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View Full Version : (K1) Which mod is causing this bug and other mod related questions


Radyer
05-16-2009, 09:26 AM
Note: I really don't know how to troubleshoot mods and I haven't finished the game to be honest so I don't know when another bug will strike.

This bug causes the game to be unable to take the light side path when facing Chuundar in Kashykk similar to the Tatooine bug with the Recruitment Kay mod without the fix.

The game just reverts to giving the PC control after talking to Zaalbar about fighting Chuundar no matter what conversation you go with. Fighting Freyrr works though and when the control is given back, talking to Freyrr causes him to give you the conversation options after defeating Zaalbar.

P.S. Kashykk is the 1st Star Map

Mods installed that didn't cause this bug: (I didn't really test them one by one since I just unload all to their folders. It just happens that filefront confused me and then finally I realized how to browse all the KOTOR mods there so I kept restarting the game and installing the mods. I've only finished the planet Kashykk and Korriban all in all.)

Bastilla and Female Revan: The Untold Story
Bastilla fix
Brotherhood of Shadows/Wubil and Utini fix (although I forgot to put in Wubil and Utini)
Brotherhood of Shadow + 1.05 patch
Orb Mandell
Canderous' Mandalorian Items
Duros Merchant
EZSwoop
K1 Movie Style Hilts
Manaan Doors
Lightsaber forms
Mekel Recruit
Project Bastilla
Recruitable Kay/1.01 patch/hotfix for Tatooine
RedHawke Item Pack 1c & 2a
Revan's Mask++
Redhawke Saber Upgrade
Redhawke Construction Bench
Redhawke Eugenics Chamber
Star Forge Workbench
Roleplay Padawan Mod
Realistic Visual Effects

New Mods that I've copy pasted since then:
Allronix Dialogue
The Romancing of Bastilla
Chain Lightning Arc from enemy to enemy
Challenge Sith in Korriban
BigBadSoundMod
Carth's Secret
Carth the Cheater
Dark Side Romance
Duros Merchant
Extreme Pazaak
Fast Feats
Feat Gain K1
A Lost Sith in the Homeless World
HK Donatore Bot
K1 Force Pack
Kotor2 Style Rebalance for K1
Music Enhanced
New Darth Malak and Darth Bandon reskin
Recruitable Selken Sahasa
Darker Republic Colors
Redhawke Sith Artifacts
Sith Students on Korriban wear Robes
Saber skins (the one where the commentor on filefront says acts like flames)
Super Enhanced Mod
Ultimate Sound Mod
Deleted every unk_evilbast on Allronix's Dialogue mod to fix incompatibility with Female Revan and Bastilla Untold Story mod
Replace tar02_sarna021.dig to fix Sarna bug of Lesbian mod

Also are there mods of these? (Sorry if these sound more like mod suggestions. Besides filefront, I really don't know where else to look for all the mods. Lots of broken pcgamemods links and other sites when looking for mods of this game.)

Not-so-super Skip Dantooine? (I know there are mods for Taris and Endar Spire but personally I found Dantooine to be more boring with all that talking and walking. I was hoping there is one that shows just the conversations for the cutscenes of the sidequests, gives you the choice options and then transports you to Sherruk's fight and give you an option to fight him or skip to his corpse. Then later in the Jedi Council, skips the ruins. All items and exp retained though.)

Conversation that suddenly fixes the dialogue where Jon suddenly knows who Sherruk is after you told him you killed the leader.

Flying Ebon Hawk conversation (Have it so exiting the Ebon Hawk triggers the cutscene to the planet instead of one back to back cutscene of the Ebon Hawk leaving a planet and dropping down another planet)

Differently ordered visions (I find it annoying when a Quest person sends a package to another planet and then you get another vision when dropping down to that planet when you were just playing delivery boy. Maybe have all the visions in Dantooine before the ruins or even have visiting the ruins be the first quest instead of the last)

NPC leaving cutscene (Have it so that when one of the mod replaces the default character, the character has one final conversation with the PC.)

