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.

Post news Report content RSS feed The pain of working with KOTOR

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.

Posted by Hassat_Hunter on Jan 16th, 2012

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.
Guess what?

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!

Post comment Comments
dataskywalker Jan 17 2012 says:

I congragulate the efforts you have put in to optimize KOTOR2, and I empathize over the loss of one hour of your life.

+1 vote     reply to comment
Hassat_Hunter Author
Hassat_Hunter Jan 17 2012 replied:


So do I, seeing why exactly it took so long...

+1 vote   reply to comment
myxale Jan 17 2012 says:

Know, that we are forever thankful for all the lost hours of your life, that possibly would've been better spent somewhere else.

But we love how all the hard work pays off in form of a even better KOTOR 2 Experience.

+1 vote     reply to comment
Hassat_Hunter Author
Hassat_Hunter Jan 17 2012 replied:

Eh... probably not anyways :)

And that's what we do it all for of course!

+1 vote   reply to comment
Defianc4 Jan 29 2012 says:

It is your mod that put both the KotOR games on the map for me, and the reason why I am buying them.

I love great modders; why don't you try and strike a deal with the publishers of the games you mod in order to sell this content cheaply?

+1 vote     reply to comment
Hassat_Hunter Author
Hassat_Hunter Jan 31 2012 replied:

Well, OE offered them (LA) to make a content pack to fix up stuff.
LA rejected.

So what's the chance they suddenly willing to work with modders for that. Even in this time of paid DLC. It's not Valve...

+1 vote   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Star Wars: Knights of the Old Republic II
TSLRCM group
Send Message
Release date
Released 2012
Mod watch
Start tracking
Post news
Related Games
Related Groups
TSLRCM group
TSLRCM group Developer with 2 members