Hahaha, I did my last TSL playthrough with HotOR and enjoyed it very, very much.
For anyone with the same problem as me as posted previously in the thread, Newbie's best suggestion was to try the mod with a clean install and no other mods. We couldn't figure out any quick fixes for the Sanctuary problem.
the major mod i have is
hotor
this mod
full forces mod
higher force power mod pack
tslcrm
jedi temple mod
my rebalences mod
the ultimeute apparences mod
I recently noticed that some custom placeable statues were not included with the packaged up mod. Nothing major, just cosmetic. I packaged up the models in a zip...just drop them in your override. No other adjustements need to be made.
Excellent! and I just noticed the couple of them in the 'back' (by the entrance) of the throne room BEFORE staring at the spoiler screenie again ... gives definitely a more frightening/intimidating aspect to the room.
even better, just a drop to Override, no need to edit modules!!
I recently installed this over TSLRCM 1.7 + Unofficial Fix + USM Compatibility + USM + a few other mods and the installer complained about there being a existing global.jrl (Probably from TSLRCM) But I thought the installers could just edit pre-existing ones. Anyways I plan on fixing it with the jrl merger.
"It's the one that says Bad Mother ****er." - Jules Winnfield... Describing his wallet, Pulp Fiction.
Sorry about that glitch there mickotor. For some reason, some people get hung up entering the Sancturary. The workaround is the original Goto's yacht room without my retexturing.
Who's more foolish, the fool or the fool that follows?
Just exactly what is a head-piece to the Staff of Ra?
I have asked for and recieved permission from NM to check on compatability once I get the time and ambition to do it. From what I remember compatability should be fairly easy, I just need to check out a few things first, it mainly has to do with the .mod file for Korriban
There are .utc files for HK's in 701KOR.mod that may undo changes tslrcm 1.8.2 fixed, I am in contact with the creators of TSLRCM and M4-78EP to ensure the compatibilty.
That was the conflict I had with content I made I was trying to implement, a scene I made around an area had HKs that I had to remove. I can share the scripts I used if necessary.
I couldn't find my NSS files (again!) but what I did was get the UTC names of the HKs with the whereami armband and then attach an NPC removal script to dialog before the area in the same module. Pretty simple the HKs cleared out and made space for my cutscene.