A Future Pilot

K1 Community Patch

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I feel conflicted about the change from Vrook and Zhar fix, I think the actual oversight was the cutscene using the wrong robe, could be that Bioware decided to swap their robe late in development but the old cutscene remained. After all the KOTOR comic has Vrook wearing red while Zhar wearing blue, and the red robe in SWTOR is also named Vrook's robe. Just my 2 cents.

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It has been a while between drinks, what with the last (full) release of K1CP coming out in 2019. So with the end of 2021 rapidly approaching, it's time for another status update. I'm targeting a release for v1.9 somewhere around Xmas, assuming things go to plan. There are still two full pages of issues on the Github repo, but not all of those are destined to be fixed in time for the next release. And no doubt I'll pick up a few new issues while beta testing, which I'll probably start in mid- to late-November. Here's the current changelog:

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You really make the vanilla game look like a beta. As always, very appreciative of the improvements.

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Thanks for continuing to work on this, DP. I was wondering about something - I'm sure it's crossed your mind before...

The whole "you must gather your party before venturing forth" thing can be pretty bad. Do you think it'd be too tacky/ugly just to auto-jump the party to the player whenever it happens? Not sure if it's even possible, and seeing them being teleported might not look great, but it would fix the problem. I figured this didn't merit its own issue on github.

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That would have a significant impact on gameplay, as it would allow you to flee from combat in situations that are not currently possible, so I think it falls out of the Community Patch's scope.

I believe it would be possible, though, for another mod to do so by editing the scripts related to k_transabort.dlg.

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  On 8/11/2022 at 9:21 PM, KnifeMaster said:

Do you think it'd be too tacky/ugly just to auto-jump the party to the player whenever it happens?

TSL has the companions always try to stay within 10-15m (off the top of my head) of the controlled character. If they are too far away, they get jumped back. I have tried to implement this in K1 a couple of times, but it's not practical to do it the way TSL does it, as they added additional functionality for it.

  On 8/12/2022 at 3:12 AM, darthbdaman said:

Vanilla is completely obnoxious

That's why I created this when I  was doing K1CP beta testing.

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  On 8/11/2022 at 11:08 PM, JCarter426 said:

as it would allow you to flee from combat in situations that are not currently possible

True. Maybe this hypothetical script edit could just check whether or not combat is active? But to be fair, I know absolutely nothing about scripting and this is just a shot in the dark.

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Hi!

  On 8/11/2022 at 9:21 PM, KnifeMaster said:

Thanks for continuing to work on this, DP. I was wondering about something - I'm sure it's crossed your mind before...

The whole "you must gather your party before venturing forth" thing can be pretty bad. Do you think it'd be too tacky/ugly just to auto-jump the party to the player whenever it happens? Not sure if it's even possible, and seeing them being teleported might not look great, but it would fix the problem. I figured this didn't merit its own issue on github.

I have been bothered by this and tried to find a solution to the problem of one party member being left behind (and not only that...) and my current remedy works somewhat fairly but is not perfect.

I tweaked both the k_hen_spawn01 (and Canderous's custom version k_hen_candspwn)  and the k_hen_heartbt01 scripts to try to accomplish my goal.

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  On 8/12/2022 at 3:24 PM, Salk said:

my current remedy works somewhat fairly but is not perfect

Ooh neat. How does your current solution work in practice, and what problems have you run into? Sounds like it must be an improvement over the stock game.

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Hello again.

  On 8/12/2022 at 5:36 PM, KnifeMaster said:

Ooh neat. How does your current solution work in practice, and what problems have you run into? Sounds like it must be an improvement over the stock game.

In short, it checks on the distance between the party leader and the henchmen, if there are any, and then if some specific conditions are met, the henchmen jump to the party leader.

The condition being several, including checks for no party member being in combat and no "combat zone" nearby, no solo mode activated, and no conversation taking place.

The drawbacks are in the execution:

1) I could either choose to make the jump a "cutscene" or not. The first one would make it a bit less jarring but it'd slow down the game pace and the frequency of it would become an annoyance. The second (which I went for) doesn't really pause the game for the jump but rather triggers a short fade out / fade in and a short message when a party  member jumps.

2) It may happen that the jumping party member and the party leader get "stuck" against each other (I suppose they "share" the same coordinates or something similar). If that happens, the player needs to switch party leader back and forth and the party members "disentangle" from each other automatically. It is not game breaking and it doesn't happen often but it surely is quite bad.

Because of the issues I'd not call it an improvement over the stock game. Of course if somebody more capable than me could work things out to remove those issues then I guess you could say it'd be. 

