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New Patch & Mods

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 lord_blodgett
02-05-2004, 7:07 PM
#1
Has anyone tested to see if they've "fixed" it so that mods no longer work.

They have a history of doing this with the mods to NWN they don't like.
 Kitty Kitty
02-05-2004, 7:26 PM
#2
Just realized a new patch was out. I'll DL it and see what happens. :)

*Edit*
From the patch dialogue:


Here are the fixes in this update:
-added 1280 x 1024 support
-added a walk toggle (WOW.. they listened! lol)
-added some party management options to the Ebon Hawk.
-fixed dialogue skipping bug
-some general bug fixing

For further details, please see the SWKotORv102.txt file in your SW:KotOR install directory.


The patcher specifically stated the following:

Your game version is: 1.01.514065 English

Pinging: swpatch.bioware.com
Retrieving autopatcher version information
Retrieving game patch information
Connecting... swpatch.bioware.com
Downloading sw_pc_english_from101514065_to102514076.md5
Latest Game Version Available: 1.02.514076
Connecting... ftp.lucasarts.com
Downloading sw_pc_english_from101514065_to102514076.zip 3.5 MB
Done downloading.
Extracting files from: temp\sw_pc_english_from101514065_to102514076.zip
inflating: sw_pc_english_from101514065_to102514076.rtp
inflating: patch.txt
inflating: iniupdate.txt
inflating: SWKotORv102.txt
Copied file: sw_pc_english_from101514065_to102514076.rtp
Patching File modules\danm13.rim
Patching File modules\danm13_s.rim
Patching File dialog.tlk
Patching File launcher.exe
Patching File modules\lev_m40ac.rim
Patching File modules\lev_m40ac_s.rim
Patching File patch.erf
Patching File modules\sta_m45ac.rim
Patching File modules\sta_m45ac_s.rim
Patching File swconfig.exe
Patching File swkotor.exe
Patching File modules\tat_m18ab.rim
Patching File modules\tat_m18ab_s.rim
The rtpatch file has been successfully applied
Copying additional files
Copied file: patch.txt
Copied file: SWKotORv102.txt
Your game has been successfully patched.
Your game version is: 1.02 English
Time taken to patch game 0:06:04
Checking for additional content.
Connecting... swpatch.bioware.com
Downloading sw_pc_english_optional_content.txt
There is no new content available for download.
Done


So if you've made any modifications or changes that alter or depend on the files: danm13.rim, danm13_s.rim, dialog.tlk, lev_m40ac.rim, lev_m40ac_s.rim, patch.erf, sta_m45ac.rim, sta_m45ac_s.rim, tat_m18ab.rim, or tat_m18ab_s.rim

Then you'll likely have to re-do them to work with the new versions. Especially in the case of the dialog.tlk file. The exe's: launcher.exe, swconfig.exe, and swkotor.exe (main binary) were also patched, though none of that *should* change anything as for the mods we've seen.

The full readme file:

Star Wars(R): Knights of the Old Republic(TM) v1.02

Here are the changes in this update:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added the ability to map the Arrow keys for main game movement.
- Added a Walk option button; by default it is the B key. While holding down the Walk button, your character will walk.
- Added support for 1280x1024 resolution.
- Added the ability to see all available party members character, ability, and equip screens while on the Ebon Hawk or in the apartment.
- Added the ability to hide the game GUI when taking screenshots. Use the following settings in your swkotor.ini in the "Game Options" section:
EnableScreenShot=1
GUIsInScreenShot=0
- The container GUI screen will no longer close everytime you click Give Item.
- Holding Shift when clicking Give Item or double-clicking the item to give will transfer the entire stack, without shift it moves the items one at a time.
- Added in some extra error checking and logging for loading and saving save games. If there is any problem, a file called "fileerror.log" is created.
- Made a fix to the Force Point Regeneration item property so it actually regenerates Force points.
- Fixed an issue where in some rare cases, the player would be killed while on the Leviathan.
- Fixed an issue with Dantooine Pazaak occasionally breaking Suvam Tan on Yavin.
- The Sand Person disguise will no longer be reset when entering Anchorhead and the Dockingbay.
- Dead party members will no longer show up later in the game. What with them being dead and all.
- Fixed the Hidden Bek Door (Security Station) to no longer display the 'Impossible' message.
- Fixed a visual issue with Power Blast and using Dual Blasters where the off-hand blaster wasn't firing.
- Fixed a problem which would cause dialogue to skip through without playing any VO.
- Fixed a problem where you would get stuck at a black screen after a game load or an area transition.
- Fixed a problem where the screensaver could activate during the playback of a movie.
- Put in a symptomatic fix for your character's attributes being reset to all 8's.
- Put in a symptomatic fix for party members getting stuck and not fighting.
- Put in a symptomatic fix for losing force points when going through area transitions with Force Valor active.
- Removed the +2 bonus to the offhand attack when wielding a balanced weapon in the offhand or when wielding a double bladed weapon.
- Removed the ability to bind controls to the "Alt" key. The "Alt" key was never inteded to be a usable key in the first place.
- Fixed a rare crash bug when leaving the Ebon Hawk or the Apartments with party members.
- Made some stability improvements.

SWConfig
=-=-=-=-
- Added a check for the minimum graphics card driver version for ATI and NVIDIA based video cards as stated in the Troubleshooting Guide. If you scan your hardware and do not meet the minimum requirements for the game, you will be prompted to launch your web browser to download the latest drivers.
- Fixed a minor bug in RAM detection where it was sometimes off by 1 or 2 MB.


