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TSL_Restored_Content_mod vers1.4


DarthStoney

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Just a heads up to both the team and the fans in case no-one has noticed yet, but TSLRC has been featured in this month's (January 2010) edition of PC Zone (i'm not sure whether it is available in the US or not), as part of the 'freeplay' section of the magazine.

 

In addition to this, the mod is also included on this issue's DVD.

 

To quote the end of the article -

 

There are other mods offering partial fixes to KOTOR2, but there's nothing that re-establishes the flow as comprehensively and dramatically as this one.

 

High praise indeed, so i'd just like to say congratulations, guys!

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Congrats on that.

 

OK, i may have run into a bug, not sure. I cant complete the battle to protect the admin offices on Dantoonie. I get the droids fixed, the turrents turned on, and do the speech in front after letting the militia officer pick posts, and then no matter if i pick the front or the back, i kill all the baddies and then nothing happens. We just stand there. I cant run to the other side, it just starts over to before the battle. No way to advance. and no way to get back inside. Any suggestions? is this a known problem? I am playing Lght side and have Visas and Handmaiden in my party.

 

dead end as far as i can tell, no advancing. Tried going back to before fixing things over and over and still no joy. The only thing i did not do is recuruit all teh people possible and fix the minefield. I coulid not get anything to trigger for laying mines.

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I think this is an issue that has happened occasionally(I'm actually currently reworking this area). But you may have to back up to save and reload,once you kill enough mercs it supposed to have the militia retreat and then jump to the inside battle. It's possible Zherron died(he's not supposed to) in which case it will get stuck in the battle.

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:) Great, sounds very promising :) it is quite a scene with all the NPCs active ...i do hope i can get thru it.

 

It looks like about 4 or 5 NPC mercs target each turret until it goes out of action, though i have not observed them all, but I have tried fighting both front and back and the turrets dont seem very effective.

 

UPDATE:

 

OK, backtracked and did all the support quests, recruited everyone i could and fixed everything carefully and laid the mines and this time it all worked. I guarded the front and got the inside battle and ended that phase. Very nice.

 

97036394.jpg

 

75363172.jpg

 

I think getting all teh recruits plus doing it all very carefully helped trigger the right scenes. :)

 

on to the final phase. I sure hope i get to kill Kreia, i dont trust her one bit, and she is a nasty old hag with her own agenda i suspect.

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^^^ This was a problem in TSLRP also. I think that it has a lot to do with the later handmaiden vs sisters fight. Something going on either in .utc's, or conflicting scripting. I wonder if the earlier sisters and the later sisters are the same .utc or different ones. It would seem to be helpful if they were unique .utc's, doppelgangers if you will.

 

Just a thought to the TSLRCM crew.

 

EDIT: Realized just now, after reading Q's post, that I am talking about a different (yet still unsolved AFAIK) issue. There are all sorts of problems with Handmaiden's on-board training, from long-distance Exile damage after the fight, to killing her (which ain't supposed to happen) to simply breaking down. This was unresolved by TSLRP.

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This is a vanilla TSL bug that's discussed earlier in this very thread (IIRC) as well as over at the Deadly forums.

 

Wait until you've landed on another planet, then leave and reenter the Hawk before fighting the Handmaiden.

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I am having trouble with the final handmaidens again the handmaiden fight, after they are all killed nothing happens. I cant open the door to Atris Room and there is nothig else i can do..as the handmaiden. I cant leave for another planet as per the above mentioned fix....so is there a solution or a way to avoid this dead end? I could not stun the sisters, as even tho i carefully attacked them until there was just a little life left in the health bar, and then ran around and avoided those one by one, they still just died..would not go into stun.

 

any suggestions?

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i will try an earlier save, I tried three times to use the last save i have is just after the meeting at the restored academy where Kreia turns all three of the Jedi Masters into toast. The only other mods instaled are the ones you listed as compatible and a custom Nar Shadah skybox. Nothing else.

 

I did note one possible problem, i chose Visas to go with me along with Kreia for the meeting at the restored academy, but then i saw there was a brief cut scene where the handmaiden runs up to Kreia while i am talking to the Masters...so maybe she was supposed to be the other companion. I will try to go back far enough to be able to go to another planet and save and try that.

 

UPDATE:

I just rememberd i did install a mod by Stoffe called Handmaiden Look, it changes the appearance of all of the handmaidens and gives your handmaiden her own outfit, that can be upgraded on the workbench. I bet that is what is messing up my play thru, so this is not a bug of any kind just me being dumb. sorrya bout that. i will have to figure out how to uninstall ..it did us the TSL patcher, but there are only four folders in the backup folder and it looks like it changed a bunch of others, i will try to restore those four folders first and see if that helps. Otherwise i may have to try to get unchanged copies of the other files by doing a new install and copyying the filles over, but they may contain update changes of my progress in the game so i may have hit a dead end of my own making :) sorry about that, i just got excitied about that change mod and did nto think how it might affect my play thru. my bad. :)

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  • 2 weeks later...

