A Future Pilot

K1 Community Patch

Recommended Posts

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. 

 

Share this post


Link to post
Share on other sites

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.

  • Light Side Points 4

Share this post


Link to post
Share on other sites
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!

  • Light Side Points 14

Share this post


Link to post
Share on other sites

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!!

  • Like 8
  • Light Side Points 1

Share this post


Link to post
Share on other sites

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!

  • Light Side Points 1

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

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.

  • Like 5
  • Thanks 3

Share this post


Link to post
Share on other sites
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:

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites

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.

  • Like 1

Share this post


Link to post
Share on other sites

Dunno if it helps, but I imagine you'd be able to use the Sabers of the Old Republic mod I uploaded in conjunction with the patch if you like. Dorn gave blanket permission to use it.

Share this post


Link to post
Share on other sites
2 hours ago, JDub96 said:

Dunno if it helps, but I imagine you'd be able to use the Sabers of the Old Republic mod I uploaded in conjunction with the patch if you like. Dorn gave blanket permission to use it.

Dorn gave blanket permission to use any of his created mods.

Share this post


Link to post
Share on other sites

Random aesthetic mods don't meet the criteria for inclusion in the Community Patches. We try and steer clear of that sort of thing unless it's a case of a pre-existing vanilla asset (like swapping "lite" models for higher poly/higher res texture versions), or there's some fault in the vanilla asset (like broken lightmaps, model issues, etc.).

Share this post


Link to post
Share on other sites

We are several months down the track from the last update where I said we were close to releasing v1.8, but we are super close for realsies this time. @Snigaroo is getting fidgety waiting for it, so we'll soon be doing what will essentially be the final beta test before public release. To that end, I thought I would post an updated changelog of everything that has been added since v1.7.

