A Future Pilot 161 Posted June 16, 2018 View File KOTOR 2 Community Patch ======================================================== KOTOR 2 Community Patch ======================================================== Maintainer: A Future Pilot Contact: afuturepilotis@gmail.com or PM at deadlystream.com Original Release Date: 06/14/2018 1. Description: ---------- This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch. 2. List of included mods and fixes (alphabetical by author): ---------- A Future Pilot: The space suit running animation looks like a squirrel that's been injected with caffeine Ashton Scorpius: Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v: The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch: In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric: There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration Level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97: Khoonda's flag was missing its texture: Khoonda Flag Fix 1.0.0 JCarter426: Various issues: JC's Minor Fixes for K2 1.5 The HKs and T3M4 droids don't have shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC's Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Kainzorus Prime: Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Paragus looks nothing like it: Peragus Galaxy Map Change LiliArch: The broken item icon, and Grenn's case icon are incorrect Marauder: A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25: The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR: One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos: The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 (The full version of the mod includes some alternative animated texture options) Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.2.0 Squall Lionheart: PMHH01 has some issues: PMHH01 Fixed The Sith Lords Restored Content Mod (TSLRCM) Team: The male Jedi Master robes (PMBNM) had an incorrect OdysseyBase name ZimmMaster: The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL 3. Other Recommended Mods: ---------- Under Construction 4. Install: ---------- Prior to installation, ensure that a copy of The Sith Lords Restored Content Mod (TSLRCM) is installed over your game, as TSLRCM's changes are required for the KOTOR 2 Community Patch to function. From there, to install, just download the mod, unpackage it, and run Install.exe 5. Uninstall: ---------- Given the complexity of this mod, a clean install of KOTOR 2 is recommended. However, you can check through the installation log file if you wish to undo the changes made. 6. Bugs: ---------- If you are aware of any bugs that need to be fixed, let me know here: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues 7. Permissions: ---------- Due to this mod being a compilation from many different authors, please do not distribute it. 8. Credits: ---------- All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you! Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations danil-ch - For this info.rtf template Fair Strides - For bundling up his tools and making them available DarthParametric - For his numerous additions and fixes JCarter426 - For his many contributions and inclusions THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. Submitter A Future Pilot Submitted 06/14/2018 Category Mods TSLRCM Compatible Yes 1 Quote Share this post Link to post Share on other sites
134340Goat 116 Posted June 16, 2018 Excellent! Here's something that'll definitely have a permanent place in my Kotor II games from now on Thanks to all the modders who've made these various fixes and AFP for putting this together! Quote Share this post Link to post Share on other sites
Salk 374 Posted June 7, 2022 Hello! Does it matter whether I install the Community Patch or TSLRCM first? Quote Share this post Link to post Share on other sites
LusoJedi 1 Posted December 20, 2022 On 6/7/2022 at 6:54 PM, Salk said: Hello! Does it matter whether I install the Community Patch or TSLRCM first? Late answer, but it is recommended to install TSLRCM first. 1 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 23, 2023 Greetings, So I found HK's model [P_HK47.MDL/MDX] inclusion in the data folder, though can't find any documentation of what it's doing there. Any missed-information I should know? Quote Share this post Link to post Share on other sites
StellarExile 53 Posted January 23, 2023 14 minutes ago, ebmar said: Greetings, So I found HK's model [P_HK47.MDL/MDX] inclusion in the data folder, though can't find any documentation of what it's doing there. Any missed-information I should know? That's probably MF's eye fix. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 23, 2023 No, that's still an open issue - https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues/79 The existing HK models are from JC's Shader Fixes. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 23, 2023 5 hours ago, StellarExile said: That's probably MF's eye fix. Yeah, was expecting that -- but the filesize's different between them so I thought it's something else. 4 hours ago, DarthParametric said: No, that's still an open issue - https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues/79 The existing HK models are from JC's Shader Fixes. Ah I see, thanks for the confirmation. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 23, 2023 It should be easy enough to combine them. Just decompile the K2CP one, open the ASCII, find the disabled anim and edit the following: node dummy Mesh01 parent talkdummy orientationkey 0.0 1.0 0.0 0.0 0.0 0.0333333 1.0 0.0 0.0 0.0 endlist endnode changing it to: node dummy Mesh01 parent talkdummy selfillumcolorkey 0.0 0.0 0.0 0.0 0.0333333 0.0 0.0 0.0 endlist endnode (it doesn't need an orientation key anyway). 1 Quote Share this post Link to post Share on other sites