Not a bug report, a success report. I've got a pretty modded game with altered scripts and I thought, what the hell and installed this with all the patches. Not entirely through the game yet but have absolutely no problems so far, all runs smooth.

In fact I found no compatability issues with the install (no files failed except for the Restored Dantooine Enclave and Kaeve mods, which are basically put in TSLRCM as they are but I updated them with the TSLRCM versions of the files anyway just in case).

 

To be honest I think you're only going to run into conflicts that can't easily be fixed with altered content mods (of which there are a few) but I've never been into those personally...and the M4-78 mod which I nearly installed before this one but changed my mind at the last minute and put this in instead.

Some mod packs of course have altered content as additional features, things like armour packs that go ahead and add scripts for spawning the new armour at specific locations and conditions, these would be a problem.

 

Most of the restoration, vanilla bugfix and asthetic/appearance mods and even my "TSL Tweak" based on Paragon's D20 mod all have no dramas. The only mod I'm worried at all about is LitRidl's get PC lightsabre from Atris mod, which has a script file and a dlg file, of which neither are used by TSLRCM but the problem comes later when TSLRCM has Atris attack the PC/Exile using his own lightsabre...the one this mod would've already given back at my insistence during the first visit to the Academy. That could be a problem. (edit, removed this mod anyway just in case).

 

Everything else is no worries that I can see, not that I can make a "bug report" if there is since it is a conflict by choice, but my point is I wanted to mention the TSLRCM seems to work pretty fine with what I've been using previously as my fully modded installation.

 

What this means of course is that I'm loving this playthrough I'm doing now.

 

 

edit, okay found some bugs at Khoonda, definitely introduced by TSLRCM since the Dantooine Restoration had much of this content fixed and there are no other conflicts for this section in my override. I think Jonathan7 mentioned these anyway.

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In the Battle of Khoonda, Zherron appears beside the Exile wherever he stations himself even though he says he will take whichever exit the Player doesn't. Then during the cutscene for the opposite entrance to the PC he suddenly appears again as a double. Dantooine Restoration had this content without the bug so I think I'll switch those files over.

 

The TSLRCM includes companions with the Player/Exile for the Battle of Khoonda but the problem here is they are entirely overpowered for the level of foes they face, it was obviously designed for just the PC which when he is alone throughout, at least the combat within the Khoonda facility lasts longer than three rounds or basically a few seconds. As it is he fights in the interior with Master Vrook and a number of militia whilst the mercinaries have the one Boss leader and good equipment but really stand no chance as it was if you managed to repair and arm up the battle-droids earlier.

 

If you didn't do the battle preparations properly then let's face it you deserve to have a real hard time fighting.

 

The original Dantooine Restoration project works much better for the Battle of Khoonda, TSLRCM isn't as good here.

 

I also had some points/bugs about Khaevee, if I can remember my train of thought (damn knew I should've written it down)

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Oh that's right, there needs to be a script firing the "retrieve Master Vrook from the Kinrath Caves Quest" just as if you'd found the mercinary bodies in the Jedi library. Essentially if the Player is in character and happens to explore the area where Kaevee is, before doing the circular route through the enclave (possible but those Deadly Laigreks are certainly challenging at mid-level with no lightsabre and only basic equipment)...well the only thing which makes sense after speaking with Kaevee and discovering the fate of Master Vrook, is to immediately abandon the dungeon crawl and go chase after Vrook at the Kinrath Cave.

 

But the problem is the quest isn't sparked yet, it doesn't fire until you get to the library, get annoyed by gaylord Disciple the gay librarian and examine the mercinary bodies. You cannot chase after Vrook the even more annoying but not as gay Master until you've been in the library.

 

So Kaevee mentioning anything at all about the fate of Vrook is completely redundant unless you've got the script for the Vrook-Kinrath Quest firing when she mentions it. Either this script needs to be included so that meeting Kaevee serves the same purpose as examining the mercinary bodies in the library, or those dialogue lines need to be cut from the Kaevee encounter.

 

I do however love the hook lines about the Sith Holocron, as I'm about to start working on a Holocron mod and the enclave is the perfect place to find it.

 

Oh yeah nearly forgot...