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
  • Changed Jagi to wear armour instead of clothes, swapped out his Rodian goons for Mando warriors, and address some dialogue facing issues
  • Fixed the fade in at the start of the game so the player wouldn't be visible before they were meant to be
  • Made Dia equip her melee weapon before attacking
  • Made the slave girl in Davik's estate that's supposed to run away run away
  • Fixed the raidii of the gas vents in Davik's estate
  • Forcibly set the camera angle for a line of dialogue by the janitor in the Taris Upper City South Apartments to fix a line being spoken off-screen
  • Forcibly set the camera angle for a line of dialogue by the Bastila in the Zelka Forn conversation (Taris Upper City South) to fix a line being spoken off-screen
  • Fixed some companion facing issues during Canderous' recruitment conversation in the Taris Upper City Cantina
  • Fixed and incorrect soundset for the Sandpeople Storyteller
  • Changed the clothes variation the three drunks in Taris Upper City North wear and tweaked the DLG to reduce facing issues
  • Changed the appearance of one of the Taris Upper City Cantina patrons that had an identical twin standing just a few meters away
  • Made an attempt to get Carth to stop looking longingly at the PC for 30 seconds and face Mission while talking to her in the Undercity
  • Tweaked some geometry in the Manaan cantina level model to patch some gaps
  • Adjusted Canderous' dialogue in the Lower City cantina to prevent him from repeating lines if you talk to him again after keeping him waiting
  • Repositioned two invisible placeables for security terminals in the Taris Sith Base to a more suitable height
  • Fixed placeable heights on the Ebon Hawk to reduce floor clipping & floating
  • Fixed the height of the workbench on Dantooine
  • Raised the height of the invisible placeable for the Garage Head's desk in the Vulkar base
  • Fixed the position of the strongbox in the Taris Lower City apartments
  • Changed Bolook's skin color from orange to green on account of VO saying so
  • After much wailing and gnashing of teeth, finally got Zhar to face the player post-montage, and stop throwing a tantrum afterwards (thanks to JC)
  • Switched the order of the Taris to Dantooine sequence so the landing movie is played before the conversation, and the EH skybox is Dantooine instead of space
  • Fixed the upper teeth mesh clipping through the cheeks on the male Twi'lek head
  • Brought Ahlan Matale back down to earth during his rant in the Council chambers
  • Adjusted Vandar's dialogue to prevent him from repeating himself if you talk to him again before investigating the ruins
  • Added a trigger for the scene with Vandar after the player completes the trials to prevent positional wonkiness
  • Fixed player facing during the Taris duel introductions
  • Fixed a possible freeze during dialogue with Ajuur in the Taris Upper City cantina
  • Fixed some animations being out of sync with VO during the introduction of opponents in the Taris duels
  • Fixed some monitor placeables not being properly attached to walls in the Taris Upper City Cantina
  • Rejigged party positioning during the Black Vulkar pre-swoop race conversation, making the scene a bit nicer
  • Changed Elise's initial flirting animation to pleading to better suit the mood
  • Changed the appearance of the guard droids in Davik's estate to Rodians, as they could be gassed, sounded like Rodians, and were generally not droids
  • Made some skin weight adjustments to the fat rolls under the Hutt's chin to reduce clipping issues
  • Forced Gadon Thek's conversation to directly follow on from Zaerdra's triggered "Hold it right there" outburst to eliminate poor positioning and facing issues
  • Made a replacement for the unused fat commoner male model by editing the regular commoner male body to bypass UV issues
  • Shunted one of the Gamorreans in the Taris sewers out of the corner he was skulking in
  • Unequipped the surviving Hrakert scientists' weapons and made them only equip them in the event of combat
  • Improved Bek reaction time following security alert in the base
  • Made Redros equip his weapon for the swoop race brawl
  • Added new dialogue trees for Vandar so the player could continue speaking to him about the usual topics after completing the trials
  • Gave the repairable Vulkar bar droid a blaster rifle
  • Made various changes to the initial Davik conversation to resolve the usual facing and positional crimes
  • Fixed some bad lightmaping on the dais in Davik's throne room
  • Fixed some bad lightmaping on the walls of the Vulkar base's lower level
  • Forced some mooks in the Vulkar base to equip their stored weapons to prevent unarmed attacks
  • Changed some Twi'lek male appearances in Javyar's cantina to diversify things a bit.
  • Added a new orange Twi'lek male appearance using the unused Twi'lek male body orange handed texture variant
  • Added a new blue Twi'lek male head, ported from TSL
  • Raised the height of the selection icon for the torture cage release in Davik's estate
  • Added/edited some scripts to prevent certain guests and guards in Davik's estate attacking with their fists
  • Diversified the outfits of civilians in Davik's estate