More areas to offer swoop racing with more varied tracks and an official character rankings where other swoop characters pop up. (Ehh...maybe I'm playing the wrong game but as much as I hate the action sequences because my fingers are too slow and I can't follow the fight animations, I actually liked the annoyance and frustration of not winning Swoop Races. It's just the tracks and the overall feel doesn't reflect the competitiveness of the Swoop Racer's character dialogues)

All Jedi Powers attacks/helps all characters (I just can't make sense of Juhani's ability to paralyze both the PC's companion when there isn't a Force Power that does that in the game)

Dominate Mind in-battle (Have it so the PC can convince a character to side with them. The controlled character automatically switches to a melee weapon and serves as a meat puppet for the other opponents to keep the PC from being targetted. Maybe Consular only)

Replace Force Armor/Force Valor/Energy Resistance with Multiple Enemy Affliction/Plague-like Powers (I just find it strange... It just doesn't seem very Force like though i'm not an expert. Maybe have it so that it deals Sonic/Fire and Cold damage)

Better Grenadier/Blaster Script (Maybe it's just me but even when I stack up on actions, whenever I take control of a range character for them to run away, the other two characters already use up nearly all their moves and replace them with defensive minded ones like Force Valor or something. This has caused me to die in the hands of the Mandalorian Commander at Kashykk multiple times because as soon as I drag Mission away, Jolee and the PC already are on their last action and their entire stack is now composed of Defense helping Force Powers which is just suicide under the Super Enhanced Mod. I did have both jedis under Jedi/Droid Support Script though)

Hand to hand mod (I just kinda like the animation of the unarmed combat fisticuffs)

Underwear mod when sleeping/Clothes in Ebon Hawk/Armor outside of it (Ehh...it just seems like the underwear mod textures go to waste without a scene like this)

Items that allow a PC to fight well with just Custom Clothes from RedHawke's construction bench (I know there is a repulsor shield mod even though I haven't tried it but I doubt any of it can help a PC survive the Super Enhanced Mod and yet the Mandalorians somehow improved upon the Neo-Crusader suit by turning it into Boba's non-full armor for mobility according to Wookiepeda. Doesn't make sense)

Turns all non-lightsaber melee weapons into...something else (Maybe it's just my lack of knowledge of Star Wars but even with the energy shield explanation...the whole lots of swords thing kinda seems iffy and makes KOTOR less Original Trilogy Star Wars. Even many of the skins of the swords on filefront looks medieval. The only ones I liked are the Wookie weapons and the Vulkar stun sticks. Maybe more... sonic pistol/taser looking/Predator & Turok style weapons and wrist weapon looking ones but melee?)

Other NPC romances (Maybe I'm a sucker for ren'ais or the commonly stereotyped dating sims but there's something more engaging about having to compete with another for someone's affection. I know Allronix already did it with Canderous and Bastilla and the game hints at Belaya and Juhani so maybe there's a mod out there that does this in a balanced way? or maybe just a mod that causes an NPC character to talk badly to another which causes them to improve in stats when they next join you. I was laughing when I first saw the Mission/Bastilla force push scene but what I was really thinking was when Juhani paralyzed Canderous and I just thought, damn, if Canderous had that personality and he got paralyzed that bad, he'd be training his ass off not allowing Juhani to do that to him again as part of his Mandalorian pride and T3M4 would maybe get a quest or throw a tantrum until he gets equipped with electrical immunity items.)

Edit:

Oh right, and fast grenades. I just remembered the cantina scene with Calo Nord. (Maybe have it so that awareness defines the speed of the grenades and increase every enemy's grenade throw speed but give everyone an infinite use grenade shield which must replace an armband.)

xrefusex
05-16-2009, 04:52 PM
That's a load of mods, a lot of which mess around with the same 2da files, so unless you cross check them all individually, it would be hard to say which one is to blame. It also sounds like some variables have been altered in your saved games (corruption tends to happen now and again), so in theory you could probably rectify that via KSE, although that might simply cause more problems down the line.

Radyer
05-16-2009, 07:17 PM
Does that mean the mod bug is near undetectable? Reading most of those mod comments in filefront, it seems many modders know what mods conflict with what mods since I assume they are all well known mods because they are on filefront. I know Allronix for example posted in the Revan Untold Story mod and was even the first one who said the mod conflicted with his mod.

VarsityPuppet
05-16-2009, 07:44 PM
Some of those mod "suggestions" sound pretty intriguing but as I'm not proficient in scripting, I couldn't make any of those.

xrefusex
05-16-2009, 09:59 PM
I'm guessing that mods that alter aspects of quests, or ones that have an effect on events on Kashyyyk are probably the ones you may want to focus on; something that simply alters the appearance of an item probably isn't to blame. With regards to mod compatability though, their creators don't always catch all bugs or test compatability against every other single mod, so conflicts are more than likely when you combine as many as you have. Sometimes the order in which you install them can also have an adverse effect.

Lord of Hunger
05-16-2009, 10:06 PM
I am not the most knowledgeable about these things but there are two things that are mostly likely to be screwed up here: Your globalcat.2da is screwed up or one of the dialog options for that particular scenario is screwed up. You could always try reinstalling all of your mods and doing a new game. For one thing, you should get the latest version of BOS (the 11.07 fix). This would also be a good time to remember if any mods you've tried out weren't all that great and/or created unbalancing issues (as in made the game too easy) so you can avoid installing them and improving your game experience.