LucasArts Star Wars: Knights of the Old Republic page:
http://www.lucasarts.com/products/swkotor/)

BioWare Star Wars: Knights of the Old Republic page:
http://www.bioware.com/games/knights_old_republic/)

BioWare Star Wars: Knights of the Old Republic forums:
http://swforums.bioware.com/index.html?viewcat=11)



Star Wars(R): Knights of the Old Republic(TM) 1.01:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Added two new "swkotor.ini" sound options,
[Sound Options]
Environment Effects Nonstreaming=1
Environment Effects Streaming=1
The Environment Effects Streaming=0 option was added to fix a problem with sound pauses while playing the game with an Intel i845 or i850 chipset motherboard and a 100 MHz Front Side Bus.
- removed the awareness penalty when running
- Made a fix to the "Disable Vertex Buffer Objects" option in "swkotor.ini".
[Graphics Options]
Disable Vertex Buffer Objects=1
If you are having some odd, random graphics issues you may be able to resolve them by adding an entry to your "swkotor.ini" file:
- Made a fix to the Enable Hardware Mouse option when it is disabled. This fixes a crash with certain ATI Radeon 9600 video cards.
- Made a fix to a display issue with Small Fonts.
- Made a fix to a gamma issue after movies finish playing.
- Removed the display of Force Points on portrait tooltips for non-Jedi characters.
- Fixed bug where some objects in the game would give a sticky mouse indicator like they had an inventory when they did not.
- Fixed an issue where if you changed appearance while Force Speed was active your movement rate would return to normal.
- Fixed an issue with droid animation when the item they were using ran out or their target died.
- The turret mini-game should no longer have the blur visual effect if you enter it with that visual effect turned on.
- The Security option no longer displays for doors which a key is required.
- Fixed a rare bug where the game could get stuck if an autopause was triggered at the exact same time as an area transition.
- Fixed a rare crash that could happen when a Dark Jedi dies at the exact same time as he deflected a blaster bolt.
- Fixed a rare crash on startup under Windows 98.
- Fixed a few memory leaks.



More info if and as I get it, but doesn't appear that it's going to have MUCH if any impact on most mods (other than things like the dialogue.tlk file and such)

-Kitty
 lord_blodgett
02-05-2004, 7:30 PM
#3
Guess I'm obsessive :D
 Syphadeus
02-05-2004, 8:14 PM
#4
I wonder. Doesn't Talchia's Padawan 1.03 MOD use a dialogue.tlk file to change what would be Trask's dialogue at the beginning into the Jedi's dialogue when asking for your class and lightsaber colour?

Just wondering since I don't really understand the tech talk stuff.
 Hoa_Binh
02-06-2004, 5:49 AM
#5
Originally posted by Syphadeus
I wonder. Doesn't Talchia's Padawan 1.03 MOD use a dialogue.tlk file to change what would be Trask's dialogue at the beginning into the Jedi's dialogue when asking for your class and lightsaber colour?

Just wondering since I don't really understand the tech talk stuff.

Ah, yes. The talk table. Most likely Talchia's mod does not use the Talk Table since the user would have to download a new one that would not be compatible with any other alterations to it.

Most likely Talchia's mod stores the text inside the conversation file itself. The NWN system that KotOR is built on allows text to be either stored in the dialog.tlk or inside the conversation file (it actually works like this for everything, not just conversations).

Bioware probably made the dialog.tlk in the first place to make it easier on all of the translators for their games since everyting they need to translare is in one place.


/HB
 lord_blodgett
02-06-2004, 11:10 AM
#6
I haven't tried the padawan mod, but have tried the darth revan mod with the new patch with no problem thus far. I am only as far as Dantooine tho'.

So far so good. The Holowan Mod's work within my limited testing as well (both of them). As does Kitty's model.

For once, Bioware didn't try to enforce any of their edicts with a patch.
 T7nowhere
02-06-2004, 12:28 PM
#7
Well lets hope the only reason Bioware doesn't support Modding is because they don't want to spend the extra time to support modding.

Personally the only thing thats keeping me intersested in KotOR now is the modding community. I have played though the game about 8 times sinse it came out in november. I haven't even played though for about a month now except to test new mods.

Hopefully Bioware will just let everyone Improve this great game.
 Closter
02-06-2004, 6:13 PM
#8
Bioware have nothing to do whit the if we can help mod its to lucasarts to say if they want the mod to be support etc they pay for the games.
 jordie8472
02-06-2004, 11:58 PM
#9
Does this patch affect any clothing mods?
 beel2112
02-07-2004, 5:03 AM
#10
I just restarted a game with the Padawan mod and everything seems fine so far, except I still get the "Impossible" error with the Control Room in the Hidden Bek base...
 Darth Exar Kun
02-07-2004, 2:21 PM
#11
Originally posted by Closter
Bioware have nothing to do whit the if we can help mod its to lucasarts to say if they want the mod to be support etc they pay for the games. ok, well look at the facts Lucasarts has an official forum depicated to modding of KOTOR and Bioware banned it.. seems like Bioware is the bad guy in this sencero
 kyrellic
02-08-2004, 12:11 AM
#12
Originally posted by Darth Exar Kun
ok, well look at the facts Lucasarts has an official forum depicated to modding of KOTOR and Bioware banned it.. seems like Bioware is the bad guy in this sencero
Odd, I don't recall seeing an actual LucasArts forum for modding.

LucasForums are *not* Lucas owned and operated. In fact, the KotOR website on Lucasarts.com shows all official forums as being the bioware forums, and StarWarsKnights.com as a "Fan Site." (Which, with a quick look at WhoIs, is definately not a Lucas owned item either.)
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