TSLRCM tries to fix to the best of our abilities the issues The Sith Lords had due to being rushed. Containing a host of restored content and fixes many bugs left inside TSL giving you the most polished and best possible chance to get the full experience.
Modding can be fun, and gratifying. But sometimes you are just working too damn long on the easiest thing, while major gamebreaking bugs sometimes take 5 min. to find a proper fix, these damn moving droids took me an hour.
AURORA (well, Oddyssey), I HATE YOU... By Hassat Hunter
So today I lost an hour of my life fixing an issue that was only brought about due to crappy engine issues.
Remember those droids in the underground Czerka base on Telos? The one you probably blew up with the console. Or otherwise become active when activating the reactor? No, this is not how they are supposed to be inactive but trying to get you through the glass and blow up 4000 feet (slight exaggeration) from their charging station, I already solved that in the past (I spend too much time on that damn module).
So, a lot of potential fixes I tried. Rewriting where they were supposed to go, picking another waypoint, extending/limiting their time... nothing at all.
Until one time I was wondering if because I was using a savegame, not loading the module fresh my modifications were not 'taken'. One easy way to find out, take out their hostility line.
Without the line they all stormed right out of the pen. What the hell???
So using this knowledge I thought, if I reverse the order, that will work right? So first hostile, small time later the move. Since hostile ends move? Not really, they still standed still.
A few tries later I did finally fix it, by first having them move all the way as "friendly", then making them hostile afterwards once they were done (or somewhat, as all of them through one door does mesh 1 or 2 back there being semi-stuck), assuming the player never reaches them before then (which is impossible, I checked).
And now I am never going to touch that damn module again.
Though I am out of stuff to fix (what remains for TSLRCM is out of my league) so any suggestions for easy remaining, feel free to add!
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like The Sith Lords Restored Content Mod (TSLRCM). We love games like Star Wars: Knights of the Old Republic II that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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