Hope that helps,

Lord of Hunger

Qui-Gon Glenn
05-16-2009, 10:42 PM
I am not the most knowledgeable about these things but there are two things that are mostly likely to be screwed up here: Your globalcat.2da is screwed up or one of the dialog options for that particular scenario is screwed up. You could always try reinstalling all of your mods and doing a new game. For one thing, you should get the latest version of BOS (the 11.07 fix). This would also be a good time to remember if any mods you've tried out weren't all that great and/or created unbalancing issues (as in made the game too easy) so you can avoid installing them and improving your game experience.

Hope that helps,

Lord of Hunger

Great advice, QFT.

Beyond that, I would look at the possibility of Allronix' dialog pack as a potential issue.... with all of your other mods, that one might break the bank, if you catch my drift.

In general, when installing mods, try this approach - First, start clean, do an uninstall and fresh reinstall of your game - only sensible way to clear up all of the changes in your game that mods have made. Update. Then, choose ahead of time what mods you want to have playing together.

For instance, you have wisely chosen not to install Yavin 4 with Brotherhood of Shadow... they both make use of the Rakatan Mind Prison, and Yavin 4 breaks BoS fairly reliably. So, recognize that not all mods can be used in conjunction - mods are made by individuals, not the company, so they do not have to make them to work well with mods done by others.

Then, install your mods. Start with mods like RedHawke's, since they are both excellent and manually installed. Install Ord Mantell last, as it has the latest versions of his .2da's and global.jrl (I noticed you have my fix installed - you should install the shop silly!) Then, look through the readme's of the other manually installed mods... many of them will tell you what mods they work well with. Select those that play well with others, or have no conflicts, and install them. If the readme is uninformative, you will need to do some homework.

Look in the contents of your mysterious mod, and compare its contents to the contents of the corresponding folder in your SWKOTOR directory. If there are no two files alike, install it at will! If there are files that are named the same, set those mods of to the side for the time being... we'll come back to it in a minute.

Then, install your TSLPatcher developed mods, still reading the readme's - you might find a conflict, or a conflict solution. Finally, play your game!

Unless you really want those mods that have files with same-named cousins in your game's folders... then, my friend, you will have to learn to do some modding ;) Making mods compatible is for us to do... not the makers! I made my fix available only because there was demand for it and I wanted to see if I knew what I thought I knew.

Lord of Hunger
05-16-2009, 11:03 PM
Thank you Qui Gon Glenn.

And again, I would like to stress balancing. With great respect to the modders, I've found that mods that give you really powerful and cool affects such as new force powers, armors, and saber hilts, are only good for one play through. Afterwards, you have a bunch of effects you've seen before and enemies that aren't even worth fighting against. There are, however, some mods like this that do a really good job of balancing things out. BOS, for example, is actually really challenging.
Daemon Drexl sometimes takes two attempts for me, and Akirakon Sin (with all of his clones) can be a nightmare to defeat.
Personally, when some of the new really big mods like BOS:SR are released, I'd like to see a compatible mod that makes the game proportionally harder to compensate.

Radyer
05-17-2009, 12:35 AM
Thanks everyone but since I always try to read the readme, I'm half-sure that none of the readme refer to this bug except that I often tend to miss stuff when reading things for only one time. (although I not only read the readme but read all the comments underneath each filefront mod to make sure there are no extra bugs. Also I think some mods like Recruitable Kay doesn't point to the hotfix and only to the patch.)

Unfortunately I don't have any mods that modify Kashykk and the ones that modify Zaalbar don't seem to cause the problem (Eugenics Chamber and Recruit Mekel besides the weapon and items mods)

Balance-wise, i haven't found any problem but I'm a newbie. Come to think of it, could it be the difficulty settings?

I noticed I had overlooked some files.

I think I installed another Difficulty mod besides Super Enhanced which caused the Difficult setting to give all 500% damage. The force pack also requires patching with Super Enhanced because it also increases the difficulty but I was sure I extracted all the patch files to the Override folder.

I also remember now that I didn't install Carth's secret because it conflicted with Ord Mantell (I just kept it in my directory in case I don't like the planet) but I might have installed it.

I also found out that I have the 1.1 version of Ord Mantell instead of 1.2.

I also overwrote the Romancing of Bastilla with the separate individual files and then overwrote it again with Allronix's dialogue mod though I was under the impression the mod just combined all the extra files and took some parts away. Also Allronix doesn't seem to have modifications for Zaalbar's dialogue.

