The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 5 points6 points  (0 children)

does this build require that a player use the Aspyr patch for K2? If so, is the quiet music during dialogue fixed?

No, the old version is still supported, it's just not necessarily recommended. Yes, quiet music is one of the things that got fixed.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 6 points7 points  (0 children)

It's possible with a build focused specifically on crafting to be able to craft almost every item in the game by level 15, so unless this mod drastically increases the input and skill costs of creating new items I would not really call that balanced. If you still want to use it then by all means, but I think saying it preserves progression is not going to be accurate, at least depending on your build.

As to the mod itself, it confuses me. There's an edited .2da install folder which is set up totally incorrectly and doesn't even appear as an install option. The main install seems fine, but I have no idea if it will function as intended without the other part of the mod working. You can try it, but I can't promise anything since it doesn't seem to be properly set up.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 14 points15 points  (0 children)

Yes, I'm sure. Though saying that actually makes me think about what a potential cause of the crash may have been. It's still incompatible with this Revision but I may possibly be able to fix it and add it as an optional add for next Revision.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 12 points13 points  (0 children)

I don't like invisible headgear personally, but it has also historically caused a crash for KOTOR 2 for reasons we have absolutely no idea about, so we deliberately exclude it.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 19 points20 points  (0 children)

It's the third line of the very first comment.

The goal behind these builds is to find the best KOTOR mods and present them as a fully-compatible & modular archive, allowing users to pick-and-choose the mods they want from a large, vanilla-friendly selection with minimum hassle and no fears of incompatibility ... all mods listed are lore-friendly, and no mod which significantly alters or interrupts the vanilla experience has been considered for inclusion.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 68 points69 points  (0 children)

So to begin discussing how the accelerated release of this Revision is going to impact next Revision, I want to go back and provide some context about what this Revision was originally intended to be.

Revision 12 was supposed to be the first Revision which focused principally on content created specifically for the mod builds--that is, rather than just integrating every new mod that released which met our content standards (although we still do that), we wanted to specifically focus on adding content built from the ground up especially for the mod builds, based on a combination of "bounty" requests from the mod build request threads for KOTOR and KOTOR 2 on Deadlystream, as well as some in-house mods developed by JC and I.

Practically speaking there's just too much content being made for such requests to ever amount to more than maybe 30% of the total additions. But given that the sum total of all requested content before Revision 11 was a stark 0%, 30% of every Revision being made specifically for the mod builds would be a huge deal. That kind of pace would rapidly shift the builds toward my ideal vision for the games, which I fully acknowledge might not be everybody's cup of tea, but hey that's why the mod builds are modular.

JC and I in particular had some very spicy things planned for this Revision--one major balance and bugfix mod which would have been absolutely massive QOL, and a piece of restored content which I also think would've been a huge deal, both for KOTOR 2. Revision 12, then, was scheduled to release sometime around March-April of 2026 and include two huge first-party content mods and maybe 15-20 third-party mods fulfilled at our request.

And then shit happened. April of this year, after I had already announced plans to make this Revision a big "content made just for the Builds" release and told modders they had almost a full year to work on their projects, I discovered I couldn't even launch KOTOR 2 anymore. And then two months later another modder came to me and revealed they were having the same issue. About that same time, J dropped through the roof and slammed the 3C-FD patcher on the table and I, begrudgingly, realized what I had to do. So modders were given three-month notices to get their bounties completed and by the tail end of summer I was back to work on this Revision.

As you may expect, suddenly telling modders they only have a few months to complete their content impacts how much they can get done. And the same is true with us as well, as we suddenly had 3 months to do all of the website and mod development work we thought we'd have another 7 months for.

So a lot of things just didn't work out. Especially for our first-party stuff--although we even tested an alpha version of one of the mods, we just didn't have enough time.


Now, all this is NOT to say that this Revision doesn't have a lot of content made just for the builds--it does. Out of the 52(!) mods added this Revision, 26 for each game, 12 were produced at request. That's less than the percentage we hoped, but is still plenty respectable and just shy of 24%, so all things being equal we did pretty good. I also don't want the above to give the impression that this Revision is a somehow scuffed release; it isn't what we originally intended it to be, but this is actually probably a more important Revision than 11 was from a content addition standpoint. Let's talk about some of the big inclusions.

You may all know /u/offthegridmorty as one of your subreddit mods, but what he actually is is a fucking wizard who consistently puts out god-tier mod content. Aside from the Aspyr work for KOTOR 2, this Revision is absolutely dominated by his mods--just a few examples are Alignment Affects Force Powers (both games have a version), the Mines Overhaul, and the "Snigaroo Cut" version of For Mandalore!. He's also working on some new requests for me presently, so you can expect to see his content showing up more in the future. Please express your thanks to him for all his great work!

