A Future Pilot

K1 Community Patch

87 posts in this topic

On another note, would this mod be worth adding to the  community patch? After all, it does fix a skill inconsistency with the Jedi Classes. You'd have to get darthbdaman's permission of course. 

 

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He has my permission for everything already. I do lean towards that mod being a fix, but idk how other people feel about it

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I have been concerned about A Future Pilot for some time now. We haven't heard from them since there were complications with their newborn.

I don't do the prayer thing, but if any of you is in contact with AFP, please let us know that they are alright.

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7 hours ago, Qui-Gon Glenn said:

I have been concerned about A Future Pilot for some time now. We haven't heard from them since there were complications with their newborn.

I don't do the prayer thing, but if any of you is in contact with AFP, please let us know that they are alright.

Thank you for the concern!

I'm doing alright, things have just been really crazy. My baby girl has some serious brain damage and we've been in and out of the hospital a lot recently (Although it looks like we're home for a good stretch now). I also just got a full-time job and I'm still finishing up a web project that I started a long time ago. So all things considered, I have pretty much no time for anything right now.

Hopefully it'll only be another couple weeks before things will settle down and I can take up modding again though...I miss it! :)

For those of you who are the praying type, our little girl's name is Fiona, and we're standing in faith for healing, if you'd be so kind as to pray with us for that :) Also my wife is at home taking care of her all day, so that can get pretty tough sometimes, and she'd definitely appreciate your prayers as well.

Thank you all!

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Hello everyone! I just wanted to stop by and give everyone an update on the Community Patches.

Although I've started to have a little bit more of a normal schedule these days, I'm still really busy and as much as I'd like to work on modding KOTOR, it always seems to slip further and further down my TODO list. However, there's still lots to do on the patches, and I don't want them to stagnate, so towards that end I'm giving @JCarter426 and @DarthParametric permission to update both of the community patches. They are both veteran modders who understand the spirit of the patches, and will take good care of it I'm sure!

This doesn't mean I'm done working on them, just that I'm bringing in other people to the project for its own good :) I'll still work on it whenever I get the chance for sure!

Thanks again for all your well wishes and support!!

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Hiya peoples! I'm looking for input!

First off, JC and DarthParametric have been hard at work knocking stuff off the to-do list, and a new release shouldn't be too far out now. They've been awesome, and this patch wouldn't be the same without them!

Secondly, as things have been worked on over the last little bit, we've decided that future releases of the K1CP (and K2CP if the need arises) will have tiers. In the TSLPatcher, you'll have three options to select from, with each higher tier including the changes of the lower tier.

Right now, the basic idea for the tiers is like so:

Tier 1: Pure bug fixes that don't have any visual change
Tier 2: Bug fixes and some enhancements that will change some visual things
Tier 3: Enhancements that are somewhat subjective

As I said, if you select Tier 2, you'll get Tier 1 and Tier 2 installed, and if you select Tier 3, you'll get all 3.

Right now we're trying to nail down the exact definition of each tier. For instance, should making the miners on Tatooine wear Czerka outfits be in Tier 1 or Tier 2? (It's a clear bugfix, but it's a visual change). Is any ported content OK in Tier 2, or should that only go in Tier 3? That's where y'all come in! What are your thoughts on what the exact definition of each tier should be?

Let me know what you're thinking!

Thanks!

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I feel like Tier 1 should consist of repairing technical, scripting, or graphical issues. Things that actually affect gameplay. Tier 2 should consist of visual changes that correct lore or fix bugged appearances that cause texture issues or NPC and items having the wrong appearances. Tier 3 should consist of items that make the same edits of Tier 1 and 2, but do not necessarily fall under the category of bugged or lore breaking changes. Like the VFX remover for attacks. 

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Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP.

CHANGELOG

v1.8 - TBA 2019

Additions

  • Added a fix to the skin weights of the male player head PMHC01
  • Added a fix for the commoner Asian male head comm_a_m to restore eye animation
  • Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours
  • Added a fix for the credits incorrectly scaling during the Dark Side ending
  • Added a number of model fixes for the Endar Spire to address various geometry issues
  • Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris
  • Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina
  • Added a fix for the positioning of the Council on Dantooine to prevent floating
  • Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad
  • Added a fix for an inaccessible container in The One's compound
  • Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers)
  • Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes
  • Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes
  • Added a fix for Helena wearing Jedi robes instead of regular clothes
  • Added a fix for Carth prematurely complaining about being out of the loop
  • Added a workaround/partial fix for the post-Leviathan escape stealth bug
  • Added a fix for Dak respawning in the Korriban cantina
  • Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes)
  • Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge
  • Added a fix for a droid with the wrong soundset in the Taris Upper Sewers
  • Added several fixes to the Dantooine training montage
  • Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks
  • Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue
  • Added a fix for one of Canderous' goons in the Undercity having the wrong soundset
  • Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised
  • Added a fix for certain NPC soundsets with wrong or missing sounds
  • Added new soundset for Trandoshans, ported from TSL
  • Added a fix for the exit in the Sith Base on Taris having the wrong label
  • Added a fix for Bastila not showing the fourth vision (K1R's fix)
  • Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue
  • Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there
  • Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar
  • Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system
  • Incorporated some of JC's Minor Fixes
  • Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to
  • Fixed some bugs in the Dead Settler quest
  • Changed Casus Sandral's appearance from a generic corpse to something more suitable
  • Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues
  • Added improved commoner clothes textures (variants 01 and 07) ported from TSL
  • Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons
  • Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene
  • Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version
  • Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality
  • Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black
  • Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them
  • Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands
  • Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers
  • Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan
  • Added JC's Dense Aliens
  • Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference
  • Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine

Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.

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Quote
  • Added new soundset for Trandoshans, ported from TSL

Yes!

And particularly this one -

Quote
  • Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised

That's the answer for my earlier bug with them which "forces" me to take the Dark Side path, hahah.

Looking very forwards to another update/s - and best of luck with the development! :cheers:

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DP,

will there be full documentation/source material for each of the new fixes? I would like to steal (😂) integrate a good number of them as part of my own project. 

I would also recommend considering the revised dialog.tlk from Gimmick5000 as part of the community patch. Once he is ready with it, that is.

Thanks for the excellent work!

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All the script source is available and commented. It is already available on the Github repo in the Source folder. Non-script fixes vary. Generally there is only a vague description in the readme to limit spoilers. Certain fixes we have added in the latest version have been assigned an Issue, which typically provides much more information on the nature of the problem and the specifics of the fix (resolved issues will be in the closed section).

As to the TLK suggestion, my personal preference would be not to include something that of that nature. If people want to use it, they can choose to do so, and it will be compatible with K1CP as long as the install the TLK first.

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