MrPhil 58 Posted February 14, 2014 So I take-it you (Malkior) are planning on making your mod(s) compatible with NPC Overhaul? If you are, that would be a huge plus Quote Share this post Link to post Share on other sites
Malkior 476 Posted February 14, 2014 At the moment my changes do nothing to interfere with .mod files or the .utp files which the NPC Overhaul mod uses. I will do some extensive tests as well to be certain that the .2da changes which the installer enacts will do nothing to interfere with the App.2da file which is required for The Overhaul to work properly. (The App.2da edits are there to basically add CM_Baremetal to a few entries for the Alpha edits to not result in transparent textures, so they shouldn't interfere anyway. However, I will still do tests to make sure. ) Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted February 18, 2014 There was also one alteration to the female Sith Lords, the ones wearing the same masks as the trio in Freedon Nadd's tomb - I've attempted to give them the same body type as those male Sith, but it seems the default textures are glitched, resulting in a body covered in baremetal shader. This will also be fixed in the next revision. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted March 29, 2014 Are you close to a release of your next version, Kain? Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted March 29, 2014 The K1 version, yes. It should be up today in fact. The TSL version was updated a day before the release of RCM 1.8.3, and is currently being tested for compatibility with it. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted March 29, 2014 (edited) Okay, I guess I'll re-download-it, then. Who are your testers? You one of 'em, I guess? Also, were you not planning on releasing your mod as modules, and not override drops + 2da change? I can see some of the files are in modules, but some are not... Edited March 29, 2014 by MrPhil Quote Share this post Link to post Share on other sites
DAFFYDAFFY 7 Posted March 29, 2014 An excellent mod,thanks for putting the time into making this. It was sorely needed p.s i just noticed you've done it for both k1 and k2,a must have mod for both games. Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted March 29, 2014 I test it on my own. Eventual bugfixes are done after people report them. Also the K1 version uses my own .mod files. TSL version is set up to replace ones inside the TSLRCM .mod files, for compatibility, as I doubt anyone will ever play vanilla game without it from now on. I might make a compatibility version for K1 Restoration once the full mod is out. Quote Share this post Link to post Share on other sites
Squall Lionhart 81 Posted March 29, 2014 Is the bug that makes the mercenary attack on khoonda fixed? Because I tried on the updated version of this mod and after the first wave of mercenaires the bug was still present, the second wave never came. Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted March 29, 2014 Yes, it's fixed now. Quote Share this post Link to post Share on other sites
Squall Lionhart 81 Posted March 30, 2014 Another question, sorry for the numerous questions, but when I install the mod, do I install the Khoonda battle movie - TSLRCM option or not? Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted March 30, 2014 I'd say yes, for the moment. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted March 30, 2014 Heh, that is one hell of a long mod to install. Can't wait to see the difference, though. I'll report here if I find any bug, but it should not, as I've installed very fewer mod this time... Quote Share this post Link to post Share on other sites
DAFFYDAFFY 7 Posted March 30, 2014 Maybe I'm a bit useless at noticing the finer details ,while in-game,but i haven't had any noticeably issues after installing this mod. Quote Share this post Link to post Share on other sites
Squall Lionhart 81 Posted March 30, 2014 Just for clarification, I can install the Dantooine Khoonda Movie Terminal - TSLRCM part of the mod without any problems? Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted March 30, 2014 Yes. Quote Share this post Link to post Share on other sites
Squall Lionhart 81 Posted March 31, 2014 Ok, thanks again. Quote Share this post Link to post Share on other sites
diegodb 28 Posted April 2, 2014 Kainzorous, is there any news about the NPC Overhaul for Kotor 1? When it will be released? Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted April 2, 2014 Most likely this week. I'm nearly done with playtesting. Quote Share this post Link to post Share on other sites