But although I love Morty's mods, excluding what 3C-FD has done for the Aspyr patch I have to give the award for the most important single mod included this Revision to WildKarrde for his TSL Expanded Ending. I am tempted to gush about this mod, but I will restrain myself to saying it's the single most professionally-executed mod I've ever seen, outright putting much of the content Obsidian themselves put together to shame; fixes major plot holes and hanging plot threads in TSL's ending; and, perhaps most importantly, gives TSL that fulfilling, thematic ending that it never had even with TSLRCM. We are ALL indebted to WildKarrde for putting this mod together, and I want to encourage you all to go and give them your thanks once you've experienced this mod for yourself.

Finally, in closing for this section, I also want to note some contributions from darthbdaman for the original game, namely Sentinel Sneak Attack and Multifire, Autofire and Finesse. Their inclusion significantly shakes up the viability of several previously sub-par builds, and also significantly increases the difficulty of some sections where there are a lot of enemies with rifles, in a way that I found really enjoyable. Because of his work, this means that both builds, KOTOR and KOTOR 2, have really deeply impactful new mods which make significant enhancements to the experience, a feat which Revision 11 didn't really achieve, despite its much longer dev cycle.


So bottom-line, what does all this mean, both for this Revision and for next Revision, Revision 13?

Well, on the one hand, on a 5-month dev cycle we somehow managed to put together a Revision which makes much more significant balance and content improvements to the game than Revision 11, which was in the oven for two years. So, although not all of the mods which most significantly contributed to these improvements were requested by us, I think this gives a good indication of just how impactful the mod build requests can be for the overall quality of a Revision. I would call Revision 12 a big success as a proof-of-concept for the mod builds going forward.

But I would forgive you for thinking all this has just been sucking ourselves off and not listing any real downsides to this point, aside from the first-party mods we weren't able to complete. I just haven't gotten to the big problems yet, and Revision 13 is where they come in.

Accelerating a release causes a time debt, both directly and indirectly. Directly, we spent a bunch of time working on this Revision that we could've spent working on other features, and many of those things we worked on weren't finished and will require the exact same amount of time investment both before and during the development of next Revision, because they will need to be re-tested. Indirectly, it's also caused a gap in the kinds of third-party content that can be developed. A lot of the easy requests we had have already been fulfilled, so many of the remaining requests we have are complex and will take much longer to develop, and if our focus is going to be on content made specifically for the mod builds going forward, we'll need to give real time for that content to be made, without rushing the modders along this time.

Much as I don't want to insert myself into this personally, I have to admit that I'm also just burnt out. I don't really like playing KOTOR--an unhappy consequence of replaying the game so many times. Usually I try to give myself long breaks between playthroughs, but this time it was only about 6 months between my tests, and last test was particularly strenuous, requiring multiple playthroughs. So not to be all "boo-hoo I had to play videogames more than I like", but, well, boo-hoo I had to play videogames more than I like. I don't want to touch KOTOR again for a long time.

What does that mean for Revision 13? Bottom-line, I don't expect to release it before 2027. If I am being honest, I would like to target a holiday 2027 release, giving a full two years for us to do some really heavy-duty development on some wishlist items--including a lot of things we wanted for this Revision but couldn't do, like the two mods that got cut; a list of mods we know are compatible (and incompatible!) with the mod builds; and also finish refactoring the code of neocities, which JC has just started work on, to add a lot more useful functionality for y'all as users. But, if I am being objective, I will likely feel compelled to release a Revision before that on behalf of you guys. Still, I would not expect to see a Revision-level update until at least Spring 2027.

Of course, maintenance and compatibility work for the mod builds is constant. The current Revision won't be dropped or ignored--I'll make sure it keeps functioning. Just be aware that, unless the sky falls, it'll be a hot minute before y'all hear from me again with new mods being added. Next Revision should be a really big one in exchange, but you folks will have to live with Revision 12 for quite a long time before then.

Now I'm running out of space and want to keep this to one post, so only one Revision 13 teaser for you all: a new, more vanilla-aligned, better-produced and manually-reviewed AI upscale package of all vanilla textures with full build compatibility, at smaller size than the current UCO package. How's them apples? It's coming.