Also where is the Brotherhood of Shadows 11.07 fix? I only have the mod, the 1.05 patch and the compatibility fix.

Also qui-gon_glenn, where is your mod? I apologize but I don't follow all the mod authors so I pretty much only know Shen, Redhawke and Inyri Forge from all the FileFront comments about them. (plus that one guy who famously made the gizka's edible and the gizkabob sword and that other guy who made a Hutt Romance mod although I don't know their names)

Qui-Gon Glenn
05-17-2009, 01:20 PM
Thanks everyone but since I always try to read the readme, I'm half-sure that none of the readme refer to this bug except that I often tend to miss stuff when reading things for only one time. (although I not only read the readme but read all the comments underneath each filefront mod to make sure there are no extra bugs. Also I think some mods like Recruitable Kay doesn't point to the hotfix and only to the patch.)

Unfortunately I don't have any mods that modify Kashykk and the ones that modify Zaalbar don't seem to cause the problem (Eugenics Chamber and Recruit Mekel besides the weapon and items mods)

Balance-wise, i haven't found any problem but I'm a newbie. Come to think of it, could it be the difficulty settings?

I noticed I had overlooked some files.

I think I installed another Difficulty mod besides Super Enhanced which caused the Difficult setting to give all 500% damage. The force pack also requires patching with Super Enhanced because it also increases the difficulty but I was sure I extracted all the patch files to the Override folder.

I also remember now that I didn't install Carth's secret because it conflicted with Ord Mantell (I just kept it in my directory in case I don't like the planet) but I might have installed it.

I also found out that I have the 1.1 version of Ord Mantell instead of 1.2.

I also overwrote the Romancing of Bastilla with the separate individual files and then overwrote it again with Allronix's dialogue mod though I was under the impression the mod just combined all the extra files and took some parts away. Also Allronix doesn't seem to have modifications for Zaalbar's dialogue.

Also where is the Brotherhood of Shadows 11.07 fix? I only have the mod, the 1.05 patch and the compatibility fix.

Also qui-gon_glenn, where is your mod? I apologize but I don't follow all the mod authors so I pretty much only know Shen, Redhawke and Inyri Forge from all the FileFront comments about them. (plus that one guy who famously made the gizka's edible and the gizkabob sword and that other guy who made a Hutt Romance mod although I don't know their names)

My mod is apatch allowing BoS and Redhawke's W&U Jawa Shop play together nicely. It is two files - a merged script and a global.jrl. It is the fix that you listed in your list.

Lord of Hunger
05-17-2009, 02:03 PM
@ Radyer:

Here is where you can get BOS 11.07: http://knightsoftheoldrepublic.filefront.com/file/Brotherhood_of_Shadow;86266

However since BOS:SR is coming out very soon I recommend waiting to start up a new game. Try a little TSL, especially if you have the Dantooine RP by Zbyl2 and DarthStoney. It really makes the planet feel complete for the first time. :D

Radyer
05-18-2009, 12:53 PM
Thanks. Unfortunately I don't have Kotor2. Also not sure of getting it, I heard from some reviews that the plot/ending of the game was rushed so it didn't make sense and I'm more interested in the Star Wars plot of the game than the battle side of the gameplay.

I noticed Allronix did have a Wookie dialogue for Zaalbar. My mistake. I just based it on the crew members dialogue at the Ebon Hawk so maybe the dialogue pack could be the cause. Going to restart the game. On the plus side, I finally figure'd out why the force pack wasn't working. I overwrote the patch on just the Enhanced Mod instead of the Add-on.

Just a heads up kudos to Shem because even with the item packs and the Carth the Cheater mod, I still can only beat Selven and Bendak if I get lucky and stun them. There's even an instant kill pistol I'm not sure from which mod which can kill the Rancor but hell, it can't kill Bendak so the only way I have found to defeat him is to use Casus Fett's Pistol which normally isn't available in the game at that point. (this is even with force powers at the start)

Sorry qui-gon_glenn. Didn't know it was your mod. I found the fix on RedHawke's site so I thought it was his.

swfan28
05-18-2009, 01:48 PM
Allronix Dialog Pack should not affect that scene or alter any global variables other than party members' dialog tracking globals so I don't think that is the cause. Do you have the file kas23_chuunda_01.dlg in your override folder. If you do then the mod that installed it is the likely cause.

From what you said in the first post it seems that the dialog file dead-ends unexpectedly. When this happens it is usually because one of the global variables used in the scene is messed up or because one or more characters involved in the dialog fails to spawn. I'm going to take a look at the scripting of that scene, find out what global variables affect the scene and get back to this later.

