A Future Pilot 161 Posted April 22, 2018 View File KOTOR 1 Community Patch The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION. Submitter A Future Pilot Submitted 04/21/2018 Category Mods K1R Compatible No 3 1 Quote Share this post Link to post Share on other sites
martixy 13 Posted August 13, 2019 Let's hope this is the right place to discuss. I just ran into a rare bug with Canderous' personal quest, where the final conversation wouldn't trigger (the "I'm not happy with the way my life has turned." one). It has to do with the mechanism which triggers these(where you need to level up to trigger the next), and it makes me think this is not a bug unique to this conversation, but based on the mechanism. The triggers for these convos often include the following condition (i.e. check some global against your level): (GetHitDice(GetFirstPC()) > GetGlobalNumber("T_LEVC")) Which fails if that global number is 20. It should probably be changed to something like: ((GetHitDice(GetFirstPC()) > GetGlobalNumber("T_LEVC")) || GetHitDice(GetFirstPC()) == 20) The fix is simple, but tracking down all instances might be tricky. 1 Quote Share this post Link to post Share on other sites
justsumname1236 0 Posted May 27, 2020 I recently downloaded the 1.8.1 version and the game crashes after the character creation. Is their something I need to do differently to get it to work in Steam? Quote Share this post Link to post Share on other sites
thrawnsrespite 0 Posted November 8, 2021 Having a problem with the install its indicating that it cannot find "Temp2_K1 Community Patch v1.8.1.zip\tslpatchdata\hijata.utc". The system cannot find the file specified (EXT-0)" Ive unzipped the file into the directory and run the installer but it continues to run into this problem. Anyone have a fix? Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted November 8, 2021 It's either a character length issue or a permissions issue. Have a look at this similar issue someone else had recently and try the suggestions listed - https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues/475 Quote Share this post Link to post Share on other sites
Salk 374 Posted March 15, 2022 DP, I am curious about the decision to include some textures in the Community Patch. I am talking about commoners' clothes, in particular N_CommF01, N_CommM01, n_commf07 and n_commm07. I like the new textures but it doesn't seem the original ones were flawed in any way (other than legitimate concerns about the aesthetics). Or was there something wrong with them? Thanks! Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted March 16, 2022 They should be higher resolution versions from TSL. Quote Share this post Link to post Share on other sites
Salk 374 Posted March 16, 2022 Alright, thanks. I was just asking because the K1 "dirty" clothes look quite different from TSL's. Quote Share this post Link to post Share on other sites
Romin 17 Posted April 18, 2022 Don't know if this is the right place to post this, but here goes: After playing with the latest version, 1.9.2, this mod is nearly perfect. Congrats and many thanks to the whole K1CP team! I know you're continuing to improve this patch and after my last play with it I'd like to add my two cents. If the things reported below are bugs or deserve fixes or adressing in some manner it's up to you, of course. I trust your insight and decisions. Ebon Hawk: - after the very first travel with the Hawk leaving Dantooine, Zaalbar tells the player about some missing supplies in the cargo hold; there's a pop up signaling a journal update, but no entry in the log, only after checking the supplies. Tatooine: - there's some party banter facing issues after helping Sharina Fizark (and come to think of it probably if robbing her too, have not tested de DS option); - Zoriis Bafka (swoop racer) is on a combat suit. Kashyyyk: - Zaalbar does not have is equipped items when captured by Chundaar (I guess it makes sense for Chundaar to strip him of his gear, but if that's the case then Zaalbar should not have any weapon equipped, as he shows holding up a plain sword; did K1CP team made this change so that Zaalbar would not go madclaw on Chundaar a second time? But why would Chundaar care about that? And again if that were to be the case it would only benefit Chundaar on his fellow wookie's eyes. I really think this is an "all or nothing" scenario: Chundaar allows Zaalbar to keep his gear showing his 'good faith' or totally removes it until the issue in the Shadowlands is resolved in his favour); - the party can not transit back to the Ebon Hawk after liberating Edean from the Czerka (probably this change was made so the player is forced to confront the Czerka enforcers and although I agree with it to some extent, it's really a drag to not be able to transit back at that point) Leviathan: - entering the Leviathan's bridge the party has no weapons equipped (I understand that this is probably related to the unmasking of companions for a more cinematic feel and one can not be made without the other, but it just seems odd to enter what you know is going to be a physical confrontation without weapons ready). And that's it. As stated earlier, I trust in your insight and decisions of what to do or not about this. Just trying to help. Thank you so much to the K1CP team and all modders of this site. I love this community. Quote Share this post Link to post Share on other sites