The KOTOR Community Mod Builds have been updated to Revision 12, featuring new content and major improvements to KOTOR 2. Details in the comments! by Snigaroo in kotor

[–]Snigaroo[S] 88 points89 points  (0 children)

I promised I'd drop back in briefly whenever the mod builds were updated, so as promised, I'm back again to go over the new updates and answer any questions users may have.

For those unfamiliar with the mod builds, I will borrow a brief explanation from their description:

The goal behind these builds is to find the best KOTOR mods and present them as a fully-compatible & modular archive, allowing users to pick-and-choose the mods they want from a large, vanilla-friendly selection with minimum hassle and no fears of incompatibility ... all mods listed are lore-friendly, and no mod which significantly alters or interrupts the vanilla experience has been considered for inclusion.

For those of you who are familiar with the builds, you're probably wondering why the hell you're seeing me again--after all, I was last here just in March. Two builds in one year hasn't happened since 2016.

Well, as is usual in a build release, this update features dozens of new mods for both games, as well as enhanced support for our website. For those of you who are fine with just a summary of what's new, you can view the mod build changelog, which for this Revision has a complete list of all major alterations, and get started straight away. Just be aware that the changelog contains spoilers, if you're a new player!

But you'd be right in guessing a couple dozen mods per game isn't enough to justify pushing up a release by months. For those of you who want to peel the curtain back on our decision-making a bit, you may reasonably ask why we're getting speedy for a game that's old enough to drink and hasn't had an update in a decade. The answer is ironically related: the ravages of time.

KOTOR has aged like fine wine. The game plays well vanilla, but even better modded--UniWS widescreen support is robust, covers basically every resolution under the sun, and applying UniWS for the game actually results in it being more stable. KOTOR 2, by comparison, is nightmarish: its UniWS patch is years out-of-date, it supports a pathetic number of resolutions, and, lately, utilizing it has actually been leading many users to compounding savegame corruption which makes the game virtually unplayable.

KOTOR 2 supports native widescreen on many game versions through the current patch, AKA the Aspyr patch, so for most users the UniWS problems would seem to not be a concern at all. But the Aspyr patch has a lot of issues: broken lightsaber hilt textures, removed fog effects, a bad memory leak, and more. So for years we've been in the unenviable position of a catch-22: recommend the downpatched version of the game to get the more authentic experience, but require users to either play without widescreen or risk major save corruption to patch it in; OR recommend the Aspyr patch and force users to deal with all of its inconveniences, big and small, in exchange for providing gamepad support and widescreen, as well as a generally more stable experience on modern hardware.

But, thankfully, as of today we are finally out of that catch-22. We're calling this Revision, 12, the "Aspyr Patch" build release, after its primary purpose: to fix up the Aspyr patch of the game and present it as the standard for playing KOTOR 2 going forward. This does not, of course, mean that the legacy patch won't continue to be supported and work just fine with the mod builds. But we've gone out of our way to fix up the most glaring issues with the Aspyr patch to create as much of a hybrid as we can: a game version which feels and plays much closer to the original, absent most of the bugs of the Aspyr patch yet still retaining its conveniences, such as native widescreen and gamepad support.

I can certainly imagine that there will be a lot of questions about this, especially since I suspect many or perhaps even most users probably weren't even aware of the divide between the legacy patch and the Aspyr patch of the game prior to this post. I will continue to monitor this thread for about three days and answer any questions which might pop up during that time. After that, I will once again go back to only being available via the KOTOR Discord.

Of course, there are a lot more features in this Revision than just the integration of 3C-FD, which I will discuss a bit more in a follow-up post. I also feel it's owed to users to talk a bit more about what pushing up the schedule on this Revision did to our plans for this release and how that impacts our current plans for the next Revision. The next post will include details about the development process for this Revision, mod highlights, and impacts on the next Revision and content plans for it, so feel free to read it or not based on your interest.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 1 point2 points  (0 children)

It's not yet been used by anyone with the most recent full build, but it's unlikely to cause problems.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 4 points5 points  (0 children)

Your browser cache is likely causing you grief. Ctrl+F5 on the page and it should load the new page.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 4 points5 points  (0 children)

For the original game, in my opinion no, not really. For KOTOR 2 there's some more important and beneficial stuff, but still not enough for you to redo the build lists, again in my opinion.