diegodb 28 Posted April 2, 2014 Thanks for your answer Kainzorus. I'm sure it will be a quality mod as the one you made for TSL. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted April 9, 2014 (edited) Hey Kain, I feel like I have run into my first bug with your mod. Here's the full list of mods I have Mods: Hassat's : Coruscant Scene No Overlay Handmaiden 4 Females - Disciple 4 Males for TSLRCM 1.8.3 TSL RCM 1.8.3, M4-78 patched and their patch TSLjedi temple without expansion with Hassat's patch Kain's: NPC Overhaul Peragus Miner's armor K2 Prequel Robes Quanon: Telos Citadel Station Skybox by Quanon 1.0 Now for the bug: first entry in the Entertainment module on Telos. I see the mercs bullies and the Sullustean. Mercs sport new armors, the Twi'Lek has 2 guns and the human a double handed gun. I speak to the 2 mercenary bullies outside the bar/cantina. When they get mad at me, there is a strange animation, they go from a neutral pose holding their guns and seemingly "draw" their weapon. This effectively make their gun disappear out of thin air. The human merc then proceed to hit my face with his bare fist instead of his blaster. The Twi'Lek, however, fires normally on the party, with an invisible blaster. Do you have any clue why that is? What is wrong? Edit: running away caused the human merc to draw his blaster again and fire upon me. So I guess he switched to something else? Maybe because his behaviour forced him to resort to melee because of my proximity? Edited April 9, 2014 by MrPhil Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted April 9, 2014 Hey Kain, I feel like I have run into my first bug with your mod. Here's the full list of mods I have Mods: Hassat's : Coruscant Scene No Overlay Handmaiden 4 Females - Disciple 4 Males for TSLRCM 1.8.3 TSL RCM 1.8.3, M4-78 patched and their patch TSLjedi temple without expansion with Hassat's patch Kain's: NPC Overhaul Peragus Miner's armor K2 Prequel Robes Quanon: Telos Citadel Station Skybox by Quanon 1.0 Now for the bug: first entry in the Entertainment module on Telos. I see the mercs bullies and the Sullustean. Mercs sport new armors, the Twi'Lek has 2 guns and the human a double handed gun. I speak to the 2 mercenary bullies outside the bar/cantina. When they get mad at me, there is a strange animation, they go from a neutral pose holding their guns and seemingly "draw" their weapon. This effectively make their gun disappear out of thin air. The human merc then proceed to hit my face with his bare fist instead of his blaster. The Twi'Lek, however, fires normally on the party, with an invisible blaster. Do you have any clue why that is? What is wrong? Edit: running away caused the human merc to draw his blaster again and fire upon me. So I guess he switched to something else? Maybe because his behaviour forced him to resort to melee because of my proximity? Yeah, I've run into this too. I forgot to fix that earlier. Basically, I set them up to have weapons already drawn, while in vanilla game, they draw them from inventory, kinda like swap weapon command works for the party and PC. I'll get that fixed when I'll update for any RCM 1.8.3 incompatibilities I find. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted April 9, 2014 (edited) Do you have a list yet for these (so that if I run into something, I don't double report-it)? Thanks for confirming! I'll be on the lookout for more! Just went into the cantina! Good work, these guys are now pretty diverse. And I was kinda suprised to see that Gadon Thek actually survived Taris and is now working for the Exchange! Nice to see that Luxa put something to cover herself. The only thing about this last bit is I'm wondering if there will be a way for SIC's modification of Luxa may be applied later (when he actually gets-it out) without loosing all you did in the Cantina? Edited April 9, 2014 by MrPhil Quote Share this post Link to post Share on other sites
Kainzorus Prime 205 Posted April 10, 2014 Don't have any sort of list, I fix these as I go. But if you can do a pure darksider run and see if you catch anything, that'd be good. As for Luxa, I just gave her the armors, her normal naked model is as it was before. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted April 10, 2014 Currently, I'm in a LS run. Gonna take some time before I go into a DS run. You may have a better chance with someone else. For Luxa, how can I get her to not wear the armor, for a future playthrough with a mod concerning her appearance? Quote Share this post Link to post Share on other sites