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Ah thanks for the explanation. It definitely sounds like it's possible to improve upon the stock behavior.

Not using a cutscene for the jump sounds better to me, even if you do see the party members being moved. The second problem (getting "stuck") does sound pretty bad lol. This might be a silly question, since I know so little about scripting, but would it make sense just to have the script run itself multiple times to try and eliminate the possibility of getting stuck? Or would that not help to solve the problem?

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KnifeMaster,

  On 8/18/2022 at 8:50 PM, KnifeMaster said:

The second problem (getting "stuck") does sound pretty bad lol.

I forgot that I believe I have fixed the issue at a later stage, actually, by switching the party leader twice during the process. I'm not 100% sure though I will be able to confirm it once I do my next playing test (might be far away).

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It's closing in on a year since the last K1CP release, so I figured it's time for a status update. There won't be a new release this year, but we'll see how June/July 2023 shapes up for v1.10.0. For now, here are the current changes added since v1.9.2 (base 1.9.0 release was Dec 2021, last hotfix was in March):

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  On 10/5/2022 at 3:35 PM, DarthParametric said:

It's closing in on a year since the last K1CP release, so I figured it's time for a status update. There won't be a new release this year, but we'll see how June/July 2023 shapes up for v1.10.0. For now, here are the current changes added since v1.9.2 (base 1.9.0 release was Dec 2021, last hotfix was in March):

 

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Hi, I just registered to ask how can I update the K1CP with what you have improved since last release, I don't mind if it isn't the 1.10 official release. I checked the github page but didn't see any instructions on building a new patch. Can I just download tslpatchdata folder and use the exe of last release to patch the game with latest commits?

I'm playing a new game and I'm having some weird troubles for example the dialogues sometimes don't show until they have finished talking, and by reading the new fixes, I'd like to have them on my new play. Can I become a beta tester or something please?

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It's very much not recommended for people to be using in-progress builds, and the repo is deliberately set up to prevent you simply downloading it directly as an archive as a safeguard against doing so. If you insist on it however, then you'll need to learn how to use Git to clone a repository locally:

https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository

We do not offer support for this, so if you have questions you'll need to Google it.

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Thanks, already done and actually I'm using the up to date changes ( Btw, I had 1 error and 36 warnings while installing the mod, guess some changes won't be there for me )

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Hey guys, hopefully this is the right spot.

 

I followed the mod install guide on Reddit (https://www.reddit.com/r/kotor/wiki/kotormodbuildfull)

The Dantooine murderer quest seems to be bugged. I go through the first couple of phases of it, and get to the point where you're supposed to ask Rickard and Handon how they know Calder. The only problem; I can't ask Rickard that question. It's not an option.

 

So poking around, I found danm14ac.mod had been updated by the Community patch, among others. I started in reverse, of my install order, replacing the backup from each mod. Eventually, what got me through the quest was replacing danm14ac.mod from the backup folder from the K1. 

 

I'm not looking for help, as I got by it. I just wanted to share this, in case there is an issue with scripts in that module. I realize, I've installed a handful that altered that zone, but like I said, only replacing the backup from this mod got me through it.

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That module has scripts with special characters (+, -, etc.) in the filenames. Those get broken when using the older version of TSLPatcher. K1CP's version does not cause this issue, so I would suggest the root cause is something you installed afterwards. I routinely test that quest when beta testing a new version and haven't encountered the problem you describe when only using K1CP.

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I suppose restoring the backup from K1CP would restore the initial version of it, so maybe I missed one of the restorations along the way.

 

I'll try to narrow it down and let whichever mod author know.

 

Thanks!

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It should also be noted that K1CP doesn't make any material changes to the structure of that quest. We edit Handon's appearance, swap out the placeable corpse for a creature-based one, force Handon to play an injured animation, and change the exit scripts for both Handon and Rickard at the end of the quest, but don't touch any of the progression/states at all.

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Aaaand figured it out. It was KSR 2022. I even remembered reading that they used an old TSLPatcher.

 

I reinstalled that, using the K1CP installer, and was able to proceed. I'll go post over on the KSR 2022 thread, so if anyone else encounters it, they'll know.

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  On 1/12/2023 at 5:20 PM, d-man9000 said:

I'll go post over on the KSR 2022 thread, so if anyone else encounters it, they'll know.

There were already multiple users reporting in the comment section of KSR 2022's mod page about the issue of KSR 2022 breaking the Murdered Settle quest due to the mod using an old TSLPatcher.

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