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TSL Restored Content Mod "FINAL" 1.5 version IS HERE!


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I just finished TSL with this mod and wanted to bring a bug to your attention. I guess I should probably post this to deadlystream but for some reason I can't access the site :(

I played as light side male sentinel/jedi watchmaster and in Nar Shaddaa I boarded G0-T0's yacht with Handmaiden and T3-M4. (I have never brought T3-M4 there before so I'm not sure whether this bug has anything to do with this mod or not) but when I accessed computers on the yacht using T3-M4 there was an option to upgrade some part of him increasing his dexterity by one. The problem is that the option doesn't disappear after using it once but I could boost his dexterity infinitely by accessing/logging out of the computer.

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I got a save right before I leave Peragus. Can I use that save or is it a must to restart the entire game? Also when do you encounter the first restoration? So that I can check if I installed correctly.

 

I don't think you'll have problems if you use that save. I'm not sure if the Mod restores anything to Peragus, as the only thing removed from the Peragus Modules in the unmodded game, is a few weapons that remain in the games files(they don't use any unseen models, however).

 

The first restorations you'll find on Telos, though they are connected to certain quests. It will get a little more prevalent once you do your first planet.

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I got a save right before I leave Peragus. Can I use that save or is it a must to restart the entire game? Also when do you encounter the first restoration? So that I can check if I installed correctly.

 

For the most part you'll be fine starting from there(just before boarding the EH),the only issue you may run into is some jrnl entries may just show up as blank if doing the HKfactory.

It's one of those goofy things the game does because of how jrnl entries were added.

The first small parts of restoration and fixes begin on Telos(Citadel Station).

 

I just finished TSL with this mod and wanted to bring a bug to your attention. I guess I should probably post this to deadlystream but for some reason I can't access the site

I played as light side male sentinel/jedi watchmaster and in Nar Shaddaa I boarded G0-T0's yacht with Handmaiden and T3-M4. (I have never brought T3-M4 there before so I'm not sure whether this bug has anything to do with this mod or not) but when I accessed computers on the yacht using T3-M4 there was an option to upgrade some part of him increasing his dexterity by one. The problem is that the option doesn't disappear after using it once but I could boost his dexterity infinitely by accessing/logging out of the computer.

Generic bug(happens with HK47 also),but I think it may have been fixed in the next release.

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Hmm, think I'm having trouble with this mod. I've been attacked by the HK-50s with HK-47 in the party on Onderon. It starts off with the HK-50s saying they can't attack or something similar, then they attack anyway. Meant to happen? Also I talk to HK-47 immediately after and his dialogue is just as normal.

 

People have said about Nar Shadaa being much more "complete" now, but barely anything changed on my play through. Very odd. EDIT: Actually one major thing changed, in the Jekk Jekk Tar (sp) I got to the private chambers and Visquis was there with Hanharr. Visquis says something like "You must have angered Goto greatly..." yada yada, then the screen fades. Then when it comes back, Visquis is gone, Hanharr is still there, and I continue the quest as I did before installing the mod.

 

Kreia won't provide lightsaber training even though I have a ton of lightsabers. Visas has one equipped, I have two equipped, Kreia has one equipped... don't get it. She keeps saying something along the lines of "This is something we will leave until we have a lightsaber."

 

I've reinstalled the mod and still nothing. Idk. Maybe I'm expecting more content than has actually been restored?

 

Current mods: Coruscant Jedi Temple, High Level Force Powers, various new heads, Inheritor lightsaber, Jerec's lightsaber, 90sk's Super Content mod, both of Oldflash's lightsaber replacement packs... other than that all I have are reskins and Shem's feature/force power gain mods. Nothing else I could see possibly affecting it. Also I'm playing a DS male exile.

 

Idk, I've played Peragus, Telos, Nar Shadaa, Dxun-Onderon and not encountered *that* much restored content. The installer works fine so I can't see how it's an issue with a corrupted download? Maybe compatibility? I think I read somewhere that you're meant to install this mod *first* before doing anything else and tbh... I can't remember if I did that or not.

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Hmm, think I'm having trouble with this mod. I've been attacked by the HK-50s with HK-47 in the party on Onderon. It starts off with the HK-50s saying they can't attack or something similar, then they attack anyway. Meant to happen? Also I talk to HK-47 immediately after and his dialogue is just as normal.

