ZM90

Official K1R Progress Thread

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Not to sound rude, but could someone address the past comment I've made on this page? :P

 

Not very important; but I like knowing certain things are aware of to the teams behind mods.

 

We are very much aware of this bug's existence and seeing as how it is blocking out a piece of content (Bastila pledging to be Revan's lover) we will do our best to address the bug in 1.0.  That is not to say every bug will be addressed in 1.0 but this is definitely on the list due to it blocking out content, content that due to the bug a lot of people never see.  

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Nice, I'm awesome at Pazaak. You need 3 things: skills, a focused mind and a little bit of luck (maybe a TON of luck).

 

“Another pathetic excuse for a card-player?”

Mandalorians surely can do that way better.

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Nice, I'm awesome at Pazaak. You need 3 things: skills, a focused mind and a little bit of luck (maybe a TON of luck).

 

“Another pathetic excuse for a card-player?”

Mandalorians surely can do that way better.

I consider myself fairly good when it comes to Pazaak. Let me tell you though, you only need two of the three things you listed. There is absolutely no skill required from any player whatsoever in Pazaak.

It's 70% luck that the game actually decides to give good cards to use, 20% reliance on the extra cards you buy yourself, and 10% on a focused mind to make sure you don't let valuable opportunities pass.

Unless you can predict which card the game will draw next for you or your opponent, I don't see any skill in this game at all. 

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I consider myself fairly good when it comes to Pazaak. Let me tell you though, you only need two of the three things you listed. There is absolutely no skill required from any player whatsoever in Pazaak.

It's 70% luck that the game actually decides to give good cards to use, 20% reliance on the extra cards you buy yourself, and 10% on a focused mind to make sure you don't let valuable opportunities pass.

Unless you can predict which card the game will draw next for you or your opponent, I don't see any skill in this game at all.

Well, there are some who postulate that blackjack (an arguable analogue for Pazaak) can be won with skill, and Pazaak makes it further evident with its addition of +/- and other cards you can play. I will freely admit that the "house" may beat you sometimes with pure luck, but with a good enough sidedeck, a skilled player may actually win based on the moves they make.

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Thanks ZM90 and to the rest of the K1R team for being brutally honest and kind in your responses. I appreciate it a lot.

 

I look forward to whatever form your project takes and whatever way it's distributed and I think it's fair to say a lot of people will enjoy the K1R content more than TSLRCM's -- due to a majority of gamers being spoiled with constant TSL content over the years and forgetting all about K1's cut content. Some of what's being restored in this project has never been restored before which is even more exciting, and some of it I've never heard of before whereas the majority of TSL content was seen and heard of eons ago because of previous projects or attempts at restored content.

Anyway: probably went side-tract. Thanks again, and as always, I wish you the best of luck. I've already begun to see a few TSLRCM vs K1R comparisons but I hope they don't dishearten you in any way.

You're doing fantastic work if I haven't said it enough already.

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Hey! I edited that post many times and couldn't get it perfectly-worded :P

I've commented on your ModDB page a couple of times and loved your project all the way -- so no disrespect to your work of course. I just meant everyone knew about the TSL content (well I did before TSLRCM was officially a thing) and there's been a few projects + many mods even before yours so a lot of the mystery wasn't there. The cut content that was restored is always going to be great in everyone's eyes and is the reason why Kotor 2 is now seen in a much more positive light as well as some now considering it a better game than the original.

However, Kotor 1's cut content is barely touched/discussed in comparison and I suspect that's because it appears to have less content cut initially and is thus less attractive to modders and the like. Half of the stuff being restored here I had no idea about; heck, I might be oblivious to KOTOR 1 cut content in the last decade and if that's the case... feel free to throw tomatoes at me!!

Make no mistake: TSLRCM scope-wise and the amount of content restored will probably be always seen as the best thing that ever happened with the KOTOR games.


P.S. Sorry guys --> I'll stay on-topic now.