What is the last line of the dialog that plays correctly? Knowing that might be helpful in troubleshooting this issue.

Radyer
05-18-2009, 11:11 PM
Hmm... yeah. I do have it. Strange. I really didn't think I had any mod that would modify Chuundar's dialogue.

The last line will always be when it's time to fight him (or one Chuundar dialogue away from doing so). You could make Zaalbar talk about it with his family and Freyrr will ask Chuundar and it will snap back to control of the PC or you can convince Zaalbar to fight Chuundar (the point where Mission will praise Zaalbar if you have her) and it will do the same.

Edit: The file could also most likely be inserted by a TSL patcher mod. I just did a quick skim of all the mods that require extracting to the Override folder and none of them seem to have that file.

swfan28
05-19-2009, 05:13 AM
Rayder wrote:
The last line will always be when it's time to fight him (or one Chuundar dialogue away from doing so). You could make Zaalbar talk about it with his family and Freyrr will ask Chuundar and it will snap back to control of the PC or you can convince Zaalbar to fight Chuundar (the point where Mission will praise Zaalbar if you have her) and it will do the same.Then it seems that only the script that should begin the fight doesn't work correctly. I have no idea why because it is very similar to the one used for Freyyr and you said that works correctly. Do you have a custom version of this script k_pkas_chuundatk.ncs in your override folder? If you do try to find it's source file and post it here. You could also try to remove the script and the dlg file from your override and see what happens but since I have no idea what mod has installed them or for what purpose there's no telling what new problems that might cause.

The unmodded version of this scene is not affected by any global variables except at the start of the dialog. All choises are made during the dialog. This means that there should not be a global variable conflict. All characters involved in the scene also appear to have spawned correctly so I really don't know why the Chuundar's attack script doesn't work.

Radyer
05-19-2009, 06:39 AM
No, as far as I can see, I don't have that file.

Is there a way to see what each TSL patcher file extracts without extracting them each one by one?

swfan28
05-19-2009, 12:54 PM
Radyer wrote:
Is there a way to see what each TSL patcher file extracts without extracting them each one by one?Not really. Script source files should be in the tslpatchdata folders however. If the script is not found in the override but the dialog file is then it probably isn't modified or the dialog file could be changed to use a new script with different name to trigger the fight.

You could use the windows search function to find out which mod installed the dialog file. It should be in one of the tslpatchdata forlders. Then I could download that mod and see how it alters the file and possibly find out why it doesn't work.

Qui-Gon Glenn
05-19-2009, 01:44 PM
Sorry qui-gon_glenn. Didn't know it was your mod. I found the fix on RedHawke's site so I thought it was his.
No worries pal, I don't need a lot of credit for that "mod" - it was all work done by s9 and RH.

However, you have to be mistaken - there is no copy of my fix available from RH's site. I didn't check JumpstationZ yet, which you may have confused as RH's (it is actually ChAiNz.2da's)... I would have no problem with either of those sites hosting the mod, but I would be surprised because - No one asked me!

Not the kind of thing RH would do, even though it is a mod to support his mod, and I would have been more honoured than dissed.

So, I am guessing that you do not have it installed.... :lol:

Radyer
05-19-2009, 05:58 PM
Yes, I apologize. I was mistaken. I thought I got it from Redhawke's site.

That's weird. kas23_chuunda01.dlg is part of the 1.01 patch for Recruitable Kay and I didn't encounter this problem when I installed the mod. http://knightsoftheoldrepublic.filefront.com/file/Recruitable_Kay;86204

(I did get stuck on Tatooine however because I missed the hotfix)

swfan28
05-20-2009, 01:35 AM
Radyer wrote:
kas23_chuunda01.dlg is part of the 1.01 patch for Recruitable Kay and I didn't encounter this problem when I installed the mod.Yep. The dialog file is definitely broken. Possibly due to a bug in the early version of DLGEditor.

I think you can avoid this glitch if you don't have Mission in your party and first choose the response:

"Do you have to fight? Talk it through!"

and then

"Convince them! Avoid this needless slaughter!"

You can also remove the bugged dialog file from the override for this scene. I don't think it would break anything for the rest of the game.

Radyer
06-09-2009, 08:12 AM
Thanks. I had other things to do so it's been a while since I've played KOTOR but I think I found another bug on Kashykk.

With the first slavers, the one who killed the Wookie, if you opt first to tell Zaalbar that you'll handle this and then later on choose the option of "does this make you mad?" It just cuts off.

I'm not sure it's a bug though since it's the first time I've chosen the option but the cut is very similar to the dialogue conflict. (I already deleted the chuunda dlg)

Ironically enough, your fix was actually what I did the first time so I never encountered the bug.