 

Its supposed to be that if you encounter a group of HK-50's with HK-47 in your party, they will mention that they are unable to attack(like you said), however, you will still have to fight them, though HK-47 will be removed from your party for the duration of the fight.(He'll be put back once you are finished)

 

People have said about Nar Shadaa being much more "complete" now, but barely anything changed on my play through. Very odd. EDIT: Actually one major thing changed, in the Jekk Jekk Tar (sp) I got to the private chambers and Visquis was there with Hanharr. Visquis says something like "You must have angered Goto greatly..." yada yada, then the screen fades. Then when it comes back, Visquis is gone, Hanharr is still there, and I continue the quest as I did before installing the mod.

 

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The trouble with Nar Shadaa being 'complete', would be the fact that the original storyline for the planet included the Genohardan, which didn't make it to far past being just story. Along with this, it was one of two parts were the Exile was to have a in-story "Death"(not permanently), and most agree that two is overkill. The second was to be on M4-78, the planet cut from the game(though a lot of materials for it exist within the game files) .
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I think to trigger the lightsabre training you have to have:

 

1. Visas equipped with a lightsabre

2. One single blade lightsabre equipped on your PC

3. A spare single blade lightsabre in the GUI equipment screen.

 

Plus it does absolutely nothing for you that I've found so far. No XP, no new features. Just a device to measure your single handed, double handed and unarmed fighting capabilities against a common foe comparatively.

 

I would actually back a mod which gave you something like awarded the next tier of two-weapon fighting unless you're already maxed out, for defeating Visas in all three duels.

 

To trigger it you might have to unequip your second PC lightsabre and leave it in the GUI equipment.

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Thanks vanir, I'll give it a shot when I get to that stage, I ended up starting a new game.

 

New issue now, sorry this must be tiresome lol. When I try to take the shuttle from Citadel Station to the Restoration Zone the screen fades before returning me to Citadel Station. Then I'm just trapped there, can't access the shuttle at all. Any ideas?

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I've recently gotten a chance to start up a playthrough of TSLRCM 1.5.1 and I have to say this: So far I've gotten to the second Telos surface module, but it has been the funnest playthrough yet. Granted, I have plenty of other tweaks and whatnot installed, but the cut dialog and refinements that have been added since 1.3 (the last version I tested) have made the experience top notch for me.

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Thanks vanir, I'll give it a shot when I get to that stage, I ended up starting a new game.

 

New issue now, sorry this must be tiresome lol. When I try to take the shuttle from Citadel Station to the Restoration Zone the screen fades before returning me to Citadel Station. Then I'm just trapped there, can't access the shuttle at all. Any ideas?

 

This sounds like a bugged load. It happens occasionally. Sometimes you just get a randomly corrupted load and have to restart from an earlier save, then you get to that point again without changing anything and it's fine.

 

It's either that or some mundane trigger you're missing, like you were rushing through the section so quickly you forgot to speak to the Ithorian outside the shuttle bay before entering.

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  • 3 weeks later...

I've never used any mods before, because I never knew how... But I installed this mod and it works GREAT!

 

Thank you so very much for all the work you put into it! And thank you for making it easy to install!

 

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I'm currently at the Jekk'Jekk Tar and looking for the Gand Warrrior, BTW. Where is that little guy?
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Despite the fact that the thread title says 1.5 is the final version, I have to ask - any plans for another patch? I've been holding off another playthrough in the hopes that some more content might be added.

 

Yeah, version 1.6 is coming out, can't say when though. It won't really add any new content - just improve already existing stuff, fix some bugs here and there, tweak some cutscenes here and there... stuff like that.

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Curious bug i've experienced on a fresh kotor install on a new game. Every part of the mod has worked flawlessly up to the endgame just after sparing atris and heading to the citadel. All the cutscenes show, and then i appear on telos surface inside the military base infront of the HK Factory instance. I assume this is the start of the hk-factory quest, except that i'm not hk, and i can't open the door. There are also 3 HK-50's in the hanger command center you can talk to, which will send you back to the polar region, cutscenes and all.

 

A suggestion on fixing this or just using a cheat to continue things along would be helpful. Only other mod i'm using is USM (with its associated loot-table update) and the compatibility patch (also using the 1.5 fix). And a nar shadaa background, which i doubt contains the files necessary to interfere with..anything. Again, it has worked flawlessly up to this point, so this has caught me by surprise.

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Curious bug i've experienced on a fresh kotor install on a new game. Every party of the mod has worked flawlessly up to the endgame just after sparing atris and heading to the citadel. All the cutscenes show, and then i appear on telos surface inside the military base infront of the HK Factory instance. I assume this is the start of the hk-factory quest, except that i'm not hk, and i can't open the door. There are also 3 HK-50's in the hanger command center you can talk to, which will send you back to the polar region, cutscenes and all.