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With K1R and TSLRCM now SW KotOR duology is complete. These mods are probably most important ones.

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Awww man finally I get to replay KOTOR Again with cut content. Although I hope this can work with the more popular mods, Like solomons revenge.

 

It was decided recently (within the past week), that we will not make K1R compatible with BoS:SR or Recruitable Kay.

 

Instead, I will make separate patches for both mods at a later date...

 

However, that is assuming nothing goes wrong when one simply installs BoS:SR over K1R, which could happen due to scripts.

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Ah okay, well I guess I can wait a bit longer for that. Although I guess I could test it out and see what happens. Does the restored content effect outside the bar in Tatooine and some parts of Korriban in the space port? Because I think those are the only areas which gets effected by Solomon's Revenge.

 

With mods in mind, what mods would you guys considered when it comes to the restored content to this game?

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Ah okay, well I guess I can wait a bit longer for that. Although I guess I could test it out and see what happens. Does the restored content effect outside the bar in Tatooine and some parts of Korriban in the space port? Because I think those are the only areas which gets effected by Solomon's Revenge.

 

With mods in mind, what mods would you guys considered when it comes to the restored content to this game?

I don't know about Tatooine, but Korriban's Rodian merchant becomes a Bith as a side effect of the n_bith001 file (the name may be slightly off). The file, I'm assuming, was directed towards the Duros who was killed by the Sith officer in the PC's Taris apartment. This Duros actually spoke using a Bith's voice instead of the voice of a Duros, and because his file name was called n_BITH, it makes sense that the character was supposed to be a Bith instead. 

Unfortunately, this causes a change in the UTC file for the Rodian merchant on Korriban, which also shares the file name of n_bith001. For some reason, the player can't speak to the merchant while he's like this, so he's rendered useless. I tried fixing the file myself, but for some reason, I could never get it the way I wanted it. The best I could do was just delete the file and revert the two aliens back to how they were in the vanilla game. 

I'm hoping this glitch was, or will eventually be fixed.

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I don't know about Tatooine, but Korriban's Rodian merchant becomes a Bith as a side effect of the n_bith001 file (the name may be slightly off). The file, I'm assuming, was directed towards the Duros who was killed by the Sith officer in the PC's Taris apartment. This Duros actually spoke using a Bith's voice instead of the voice of a Duros, and because his file name was called n_BITH, it makes sense that the character was supposed to be a Bith instead. 

Unfortunately, this causes a change in the UTC file for the Rodian merchant on Korriban, which also shares the file name of n_bith001. For some reason, the player can't speak to the merchant while he's like this, so he's rendered useless. I tried fixing the file myself, but for some reason, I could never get it the way I wanted it. The best I could do was just delete the file and revert the two aliens back to how they were in the vanilla game. 

I'm hoping this glitch was, or will eventually be fixed.

 

I'll take a look at the file sometime. If I can figure out where Silveredge meant it to go, I'll just put it into that module's .mod file, instead of the override folder.

 

As to the Duros on Taris, since his lines were Bith but his appearance Duros, do you guys think we should change the appearance or the audio? Either way doesn't involve much effort.

 

Or should we just leave him as-is in vanilla?

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I'll take a look at the file sometime. If I can figure out where Silveredge meant it to go, I'll just put it into that module's .mod file, instead of the override folder.

 

As to the Duros on Taris, since his lines were Bith but his appearance Duros, do you guys think we should change the appearance or the audio? Either way doesn't involve much effort.

 

Or should we just leave him as-is in vanilla?

I would prefer an appearance change to give the game a bit more diversity in its NPCs. Bith are hardly seen in game with the exception of the cantina musicians and the occasional non-intractable Bith NPC sitting down in a chair.

I also would prefer that the previously mentioned merchant also keep his appearance as a merchant, simply because I know that there was supposed to be a Bith on Korriban at one point. If it had to be anyone, why not the merchant?