  • Cleaned up some texture blurring and distortion around the mouth of the Krayt Dragon cave on Tatooine
  • Fixed a gap in the surrounds of the forcefield in the Upper Shadowlands and pushed the grass back from the ramp to prevent clipping
  • Shuffled the boxes behind HK in the Anchorhead droid shop further apart to stop the swaying cable from clipping into them
  • Clamped down on the Viper Kinrath in the Lower Shadowlands dropping unnecessary corpse items
  • Removed some green patches in the lightmaps of the Manaan hotel's entrance hallway that didn't match the scene's lighting
  • Tweaked the Griff conversation in the Sandpeople enclave to fix some facing issues
  • Doubled the duration the Kashyyyk Star Map stayed open
  • Gave the comm_a_f/comm_a_f2/N_TatComW_F heads a makeover to fix the worst of their shading/clipping/texture issues
  • Added preemptive fix for a Mando bringing a knife to a gunfight
  • Pushed the Leviathan's skybox further back and added new Sith fighter animations to stop them clipping through the skybox
  • Fixed a gap in the floor and some bad UVs in the entrance of Manaan West Central
  • Added missing K_EXIT / SW_EXIT waypoints to Tatooine docking bay to allow messengers to properly exit the area
  • Plugged a couple of gaps in adjoining walkmeshes in the Leviathan Prison Block that were allowing targeting/shooting of enemies through walls
  • Moved a swoop fan minor NPC on Manaan that was blocking a triggered conversation with a Sith on module entry
  • Merged the cutscene of the shark attack victim into a single animation and added additional keyframes to move shark and victim off-screen at the end
  • Added a generic OnSpawn to have an NPC equip a ranged weapon (or melee weapon if no ranged) from their inventory
  • Made a few Sith technicians on the Leviathan equip their weapons on spawning to prevent the attacking with fists issue
  • Made a raft of changes to the Sith prisoner interrogation in the Manaan Republic Embassy, fixing facing, skipping lines, camera angle issues, etc.
  • Curtailed the patrol route of the Selkath security droid in the entrance of the Manaan Republic Embassy to stop it freaking out companions during conversation with Roland
  • Turned off the force cage the Sith prisoner in the Manaan Republic Embassy was in once he is no longer present
  • Moved a crate in the back of the Hidden Bek base that was clipping into a wall
  • Moved the swoop records computer panel in Manaan Ahto East to stop it clipping into a wall
  • Set the DLG for a bounty hunter in Javyar's cantina to human instead of computer
  • Added a party jump and static camera to fix the issue with the Hrakert Station merc going out of frame when playing the Horror animation
  • Replaced almost all the soundsets for Hrakert Station UTCs, mostly Selkath using droid soundsets
  • Set Bandon's Dark Jedi offsiders to neutral to prevent them getting twitchy before their boss is ready to fight
  • Switched previous hard overwrite of Hrakert Station GIT to patcher setup
  • Added a conditional script for one player response during the Sandral-Matale Feud so it's only available if the player spoke to Ahlan Matale about a reward
  • Made a transformer in the Sith base on Taris non-interactable
  • Removed an infinite DS point exploit from the Sasha encounter
  • Removed an infinite DS point exploit from Roland Wann post-Hrakert Rift
  • Added a check to remove the Czerka miners in the Dune Sea once they have been talked to and the Sandpeople enclave is done
  • Tweaked Elora's dialogue to remove some lines if the player already heard about Sunry's situation from Davin
  • Fixed some bad lightmap UVs on the floor of the training room in the Manaan Sith Base
  • Tweaked the script that adds Jolee to the party in the Upper Shadowlands to hide the switch between NPC and Party versions
  • Made some alterations to make Trask stay in the same spot when he joins the party instead of jumping behind the player
  • Replaced an incorrect supermodel reference in one of Vandar's cutscene stunt models that was causing some animation issues
  • Moved the patrol waypoints of one of the Czerka guards in the Tatooine docking bay to prevent him walking through the middle of messenger conversations
  • Nudged the camera position sideways in the jawless Malak cutscene to keep the reveal from being spoiled early in widescreen resolutions
  • Changed the Rakatan Temple turret soundsets from Bith to none
  • Fixed a typo that prevented various NPCs from commenting on the Kashyyyk situation
  • Edited the stunt model for the admiral in the jawless Malak cutscene to reduce clipping issues with his left arm and eyeballs
  • Corrected the final wager value of pazaak player Kudos (the guy in Fazza's hunting lodge on Tatooine) from 50 to 500 credits
  • Fixed a positional offset in the stunt model for a seated officer on Dodonna's ship causing them to float in mid-air
  • Added additional script from the v1.1 update of Markus Ramikin's Bastila Romance Scriptfix mod
  • Wrangled party when entering the Elder's compound on Lehon
  • Prevented some characters in the Elder's compound on Lehon from attacking with their fists
  • Adjusted party positioning and facing when activating the Rakatan computer in the Elder's compound on Lehon