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Rebuilt HK47 Quest parts don't get delivered in sequence during the HK50 encounters, but this was a vanilla game bug. Just since you've obviously introduced a script to award quest parts on defeating HK50's surely there could be additional scripting to make sure the parts are in sequence and don't repeat parts the Exile doesn't need any longer. I think I saw a script to make sure only remaining quest items are given in Kotortool.

 

 

Also I think your hide weapons in animations file might be bugged. Is it the same as the original mod? Gives my dudes spasms in cutscenes.

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edit, okay found some bugs at Khoonda, definitely introduced by TSLRCM since the Dantooine Restoration had much of this content fixed and there are no other conflicts for this section in my override. I think Jonathan7 mentioned these anyway.

Show spoiler
(hidden content - requires Javascript to show)
In the Battle of Khoonda, Zherron appears beside the Exile wherever he stations himself even though he says he will take whichever exit the Player doesn't. Then during the cutscene for the opposite entrance to the PC he suddenly appears again as a double. Dantooine Restoration had this content without the bug so I think I'll switch those files over.

 

The TSLRCM includes companions with the Player/Exile for the Battle of Khoonda but the problem here is they are entirely overpowered for the level of foes they face, it was obviously designed for just the PC which when he is alone throughout, at least the combat within the Khoonda facility lasts longer than three rounds or basically a few seconds. As it is he fights in the interior with Master Vrook and a number of militia whilst the mercinaries have the one Boss leader and good equipment but really stand no chance as it was if you managed to repair and arm up the battle-droids earlier.

 

If you didn't do the battle preparations properly then let's face it you deserve to have a real hard time fighting.

 

The original Dantooine Restoration project works much better for the Battle of Khoonda, TSLRCM isn't as good here.

 

I have redone this and fixed those things as well as made the battle more of a "battle" now. It may be a little too hard now,my companions keep dying one me. :)

 

I also had some points/bugs about Khaevee, if I can remember my train of thought (damn knew I should've written it down)

Show spoiler
(hidden content - requires Javascript to show)
Oh that's right, there needs to be a script firing the "retrieve Master Vrook from the Kinrath Caves Quest" just as if you'd found the mercinary bodies in the Jedi library. Essentially if the Player is in character and happens to explore the area where Kaevee is, before doing the circular route through the enclave (possible but those Deadly Laigreks are certainly challenging at mid-level with no lightsabre and only basic equipment)...well the only thing which makes sense after speaking with Kaevee and discovering the fate of Master Vrook, is to immediately abandon the dungeon crawl and go chase after Vrook at the Kinrath Cave.

 

But the problem is the quest isn't sparked yet, it doesn't fire until you get to the library, get annoyed by gaylord Disciple the gay librarian and examine the mercinary bodies. You cannot chase after Vrook the even more annoying but not as gay Master until you've been in the library.

 

So Kaevee mentioning anything at all about the fate of Vrook is completely redundant unless you've got the script for the Vrook-Kinrath Quest firing when she mentions it. Either this script needs to be included so that meeting Kaevee serves the same purpose as examining the mercinary bodies in the library, or those dialogue lines need to be cut from the Kaevee encounter.

 

I do however love the hook lines about the Sith Holocron, as I'm about to start working on a Holocron mod and the enclave is the perfect place to find it.

The part about Vrook not triggering properly was fixed in one of the later patches and I have taken care of the other issue you mentioned also as well as fixing her dialog the DS part of it was terrible pathing wise..

 

Show spoiler
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Rebuilt HK47 Quest parts don't get delivered in sequence during the HK50 encounters, but this was a vanilla game bug. Just since you've obviously introduced a script to award quest parts on defeating HK50's surely there could be additional scripting to make sure the parts are in sequence and don't repeat parts the Exile doesn't need any longer. I think I saw a script to make sure only remaining quest items are given in Kotortool.

 

 

Also I think your hide weapons in animations file might be bugged. Is it the same as the original mod? Gives my dudes spasms in cutscenes.

 

The problem with the HK50 parts is the script Obsidian had left behind as long as the parts are in the Exiles inventory it works properly but if you install just a couple of hk47's parts it will duplicate parts you already had.(it does need fixing) The 1.4d patch fixes the spasms caused by adding the animations but it causes a sound issue (which may be fixed now).

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First real error I've had:

 

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I'm getting this crash error upon loading the Malachor Surface(if that what loads after the exchange between Traya and Sion just after you leave the Ravager). I don't think I have any mod installed that would cause it, as the only mod I have affecting Malachor is VP's Rank Reformation mod, which only changes the Academy itself(and I've loaded that before with no crash, using warp). And I have TSLRCM up to 1.4d.