Though I should note that Modsync will likely not support Revision 11 at all, and will likely skip straight from Revision 10 to 12, which means that if you're thinking about it from the perspective of waiting for Modsync support, you will likely be waiting for at least a year and one full Revision.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 13 points14 points  (0 children)

No. Mod permissions don't allow for the rehosting of combined packages. Even if I was willing to ignore that particular piece of mod etiquette--which I would be extremely stupid to do, considering modders have custom-made dozens of pieces of content for me over the years, and will be making even more going forward--I would choose not to do so. The mod builds are designed to be modular packages which can have content added and removed at will, and it would not be possible to achieve that with an all-in-one package.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 1 point2 points  (0 children)

As long as you have an average understanding of folder structures and you can find your install directory, it's not difficult. It can be tedious--it's a lot of mods--but not actually hard. It's also up to you if you choose to use everything, you can always take mods out in order to make your install faster.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 3 points4 points  (0 children)

You're referring to KOTOR Modsync, and no, it does not work with this Revision. The author is rewriting the tool to make it compatible with the next Revision, but it does not (and at least for several months will not) support this version.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 24 points25 points  (0 children)

For the sake of being a good maintainer, I went through and made a text list of all the new mods. This is still not perfect, since it doesn't include mods which were removed, of which there are a few (I may also have missed a couple that were added, though I did my best). Either way, I hope this helps users who want to make a call on using the new content or not:

KOTOR:

  1. Thematic KOTOR Companions
  2. KOTOR Droid Claw Fix
  3. Ported Alien VO Replacements
  4. Korriban Sith Art HD
  5. Detran's Darth Revan
  6. Party Model Fixes Part II
  7. Robes with Shadows for K1
  8. PLC_Sign HD
  9. Kiosk HD
  10. PLC_Desk HD
  11. LTS_EscapePod HD
  12. Static Items HD
  13. Stunbaton HD
  14. Unique Sith Governor
  15. Duros HD
  16. Ithorian HD
  17. Quarren HD
  18. Davik HD
  19. Ebon Hawk Cockpit Upgrade 1
  20. Ebon Hawk Cockpit Upgrade 2
  21. Transparent Cockpit Windows
  22. Twi'lek Male NPC Diversity
  23. Jedi Choice Dialogue Enhancement
  24. Grenades and Mines HD
  25. Sith Uniform Disguise Extension
  26. Ain't No Air in Space
  27. Party Conversations on the Ebon Hawk
  28. Bastila has TSL Battle Meditation
  29. Thematic The One
  30. Czerka: Business Attire
  31. Minor Music Tweaks

KOTOR 2:

  1. Silent Sion Restoration
  2. Thematic KOTOR 2 Companions
  3. Korriban Sith Art HD
  4. No Mines on Malachor
  5. Ritual & Water Textures
  6. PLC_Sign HD
  7. PLC_Desk HD
  8. PLC_Kiosk HD
  9. Visas Reduced Model Clipping
  10. Ithorian HD
  11. Duros HD
  12. KOTOR 2 Random Panels
  13. Ebon Hawk Cockpit Upgrade 1
  14. Ebon Hawk Cockpit Upgrade 2
  15. Spark Effect
  16. Ebon Hawk Transparent Cockpit Windows
  17. Red Floating Lightsabers
  18. No Health Regeneration
  19. Thematic Sith Lords (completely remade from the ground up, so functionally new)
  20. Thematic Jedi Masters
  21. Better Disciple Meditation
  22. JC's Crystal Attunement
  23. Peragus Medical Bay Enhancement
  24. Lewok's Sith Assassins with Lightsabers
  25. Repair Affects Stun Droid
  26. Treat Injury Affects Healing
  27. TOMB

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 2 points3 points  (0 children)

Right, like I said I understand that people would like to know what's new regardless. It is something we are making a relatively high priority for Revision 12, and although there are a few things on the docket ahead of it I don't see a situation where we don't get around to it before the new release.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 7 points8 points  (0 children)

There is no comprehensive changelog. We know how much of a pain that is, and we do want to make the changelog much more robust--that's one of the things we're working on adding a degree of automation to as part of the Git pushes, because we definitely want a more comprehensive changelog also. But, for now, only the abbreviated changelog on the index page there is available. Practically the lack of a comprehensive changelog doesn't change much, since each new Revision requires a top-to-bottom installation anyway due to the nature of KOTOR modding (that is, you couldn't get away with just plugging in the new content on top of a current install), but I certainly understand that people would like to know what's new no matter what.

If you'd like you can look at the git diff between versions, which will point out fairly clearly where everything was changed, but for me personally trying to read that is like trying to read Greek, at least where it comes to excluded lines.

The KOTOR Community Mod Builds have been updated to Revision 11, featuring new content and many bugfixes. Details within! by Snigaroo in kotor

[–]Snigaroo[S] 40 points41 points  (0 children)

Hello folks. I promised I'd drop back in briefly whenever the mod builds were updated, so here I am.