  • Fixed the party bumping into each other like drunk teens during the cutscene after giving the sacred tome to The One on Lehon
  • Added missing sound Event to Malak's taunt animation for his saber flourish
  • Gated off asking HK about restoring memories post-Leviathan after the first time
  • Disabled screen blurring effect for Force/Knight/Master Speed
  • Added new soundset for DS Juhani in the Grove, removing her Republic/Jedi-related barks
  • Switched some Sith Elite Troopers in Manaan hangar bay to the proper appearances
  • Moved some troopers in the Manaan Sith Base so they would see the party entering the room properly
  • Made a host of edits to the stunt animations for the LS ending cutscene to improve it for widescreen resolutions
  • Tweaked the initial scene when boarding the Star Forge to account for widescreen framing
  • Forced the party to turn around before the droids burst in on Deck 1 of the Star Forge
  • Changed listener tags in Thalia May's DLG in the Korriban Shyrack Caves to prevent her turning her back on the party
  • Fixed global generic droid templates to use the proper soundsets for their type instead of the Bantha soundset
  • Fixed an off-screen line by the Mysterious Man on Manaan and prevented him being visible after the conversation finished
  • Remapped distorted UVs for a section of cliff edge in Korriban's Valley of the Dark Lords
  • Swapped incorrect script reference in Korriban Academy duel scene causing endless combat music
  • Gave Saul Karath an on-screen death on the bridge of the Leviathan and stopped Carth talking over his death cry
  • Made changes to the exploding pillar scene in the Tomb of Ajunta Pall on Korriban to prevent AI and UI issues
  • Jumped the party for Yuthura's conversation in the Dreshdae cantina and forced companions to face her on their interjections
  • Edited Dustil's conversation in the Korriban Academy to jump the party and fix some facing issues with Carth and the player
  • Added a new OnDeath script for Dustil to account for killing him at different stages of Carth's personal quest
  • Set the DLG for the ancient computer in the Korriban Tomb of Tulak Hord to skippable and fixed the door opening animation playing too fast
  • Made numerous edits to the DLG and scripts for the Jorak Uln scenes in the Korriban Tomb of Tulak Hord to improve aesthetics and fix minor issues
  • Reduced the Tach sound effect by -10dB to make it more bearable
  • Purged the two pre-training conversations with the Jedi Council on Dantooine of facing issues
  • Fixed some non-visible subtitles by Canderous and Jolee due to a Delay value of 0 on those nodes in the relevant DLGs
  • Edited the conversation with the overseer droid in the Dantooine Ruins to improve facing and camera angles
  • Merged the two separate Star Map cutscenes in the Dantooine Ruins into a single scene
  • Edited the post-Ruins conversation with the Dantooine Jedi Council to fix various issues
  • Switched an invalid animation number in Chuundar's DLG
  • Locked the door to the Tomb of Naga Sadow in the Korriban Valley of the Dark Lords
  • Edited the OnUserDefine of the Tuk'ata Mother in the Korriban Valley of the Dark Lords to remove an incorrect placeable reference
  • Fixed Elise’s walking pace when she exits so she runs away when upset and walks away otherwise
  • Wrangled Tuk'ata mother and friends in the Korriban Valley of the Dark Lords to stop them running into each other like drunken teenagers
  • Fixed facing and camera issues in the dialogue with the surviving scientists Kono and Sami
  • Gave the Sith student Tariga gender reassignment therapy
  • Prevented Lashowe from accidentally burning her own face off with her saber in the post-Tuk'ata mother conversation in the Korriban Valley of the Dark Lords
  • Reinstated some incorrectly applied starting conditionals for Tyvark's DLG on Manaan
  • Wrangled the party for the first conversation with Yuthura inside the Korriban Academy
  • Resolved some issues trying to give a datapad to Adrenas in the Korriban Academy
  • Added some listener tags to Uthar's DLG in the Korriban Academy to prevent facing issues during the Shaardan handing in a fake sword cutscene
  • Checked for (and removed) Shaardan's corpse in the pre-final trial conversation with Uthar in the Korriban Academy
  • Edited Uthar's conversation in the Korriban Academy to remove the salute, swap the party leaving for a fade-out, and change the running for the back door to a walk
  • Moved the party out of the way during Uthar's introductory cutscene in the Korriban Academy and stopped him bowing to the students
  • Jumped wandering NPCs in the Korriban Academy to the edge of the room whenever a conversation with Uthar commences
  • Swapped the clothing variation on one of the two pilots in the Korriban Dreshdae cantina
  • Changed the Twi'lek females in Dreshdae on Korriban from stripper to clothed appearances
  • Wrangled the party for the confrontation with Lashowe in Dreshdae on Korriban
  • Swapped Lashowe's dark uniform in Dreshdae on Korriban to the light one to match her other appearances
  • Gave Yuthura and Uthar dark uniforms in the Korriban Sith Academy to match their other appearances

