Hey guys, this is my first time posting in forums. I want to start KOTOR1 again after a long time and have a LOT of mods downloaded, separated into folders, categories etc.
Im not sure where else to post my q, so dont mind, feel free to redirect me to a proper post/forum/thread. But im posting here since BOSSR is such a major mod and have seen few similar posts here, though not all were answered.
Ill give detailed list of my mods, screenshots and even quotes from various posts, sites i found on in/compatibilities of mods, it could help many ppl here as well, so please bear with me. Or lion, preferably. :-P
I have managed to sort non-patcher mods into one folder, the ones that overwrite are either compatible, safe to ow or i prefer some files to ow others, thats mostly solved. The problem is w TSL patchers and which, when to install, taking BOSSR as main factor? Which to throw out, which are conflicting etc?
This is my ATM order and mods list, some i renamed so are not quite orriginal names:
!1 Override Non-patcher Mods
https://imgur.com/MwaRSc7,XKvNdQe,haJll6K)
!2 TSL patcher Mods
https://imgur.com/MwaRSc7,XKvNdQe,haJll6K#1)
!3 BOSSR+Patch
!4 TSL patcher Mods
https://imgur.com/MwaRSc7,XKvNdQe,haJll6K#2)
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These are misc quotes that I used as guidelines.
OK - i did that
?? - not sure
I am certain that it has nothing to do with BoS: SR itself because no-one else is complaining about this. My question is:
Do any of the following mods have compatibility issues with BoS: SR that would cause this?
A Lost Sith on a Nameless World
- A Lost Sith in a Nameless World Fix
Canderous' Mandalorian Items
Drug Dealer (Removing because, upon retrospect, I don't really want drugs :P)
K1 Force Pack [v2.0]
Brotherhood of Shadow Launcher
Korriban Academy Workbench (Removing this because I am also having issues with workbenches in the game, i.e., I try to use them, and nothing happens; even if this is not the culprit, such an issue makes this mod redundant until I can figure out what the deal is)
Bastila Romance Enhancement (Removing because, upon retrospect, I don't really care to see my character engage in an hour-long kiss with Bastila :P)
Hide the Weapons (Removing because it uses the animations.2da file, which I suspect, though am not entirely sure, not being a modder, to be a culprit in my current predicament; also, the mod causes weapons to disappear while characters engage in dialogue, which can be awkward when two characters are fighting and conversing at the same time)
I Want to be a Jedi!
Juhani Improved
Malak Improved
Music Enhancement for K1
Trewin (Removing because, upon retrospect, I don't really care about this guy's name)
Turn T3-M4 into a Workbench (Removing this due to compatibility issues with the K1 Force Pack)
Ajunta Pall Unique Appearance [v1.1]
Darth Bandon Head Reskin
Female Mandalorians (Removing this because I suspect that it might be the culprit for obvious reasons)
Green Grass for Dantooine [v2.0]
K1 Movie-Style Hilts
More Green Mod [v1.0]
New Belaya (Removing because, upon retrospect, I don't really care about Belaya because she is a bitch :P)
PFHC01 Female Head Reskin [v1.1] (Removing because I care about canon and probably will never play this as a female because there are no wimmenz in Star Wars :P)
PMHA03 Head Reskin (Removing because I never use any Asian heads because I still blame them for Pearl Harbor :P)
Taris Reskin (Removing the Dantooine Estates and Sith Base portions of this because I kinda just like the originals better; also, there are apparently two files within the mod that conflict with each other)
Bastila Extra Dialogue
Bastila on Korriban
Black Vulkar Base Restoration [v1.1]
Enhanced Shadowlands Restoration
Garrum and Taree'lok Restoration [v1.1] (Removing because, upon retrospect, I don't really care about these two)
Sharina Fizark Restoration [v1.1] (Removing because, upon retrospect, I don't really care about this character)
Taris Lower City Restoration
Taris Undercity and Gamorrean Stronghold Restoration
Uthar and Yuthura Restored Academy Uniforms
Before anyone says anything, yes, I do realise that this is a lot of mods. However, most of these are reskins, and I made sure not to use any otherwise that would require use of the 2da Merger, or other such tool (not that I dislike that tool; it's just that, if you have to use it, you're more than likely heading into trouble). Also, for the record, I have been making sure to install the non-TSLPatcher mods first.
I am going to reinstall the game with the twelve specified mods removed, and also re-download BoS: SR in case I somehow screwed up in the extraction or something. In the meantime, if anyone has any suggestions, it would be much appreciated.
- I would recommend one more thing... an addendum to DK's instructions.
Install the non-patcher mods first, noting which ones have compatible .2da's. You want to install mods in this order.
1. Non-Patcher mods that contain no .2da's
2. Non-Patcher mods that have built-in .2da compatibility (by the author) with other mods - the readme will tell you
which .2da has the most compatibility friendliness
3. Patcher mods that are not explicitly recommended to go later/last in a mod install process (most patcher mods)
OK 4. Patcher mods with specific instructions - ie. Inyri's Kay
This omits mods that are not made to play well with others. Those are at your own risk only, as you will have to
manually edit .2da files, use stoffe's JRLMerger for the global jrl, and edit any scripting calls that are pointing at a
wrong location in your .2da's. For these reasons, in K1 mods, I recommend installing RedHawke's mods of choice first
(because their olde, non-patcher (mostly) and excellent), then follow the above steps.
OK - There's a simple rule that pretty much ensures, that the mods you install will all work
together: Don't overwrite ANY files!
OK - So, install the mods that do not use TSLPatcher first and also always check the log of the
Patcher for warnings about files, that already exist (it usually skips them, witch means that
the mod most probably won't work).