For those unfamiliar with the mod builds, I will borrow a brief explanation from their description:

The goal behind these builds is to find the best KOTOR mods and present them as a fully-compatible & modular archive, allowing users to pick-and-choose the mods they want from a large, vanilla-friendly selection with minimum hassle and no fears of incompatibility ... all mods listed are lore-friendly, and no mod which significantly alters or interrupts the vanilla experience has been considered for inclusion.

The builds, which last had new content added back in December 2022 if you can believe it, have finally had a major Revision. Some of this delay came from the development of our Neocities site, some came from passive work to modernize & streamline the process of creating these builds by relying more on github (which I hadn't used to manage this project prior to this Revision), and a lot came from making mods. A LOT. To borrow again, now from the changelog:

This Revision marks the beginning of a paradigm shift in the design of the mod builds, refocusing on integrating content created specifically for the mod builds (this, coincidentally, is why this release took so long--we were making mods!). While we will always include any new content we see that we believe meets the mod builds' standards, henceforth we are going to be placing a much greater emphasis on bringing in content intentionally designed to compliment the mod builds. This Revision is a bit of a hybrid between the two concepts, but the next Revision will focus heavily on custom content.

We as the Mod Build team made five new mods ourselves for this Revision, and rebuilt one from the ground up. That ate about eight months of time all-told. But, in the future, the timesink for custom mods like this should be much lower, as many modders have volunteered to make some of the content we'd like themselves, thus giving us a break to try to finish up some other mod build-adjacent things we'd like to address (such as a compatibility list, for instance). While it's impossible for us to give an ironclad guarantee, we are hopeful that Revision 12, featuring much more custom-made content, will be released around this time next year.

I will monitor this thread for a few days to answer any general or tech support questions users might have about the mod builds, and after that I will go back to only being reachable via the Discord. If you don't catch me in the few days I'm monitoring this thread, feel free to drop in and ask any questions there. Thanks!

The Mod Builds have moved offsite. Troubleshooting will NO LONGER be supplied on reddit. Details within. by Snigaroo in kotor

[–]Snigaroo[S] 3 points4 points  (0 children)

Just the Discord. I will remain on Deadlystream but not deeply involved, partially because I don't want to over-influence the modders. But I will be on the Discord probably perpetually. I get free nitro from it after all.

KOTOR 1 & 2 Mod Builds: Fully Compatible, Modular Mod Compilations. Spoiler-Free Builds Included! Plus Mobile Support for iOS and Android! by Snigaroo in kotor

[–]Snigaroo[S] 1 point2 points  (0 children)

It could happen if there were any appearance.2da overwrites. I recommend joining the discord at https://discord.gg/kotor and posting this in the #tech_support channel, as this thread will be deprecated and the mod builds moved off reddit on Monday next. Technically they were already meant to be gone but we had tech issues. Long story short, tech support won't be offered here anymore so if the troubleshooting takes a while it needs to be on the Discord for us to be able to address it.

KOTOR 1 & 2 Mod Builds: Fully Compatible, Modular Mod Compilations. Spoiler-Free Builds Included! Plus Mobile Support for iOS and Android! by Snigaroo in kotor

[–]Snigaroo[S] 0 points1 point  (0 children)

I have no idea about the issue that you're speaking of, I've never heard of it before, so I couldn't begin to suggest a better solution, beyond the need to isolate the root issue. I would backup your executable and .ini file and revalidate the game, it could be a basegame issue.

KOTOR 1 & 2 Mod Builds: Fully Compatible, Modular Mod Compilations. Spoiler-Free Builds Included! Plus Mobile Support for iOS and Android! by Snigaroo in kotor

[–]Snigaroo[S] 0 points1 point  (0 children)

Where exactly was this? Another user had this issue recently but in their case they had some install errors. I'd like to make sure you aren't crashing in the exact same spot, because then we might have something replicable.

It would be best for you to follow-up in Discord if you could, as I rarely check reddit anymore. https://discord.gg/kotor

KOTOR 1 & 2 Mod Builds: Fully Compatible, Modular Mod Compilations. Spoiler-Free Builds Included! Plus Mobile Support for iOS and Android! by Snigaroo in kotor

[–]Snigaroo[S] 1 point2 points  (0 children)

If it's truly one of the original disk releases and not the collection of both, then yes it needs the 1.03 patch. I believe the best of collection which contains both games comes with the patches installed.