By my count that's almost four times what I posted back in March. That's some healthy scope creep. As before, you can check out the readme on the Github repo for a full breakdown of the changes and attribution to their various authors. There's also the issue list, which has further detail on specific problems that have been addressed (and remaining outstanding ones).

Oh, and it would be remiss of me not to give special thanks to @ebmar and @Salk for providing a number of bug reports and suggestions/contributions. Thanks also to various other forum and Discord members for providing reports as well over the last 6 months.

  • Like 7
  • Thanks 2

Share this post


Link to post
Share on other sites

Following the recent announcement from @DarthParametric of the very-soon-to-be 1.8 version, I was wondering if I should wait as I was going to start a new game ?

Or if I could already install the master branch ? (but I guess there's no "install.exe" binary for it yet - at least I can't find one in the Github repository) - side question: how could I participate to the beta ?
Or will it then be possible to "upgrade" during a game play, if I install 1.7 now and I switch to 1.8 once it's released ?

@A Future Pilot any thoughts about this ?

Share this post


Link to post
Share on other sites

There are no binaries included in the public repo, just changes.ini and script source. 1.8 is currently in closed beta. A public release is probably at least a month away.

Share this post


Link to post
Share on other sites

@A Future Pilot Last year I sent some possible changes to be added, were you able to implement the below changes (a lot are entirely subjective of course :D)

-----------------------------------------------------------------------------
Statistic Changes:

HK's statistics: 
- I've changed HK's Strength from 16 to 10, as it's a useless attribute for him. I've then added what I've taken onto his Dexterity so it was originally 14 but now it is 20.
-----------------------------------------------------------------------------
Reward / Loot Changes:

Upper Shadowlands Captain loot change: 
- He carries a Sith Tremor Sword but it doesn't drop, I have now changed this.

Korriban Sith Torturer loot change: 
- He originally drops a green crystal, which made no sense, so I have changed this to red. 

Jedi Masters loot change: 
- The jedi corpse in the last module on Tatooine originally has a Jedi Master Robe and a Blaster Rifle, I've changed the Blaster Rifle to a Blue Lightsaber. 

Unknown World Footlocker credit swap: 
- In the Temple you get 5000 credits in one of the placeables, I believe this was a joke by the developers as it's not needed at that point. I've changed the credit drop to one of the Leviathan placeables instead.

Manaan Republic Representative reward change: 
- In the vanilla reward script after you complete the main quest on Manaan you are provided with 500 credits, Cardio Power System and the line: g_w_sonicrfl003, which isn't an item template in the game. So I've changed it to the Arkanian Sonic Rifle's UTI (g_w_sonicrfl03).

Yavin Merchant item change: 
- You can now buy the Advanced Agent Interface mask a lot earlier as it becomes obsolete later in the game. 
-----------------------------------------------------------------------------

  • Haha 1

Share this post


Link to post
Share on other sites

Most of those make gameplay changes that we generally shy away from unless it's obvious there's a mistake or some other problem. I don't particularly disagree with the changes, but I think it's a subjective issue.

17 minutes ago, djh269 said:

Manaan Republic Representative reward change: 
- In the vanilla reward script after you complete the main quest on Manaan you are provided with 500 credits, Cardio Power System and the line: g_w_sonicrfl003, which isn't an item template in the game. So I've changed it to the Arkanian Sonic Rifle's UTI (g_w_sonicrfl03).

This one does seem up the Community Patch's alley, though.

  • Thanks 1

Share this post


Link to post
Share on other sites

I completely understand :). I'm looking forward to playing this mod for sure!

Due to the extensive changes in this mod, can it be used alongside K1R or is it an either or situation? 

Share this post


Link to post
Share on other sites

It is. Currently only a single NPC uses it though I think, one of the background NPCs in Javyar's cantina on Taris.

  • Thanks 1

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.