463518-kotor_009.jpg

I know this Bith repalces the Twilek dock officer, but I still think a Bith would be more suited as the merchant.

 

It's perfectly fine if all that could be done is a voice change to the Duros in the apartments. Better than nothing.

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Unless there's something official that justifies such changes (i.e. they were intended to be a certain appearance and/or have that audio) - I'd rather the characters be left alone. Even if it makes no sense (conflicting audio and appearance); I'd say leave it as it is in vanilla.


@ Fair Strides - I'm very happy with the decision K1R made to patch the project post-release for compatibility with BoS.

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Unfortunately, this causes a change in the UTC file for the Rodian merchant on Korriban, which also shares the file name of n_bith001. For some reason, the player can't speak to the merchant while he's like this, so he's rendered useless. I tried fixing the file myself, but for some reason, I could never get it the way I wanted it. The best I could do was just delete the file and revert the two aliens back to how they were in the vanilla game. 

I'm hoping this glitch was, or will eventually be fixed.

That would be because of the "conversation" field in the .utc. They may share the same name, but the contents may be very different. Like having a differently named conversation triggered. There would be no conversation the name of the Bith on Tatooine on Korriban, hence nothing would happen.

 

As stated, this would only happen if placed in override though, not if the file is directly added to a .mod or .rim

If for example one would place all modified NPC's of TSLRCM in override, many would override themselves (doubles of the same name) as well as even overwriting some not changed by us simply due to having the same name. Same for .dlg's, many are shared amongsts modules (Like Zherron in 601 and 602, Kumus in 502 and 503 etc. etc.) who have the exact same name, and more than a few modmakers made the mistake to drop those simply in override, breaking the entire game...

Odly enough for Telos they did name them differently (like grenn, 202grenn, 220grenn). Although there are still many duplicates, apparently from the 2 residential areas, czerka and the exchange front being orriginally one map. Same can be found on Nar Shaddaa where it really seemed like they tried to make it one giant map, rather than split up as it is now, and 301 as a result being filled with clutter from the other modules (and some of the other modules with stuff from 301 or others too), several of them outdated.

And these leftover files caused more than a few problems on those maps aswell, but hopefully we caught and elimated them all... :)

 

And it seems I went pretty off-topic there :P.

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The Restoration Mod put the Bith file inside of the Override folder instead of a MOD file first. I kept trying to remove it from the override and add it to the Restoration Mod's custom MOD file for the first set of Taris apartments, but the changes would always keep being reverted. I eventually just gave up after trying for several times and not finding the reason as to why. The tools I used were Kotortool and ERFEdit.

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I can not wait for the release of this. It will be super sweet.  I am glad it will be made to be compatible with BoS  also at a later date.  I really appreciate everything you all do.  I have zero talent with modding and just appreciate all the mods that are put up to make the play throughs seem new and exciting.

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I'm wondering if there is polish translation for K1R.

Currently, no. If someone who knows both really well wants to make a translation, then we'll implement it, otherwise, we really don't have the facilities for it...

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Really looking forward to K1R.  Do you know yet if mods that let companions become Jedi will be compatible?

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Really looking forward to K1R.  Do you know yet if mods that let companions become Jedi will be compatible?

That would depend on how those individual mods install, and how the installation affects any files that might already have been in the game...

 

Which ones were you thinking of (with links, if possible)?

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That would depend on how those individual mods install, and how the installation affects any files that might already have been in the game...

 

Which ones were you thinking of (with links, if possible)?

I used Redhawke's mods for making companions Jedi.  This is where I got them from:  http://www.jumpstationz.com/RedHawke/mods.html

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Currently, no. If someone who knows both really well wants to make a translation, then we'll implement it, otherwise, we really don't have the facilities for it...

 

Oh no, no, no, no, no, no, no. Don't you lot look at me. Translating Yavin IV into English was tough enough. Translating something of this scope the other way around, nope.avi.

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