UnflappableWoppy 0 Posted March 3, 2023 Hi, I need some help. I tried installing this mod because i really NEED it but it keeps failing saying theres an error with some files each time. I locate the file and the only thing i can see is that it doesnt have special permissions ticked (i dont know if that helps) im just lost for what to do. It just keeps saying access denied. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted March 3, 2023 On 3/3/2023 at 3:11 PM, UnflappableWoppy said: Hi, I need some help. I tried installing this mod because i really NEED it but it keeps failing saying theres an error with some files each time. I locate the file and the only thing i can see is that it doesnt have special permissions ticked (i dont know if that helps) im just lost for what to do. It just keeps saying access denied. Edit - I think we solved this one ... I just finished a playthrough, and had some issues with Juhani that ended up being trivial, but I was unsure if they were a result of one of the Juhani mods I had installed following the build guide, or an actual issue in K1CP. Specifically, my Juhani wore special robes once she was a party member, they had slots for armor upgrades. It was a decent look and OP performance-wise, so I left it in but was never sure if this was intended behavior for the @Snigarooguide. Later, I had an issue with Xor spawning on Tattooine at the landing pad... He and his geeks were waiting for Juhani, the bark correctly said as much. I brought Juhani out, they didn't go hostile, left the area and came back, they didn't go hostile so I boarded the EH and the game crashed. For the rest of the playthrough, even after killing Xor on Manaan, Xor's ghost and his henchman remained on the Tattooine landing pad, I even think his ghost went to an "injured" state after we had dispatched him. I do have a couple saves for this if that is something anyone cares about. I followed the most recent build guide to the letter - which took two attempts 🤦♂️ Quote Share this post Link to post Share on other sites
ElvisTek 1 Posted October 20, 2023 Hello, this mod works with other kanguages (specifically the spanish language language)? Quote Share this post Link to post Share on other sites
Bladehawke 0 Posted January 8 (edited) I'm just getting back into KotOR, so I downloaded the 1.10.0 version currently available. This generates 38 errors all in patching dan13_zhar.dlg. Screenshot of the errors is attached. I just emptied Override, verified files and installed ONLY the K1CP. EDIT: Turns out it was something on my end. Emptying both modules and override then reverifying fixed it. Edited January 8 by Bladehawke Quote Share this post Link to post Share on other sites
lordofstorms2000 0 Posted June 21 I am unable to install the mod. AV/MWB keeps flagging it and when installing I get errors saying a device is not installed. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted June 22 10 hours ago, lordofstorms2000 said: AV/MWB keeps flagging it The AV flagging is a false-positive. HoloPatcher (the mod's installer) runs on Python, so some AV sees the way it is packed as some sort of malware. 10 hours ago, lordofstorms2000 said: I get errors saying a device is not installed What's the exact error? And what is giving the error? HP itself or something else? If it's from HP, post the log file. Quote Share this post Link to post Share on other sites
Timbo 22 Posted July 21 I believe I've found an error in KotOR 1's text that hasn't been fixed. While poking around in the script for Force Whirlwind I discovered that it lasts for 9 seconds rather than 12 it lists in the description. Strategy Wiki has it incorrect too. Another person and I both tested it to be sure and you can check in the feedback logs. What I did was I used Force Whirlwind, and then I added 3 physical attacks into the que. Sure enough, after 3 attacks, he's free and immediately uses with force lightning. What I don't understand is how the damage is actually broken up in segments of time it. It does in fact do Level/3 damage but it doesn't actually break it down into 2 second chunks. It break it down into 7 chunks which are scattered willy nilly throughout the 9 second duration. At level 20, it deals 20/3=6.66 damage. 6.66 - 2 damage because of Malak's master toughness rounded down = 4 damage per tic x 7 tics equal 28 damage. I'm not sure how or if you want to update this description but I just thought I'd report it. Edit: I included screenshots of the damage logs but it displayed them out of order. So rather than confuse you, I'll just let you replicate it yourself. Also, I got a different result as far as how many times it proc'd the damage over time effect. When I was attacking it proc'd 7 times in a scattered fashion but when I disengaged immediately after casting it proc'd 6 times. I'm pretty confident that there's either a bug in the log or the intermixing of the damage over time with physical attacks get mixed up in the combat queue. If I was a betting man, I'd wager that it actually procs the damage over time effect once every 1.5 seconds aka twice a round. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted July 21 If you want to see something get fixed, you'll need to create a new issue for it on the mod's Github repo. As to actually determining what is going on under the hood, you'd want to edit the scripts to pipe more verbose debug info to the feedback screen. 1 Quote Share this post Link to post Share on other sites
darthbdaman 71 Posted July 22 A lot of force power descriptions are incorrect Quote Share this post Link to post Share on other sites