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Guys, I need your help. After a long time I want to play KotoR 2 again and I know that there are cool mods for it. So i searched for them and the best "lost content mod" and I found the "Restored_Content_mod vers_1.4" . But I have one great Problem :

 

I cannot get on the side "deadlystreams" . http://www.deadlystream.com/showthread.php?t=339 Everytime I come to this ******* buy a domain site.

 

Can you help me and give me alternative download link or upload anywhere? Please

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This sound issue, is it a crackling of speakers? I wasn't sure if this was problems with my 5.1 desktop setup or the TSLRCM.

 

I have TSLRCM patched up to v1.4d in sequence (as at the time I made initial post) but have only just downloaded the animations fix (which will hopefully take care of the cutscene spasms).

I already had some crackling speakers on the two rearward speakers of my 5.1 surround though (AC97 realtek drivers and motherboard facility for up to 7.1).

 

So I'm hoping this isn't going to give me bigger sound bugs, since I do like good sound and a bit of volume when gaming.

 

Also, am I right assuming we're still in final bugfixing stage and there will be a final version forthcoming?

 

And since I had v1.4d and previous patches I'm wondering how then the Khoonda Battle of mine was bugged if you say it's been fixed. Do you mean fixed for the forthcoming final release/patch?

 

Hope I don't come across ungratefully, I am really so very appreciative of this mod and all the work the team and yourself have put into it. Clearly the most exciting TSL mod thus far and I love youse. It's got me fully back into playing TSL with some wonder and excitement.

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This sound issue, is it a crackling of speakers? I wasn't sure if this was problems with my 5.1 desktop setup or the TSLRCM.

 

I have TSLRCM patched up to v1.4d in sequence (as at the time I made initial post) but have only just downloaded the animations fix (which will hopefully take care of the cutscene spasms).

I already had some crackling speakers on the two rearward speakers of my 5.1 surround though (AC97 realtek drivers and motherboard facility for up to 7.1).

 

So I'm hoping this isn't going to give me bigger sound bugs, since I do like good sound and a bit of volume when gaming.

 

Also, am I right assuming we're still in final bugfixing stage and there will be a final version forthcoming?

 

And since I had v1.4d and previous patches I'm wondering how then the Khoonda Battle of mine was bugged if you say it's been fixed. Do you mean fixed for the forthcoming final release/patch?

 

Hope I don't come across ungratefully, I am really so very appreciative of this mod and all the work the team and yourself have put into it. Clearly the most exciting TSL mod thus far and I love youse. It's got me fully back into playing TSL with some wonder and excitement.

 

There is a sound issue associated with the new animations(certain weapon sounds don't work),just remove s_male02.mdl and s_male02.mdx from your override folder and it clears it up. I think I may have them fixed just need to test some more to be sure.

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Yeah I noticed that, and also the footsteps of the player controlled character often don't make any noise where everybody else does. I'll remove those files.

 

Also I've reinstalled TSL fresh to clear out my older mods. What I noticed was in two installations of TSLRCM I'm getting slightly different bugs, my abstract is that with so many scripting changes perhaps a domino effect on the game shell is going on?

In the first install the short cutscene in the visas fight showed my crewmembers incapacitated in the crew quarters. But in the new install these scene flashes by too quickly to be seen and you go straight to visas quarters for the fight. Her Forcesight influence on you in the battle still works though (love that addition, it was really missing from vanilla because of associated dialogue afterwards).

Plus I might suggest a visas.utc addition to TSLRCM so that she has the Forcesight power when she joins your party (although my install always has this anyway since I rechoose more appropriate feats/powers for visas than what she joins with normally and add things like a dark jedi robe to her equipped items, it doesn't change the visual model but makes it more logical in stats...also according to the dialogue she specifically has this power to use but iirc she doesn't on her vanilla utc).

 

I did notice TSLRCM seems to fix an annoying vanilla bug (unintentionally I presume) where Bao Dur's remote used to continually wind up buried in a pc/npc during cutscenes, damn that was annoying. This never happens anymore with your mod, you can really see a slight change in movement behaviour during cutscenes with the remote (its movement parameters wrt Bao Dur appear noticeably different, much better and giving it a better presence in game, I kind of like the little thing now).

 

Also I know you don't touch the k_ai_master but there are a lot of dlg files rescripted, which I understand may involve ai behaviour. Varsity and I have been mucking around with a mod using script attachments to the k_ai_master and getting bugs for scripts that should be working fine. Any chance you think messing around with the k_ai_master might cause conflict? Troubleshooting it has left us stumped for several days now, but I'm a real novice on scripting (Varsity seems to know what he's doing).

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