sure it's compatible. Plus some of the modules have no viable NPCs to alter, like the Valley of the Dark Lords, so they weren't included in the mod, so I can certainly say the random item spawning is not caused by Overhaul.

 

Also I'm looking into the other mentioned issues, and will eventually update the file once I can replicate and resolve them.

Share this post


Link to post
Share on other sites

Bah! I guess my stuff is just full of odd glitches with no logical explanation of existence for the time being...

 

I'm going to do a full re-install after I finish the story with this save in preparation for TSLRCM 1.83 and whatever they're calling the next version of M4-78 (I believe it's also 1.8.3, but I'm not sure). By then I should have a better means to tell if something is actually wrong or not.

 

Until then, I appreciate you looking into it, regardless.

 

________________________=============================================_

 

One other thing I intended to ask before this whole malarkey with compatibility;

Was the same white-colored armor supposed to include the heavy weapons specialists (the guys with the heavy repeating blasters)?  According to every other source both the grenadiers and the heavy weapons specs have red armor, so it just seemed out of place to me.

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.