 

A suggestion on fixing this or just using a cheat to continue things along would be helpful. Only other mod i'm using is USM (with its associated loot-table update) and the compatibility patch (also using the 1.5 fix). And a nar shadaa background, which i doubt contains the files necessary to interfere with..anything. Again, it has worked flawlessly up to this point, so this has caught me by surprise.

 

I recall reading something about similar issue on deadlystream sometime back, it was something related to USM I believe. Try removing k_232tel_enter.ncs from your override and try again, that was the solution IIRC.

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Hello. I am a veteran KOTOR player who has recently returned to this wonderful, half finished game, and has been greatly enjoying the restorations of DarthStoney and his team. As part of a roleplay challenge, one of my intended goal's in game is to stabilize Telos (which effectively means to qualify for the 2000 credit reward from G0-T0). Does this mod offer any capability to do this? Obviously, helping Vogga will not do any favours, and the Bith outside Vogga's chambers speaking of alternate fuel sources might have something, but as he disappears after the Yacht and my current playthrough is at Dxun/Onderon as my third planet (with an earlier backup save at the end of the Telos military base), so it will take some sacrifices to investigate? The Exile sided with Czerka and killed Slusk, though I am not sure if this will effect the possibility of Telosian stability (or whether anything can be done with the Onderonian Beastriders in regards to animal shipments that might aid this).

 

Also, the subplot with the HK Factory has not developed much for me. I seem to be able to get 1000 XP everytime the Exile talks to HK about the sonic sensor and using it to track the new HK's, and although my journal states I have fought three groups, none of HK's dialogue options seem to yield any information about this new development. And in a minor bug, it is possible for G0-T0 to come with the player in the "Dance for Vogga" quest, though otherwise his refusing to enter Vogga's chambers works just fine.

 

Jorran, the salvager on Dantooine, also seems to be bugged, though I am unsure whether TSLRCM or any other mod has something to do with this. I let him leave upon demanding to talk about his supposed moisture vaporator theft (but after talking with Kaevee), and when talking to him in the salvagers camp, it switches to a camera view of the ruined Enclave's exterior and offers me the same dialogue options as I had when he was behind the door, though I was still able to complete the quest and get Suulru to join the militia.

 

I'm not sure if this was a deliberate decision on the part of the developers, but I believe reading on the TSLRP site that the initial Ravager cutscene was initially intended as an in-game scene, and a patch was available for download for it. Since I noticed zbyl2 commenting that the TSLRP fixes were included, I thought I'd bring it up, though at least it's in higher quality due to the HD cutscenes patch on FileFront.

 

Apologies if this is off topic, but an annoying bug that I have heard is related to video memory, but seems unlikely (while I am running max settings at my native 4:3 1280x1024 resolution, I have a GTX 470 with 4059 MB memory), and that I have noticed on both games, modded and vanilla, is that after a while, dialogue starts to skip, as well as there being a loss of sound during cutscenes. It can occur mid conversation with a single person, and seems slightly more common when loading new modules, especially cutscene-only ones like Tobin's ship. Is there any known cause or solution to this?

 

I would ask elsewhere, but it seems there's some GoDaddy related issue with the Deadly Stream forums.

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As part of a roleplay challenge, one of my intended goal's in game is to stabilize Telos (which effectively means to qualify for the 2000 credit reward from G0-T0). Does this mod offer any capability to do this?

Yeah, if you talk to Vogga after blowing up Goto's Yacht, he'll agree to get fuel from Sleheyron to help Telos. After that you'll be able to tell Green on Telos about fuel.

 

Also, the subplot with the HK Factory has not developed much for me. I seem to be able to get 1000 XP everytime the Exile talks to HK about the sonic sensor and using it to track the new HK's, and although my journal states I have fought three groups, none of HK's dialogue options seem to yield any information about this new development.

After you destroyed three groups of HK-50s, you should get a scene where

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HK-47 interrogates one of 50s on the Hawk. You'll get to the factory itself much later in game, after returning to Telos at the end.

 

I'm not sure if this was a deliberate decision on the part of the developers, but I believe reading on the TSLRP site that the initial Ravager cutscene was initially intended as an in-game scene, and a patch was available for download for it. Since I noticed zbyl2 commenting that the TSLRP fixes were included, I thought I'd bring it up, though at least it's in higher quality due to the HD cutscenes patch on FileFront.

Just a note before someone get confused - if I said anything, I didn't say that TSLRP fixes were included, I said that we fixed bugs ourselves.

By Ravager cutsene I assume you mean one where you see Visas and Nihilus for the first time? We never turned it into in-game cutscene because it wouldn't allow us to keep original music in the scene. Though I must agree with you about quality...

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