?? - BOSSR is the largest so it's probably best to install that first. because of the sheer size of this mod, you are bound to run into problems if you install the mod over mods already installed.
OK - the modifications which have appearance.2da and don't have the TSL patcher will have to be installed manually, (basically it is like a big excel spreadsheet and you will need to change individual row entries).
Though I'm surprised nobody ever discovered the easter egg I mentioned in past posts. If I remember correctly there was a gizka in the Czerka Compound which you could release from its cage. The easter egg is activated when you go near the Gizka and activate the detonator found in the Administrator side quest. Have fun!
OK - the only other mod i have on the the recruitable kay mod and i read this
NOTE: YES, this mod is compatible with the popular Brotherhood of Shadow Mod. Install my mod first, then install BoS for greatest possible compatibility. Please see the installation section below for a list of files that are necessary for Recruitable Kay to work. Anything else you can safely allow BoS to overwrite.
Quote:
Originally Posted by Intress View Post
The second problem I had was after finishing the mod and attempting to leave the Czerka Mining Facility, the game exited to the main menu when I tried entering Dreshdae. Any attempt to enter into it from the Civilian Quarters, warping to the Ebon Hawk and exiting the ship, or warping anywhere on Korriban quit the game to the menu and lock up the controls. It only happened on one save that I've since deleted, but I'd prefer it to not happen again and haven't progressed that far into the mod again yet. I had to make sure I finished Korriban before I attempted the mod again, and now these randomly switched models are worrying me.
Not sure about this one... played the mod through several times and not encountered it. What other mods do you have installed? Do you happen to have Agent Xim's Korriban Caves or RedHawke's Ord Mantell installed? Those will have conflicting scripts with BoS:SR. There are workarounds, we can work that out after you correctly install the mods. I would recommend not warping around that much when there are so many triggers you can break.... Korriban is loaded with stuff going on, so warping around before certain booleans have been set or triggers plucked will b*tchslap your game.
OK - BOS should be first (bf Kay) and it IS compatible with Recruitable Kay. (I have read iirc in the authors info this, but have also read that Kay should be AFTER BOSSR, since it will be ok to have some files skipped, jrl ones.)
OK - K2 What is installed first? If I remember correctly it went:
Ultimate Saber Mod, followed by the Ultimate Saber Mod Update. After that came the
Hollowan Plug-In plus its patch. I believe you install Ultimate Saber Mod and then all of USM's updates and then the plug-in and all of its
updates.
OK - Ultimate Sound Mod then BOSSR then Recruitable Kay (NOTE: Three files are set to overwrite in the case that you have these files in your override folder already, as they are necessary for the plotline to progress. These three files are bastila.dlg, man26_sitharg.dlg and tat17_darkjedi01.dlg)
OK - RedHawke: Also note that I have been told that the Korriban Crystal Cave 1.1 by AgentXim is incompatible with my ORD Mandell mod. Something to do with the scripts in that mod conflicting with mine.
Darth InSidious: The Korriban Crystal Cave v1.1 fixes that issue, and is available from Agent Xim's site.
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**CONFLICTS**
There were many more which i just solved by removing less desired mods to unused mods folder
SABER&MELEE WEAPON SOUND MOD VS ULTIMATE SOUND MOD - put them on behind the other by the order i prefer them to be installed, ie i preffer saber mod after bc of the sounds.
cb_ls_humgood.wav
cb_ls_powerdown.wav
cb_ls_powerup.wav
cb_ls_swinglong1.wav
cb_ls_swinglong2.wav
cb_ls_swinglong3.wav
cb_ls_swingshrt1.wav
cb_ls_swingshrt2.wav
cb_ls_swingshrt3.wav
cb_ls_twirl1.wav
cb_ls_twirl2.wav
TATOOINE JOB OFFICE VS BOSSR - read somewhere to put Tatooine bf the BOSSR
k_ptat17af_enter.ncs
k_ptat18ac_enter.ncs
MD RH RODIAN ELDER MERCHANT1 VS TATOOINE JOB OFFICE VS BOSSR - dont care about lip sync here if i can have merchant
n_grodian_comm1.lip
n_grodian_comm2.lip
n_grodian_quel.lip
Jabbas Palace VS Tatooine JO - is this ok?
k_ptat17ab_enter.ncs
K1 Restoration VS Recruit Kay - as stated in Kay info, there are only 3 important files to watch so i left it as it is. BUT Kay installer also skips global.jrl. Is this important for Kay mod to be playable or not?
22aa_zaalb01_01.dlg
dan14_cutscene.dlg
etc
So i can also remove Tatooine JO to solve these issues? Edit Done it.
Concept question, what does BOSSR mod do to TSL mods installed before it, does it append them or overwrite or skip? Same for TSL mods after BOSSR how do they behave? If i know that i could know which ones to put before and after.
Ive just noticed that Kay is passive mod, skipping already exsisting files, while BOSSR is aggressive, ow or appending them. So if there are mods that i put after BOSSR that are safe to be ow can you tell me which ones are they? I give advantage to BOSSR stability over having extra mods.
After installing all, several heads in the portrait screen in new PC creation dont have heads, but have profiles. that dont bother me as long as ingame chars are with heads on their shoulders. :-O
Could it have smtn to do w Male Head Pack mod, anyone? It had no errors or warnings in instal log. Its case w few others as well didnt write that down.
I used Everything search program to check incompatible and conflicting files.
Heres link to all instal logs by order:
https://app.box.com/s/qc4l0iqs31bc39m233phz3q1a8tkxq4x)
OR
https://www.mediafire.com/folder/fzkqgkqx741g8/SW_Kotor_Instal_logs_by_order)
Thats all, please help as much as you can. Thanks to all the modders for great mods and especialy s9! Cant wait to play your mod! :-)