Kotor 2 Mods Ios

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Felicity

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Jul 25, 2024, 3:42:20 AM7/25/24
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@Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation.

I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway.

kotor 2 mods ios


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First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support).

To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment.

Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to....

Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features:

While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead.

If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds on the subreddit. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.

I didn't know that actually; I'll edit the text. Still, the fact remains that two of the same files will always conflict with one another, which has always been the biggest problem with the Workshop compared to use of TSLPatcher-enabled mods.

One will override the other/s, certainly, but that is still a workable arrangement in limited circumstances. It's why the majority of other mods on the Workshop are player appearance mods, because as long as you install one after TSLRCM and don't use any others, you won't have any problems, as the overriding files (2DAs, primarily) are based on the versions from TSLRCM.

Ok, so I'm fairly new to modding, but I've got alot of experience with Skyrim and Oblivion, which both show up when NMM searches for games. Sooooo go easy on me, but how to get NMM to find Kotor? I have KOTOR 1&2 with Steam, and the Steam Workshop only has like 2 mods for each game, but Nexus has like 20 or more. So how to I get those mods to work, or how do I manually add KOTOR to Nexus Mod Manager?

@qwertyzeldar on the page it states a patch for the pre-installation requirements how do u get that i didnt see it on the page for a link or anything? and do u know of any kotor mod managing launchers?? or clients?? cuz i tried to use kmm on the nexus but didnt seem to get working lol so just didnt know if u knew of any other

I'll try and break this down into small sections, from which you can take your pick, really... I will say that these are chiefly mods I either use or intend to use on my next run-through, barring one or two of the storyline/restoration mods. I'm going to try and pick out as few mods as I can, so this is a very personal and subjective list.

Brotherhood of Shadow: Solomon's Revenge by Silveredge9 - to my knowledge, the biggest story mod for K1 to date. Not a huge fan of it myself, but a lot of people do rate it rather highly, the visuals are good, and it's huge by comparison to most mods for the KotORs.

NiuHaka has released several heads for TSL which are really worth looking at, and 90SK has released a variety of TSL robe mods. Both are slightly more than I want to copy out at this point, but if you click their name in the links to their mods above, you should be able to bring up a list of their other works.

Darksword by ChAiNz.2da - a small addition, perhaps, but another nice, innovative and fun one, that also brings something to the table - in this case, something like-but-not-a-lightsaber, without altering the game's plot too substantially.

Recruitable Dustil by PrincessArtemis - I have to admit, I've never completed a playthrough with this one, but it's reputation is as the best-written recruit mod out there, and what I have played with it certainly confirms that reputation.

Learning the Ways of the Force by Darth333 - a wonderful mod, which adds a 'Floating Lightsabers' power, just like Kreia uses. You learn it in-game, rather than having it available at the selection screen, which is a nice touch, IMO.

Bao-Dur's Charged Armor by ChAiNz.2da - I was slightly at a loss as to where to put this, but it's a fun, useful and well-integrated mod that makes Bao-Dur a bit less death-prone. What more could you ask?

Disappearing Rubat Crystal Fix by Karstedt - This fixes, you will be surprised to hear, a bug where the Rubat Crystal would disappear... very useful, if not terribly exciting. (Also available here )

(with BoS get the Keep Bastilla's Slave Outfit mod and then use KSE to alter Matilda to have Battle Meditation and then stick the slave outfit on Matilda before heading off to the Star Forge. That takes care of the one bump in Brotherhood of Shadow)

Hrmm...I'm sure there is probably already a few threads along the lines of this one. I know there are for TSL at any rate. Perhaps a stickied list of recommended mods for both games as voted by users would be a good idea? [EDIT: Thanks to J7 for making a sticky]

(I'm only using the lightsaber models. I'm not using the green lightsaber model Oldflash made with this mod however, I replaced it with the Luke Skywalker RotJ hilt he included in his hilt replacement pack instead).

- What happens when one mod conflicts with another mod? What would cause them to conflict and what steps can I take to avoid conflict? Besides removing one of the mods. *Take into consideration I know very little about mods.

An 'override' folder is a folder, which is placed into you KotOR II application directory. You must make a new folder in the KotOR II directory, and rename it to 'Override'. It is the location where the game searches for game fixes and/or file substitutions. It usually loads last.

KOTOR save game editor is a tool to edit your game. Basically you can change any NPC or PC appearance (I was Bastila once) and stuff like attributies, powers, etc. It is also a good tool to use if you want to cheat but don't want to screw up your game

To add to what DarthMacLeod said, simply removing a mod from your override folder may not be sufficient to get rid of some mod effects: some data gets stored in your savegame and sometimes you have to load a savegame from before installing the mod or from before entering an area for the first time depending on the type of mod. Always make a save before installing a mod unless you are 100% sure of what you're doing. Keep Saves from before entering a new area instead of after entering.

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