For those of you who feel deeply knowledgeable about the details of the story Kotor 2 tells, here are some things which I am not 100% sure I understand. Maybe I forgot too many details over the many years of my knowing this game. But I wanna hear other people's take on these:
1. What was GO-TO's plan for the Exile? He didn't want to release him because of the Exile's tendency to cause destructive incidents like Peragus. And yet he wanted the Exile to save the galaxy. Like, how, in GO-TO's model of reality, was that going to work?
2. What was Mira's plan when she went to meet Visquis? What was she hoping to accomplish?
3. Who was paying Azkul to attack Khoonda, and what was their motivation?
4. Why was the Exile on the way to Telos before the game began? Y'know, as a passenger on the Harbinger, what was he trying to do, what were his goals and plans? And what was the Republic hoping for when they gave him diplomatic priority?
(Where appropriate, please assume every question also ends in "... and how do we know that?")
Bastila Romance Scriptfix for Kotor 1 (GOG/retail) by Markus Ramikin version 1.0
I. Description (SPOILERS)
After you've kissed Bastila, you can have one more conversation with her about it before the romance gets put on hold "until Malak is defeated". In the original game, two later situations have bugs.
First, meeting Bastila on top of the Rakatan Temple: - if you've had that post-kiss conversation with her, the game will not recognize the romance, and you will miss out on certain dialogue options.
Second, the final conversation with Bastila on the Star Forge has an opposite problem: - It will fail to recognize the romance if you have NOT done the post-kiss conversation, - If you've sunk the romance completely, for example by saying "Sorry, Bastila, that starship won't fly", the game will mistakenly give you the romance dialogue option.
Of course the Kotor 1 community has known for years that Bastila's romance is buggy, and several fixes already exist. But, as far as I can tell, they rely on messing with Bastila's dialogue file (rather than scripts), so 1. they don't fix the second situation, and 2. they don't help a player whose savegame is already past that conversation.
This modification fixes both problems by leaving the dialogue file alone, and modifying the scripts instead. It does so by recognizing the following situations: variable state 12: kissed Bastila = romance active variable state 13: kissed Bastila and talked afterwards = romance active variable state 99: romance sunk
Now you will get romance-related dialogue options on Rakata and the Star Forge regardless of whether you've discussed the kiss with her afterwards, but you will not get these options if you've shot her down.
Unzip, copy the files from Override into your game's Override folder.
My fix should be compatible with any mod imaginable - except other fixes/modifications to Bastila's romance, IF they also modify the same scripts I do.
K1R, despite including its own Bastila romance fix, doesn't do this, so I'm sure it will work fine with my mod, but I haven't personally tested this. I'd appreciate confirmation.
Compatible with existing saves. You can install while on Rakata or even the Star Forge, and it'll work.
The mod was tested with the GOG version, and I expect it'll work fine with the old retail/CD versions too. No guarantees about the Steam version at all - if it crashes your game, color me unsurprised. (PSA: Don't get gaming classics from Steam, kids - good old games are the specialty of Good Old Games, duh )
None that I know of at this time.
I've tested it by doing one main playthrough, plus some sanity checks with the Kotor Savegame Editor. So I'm confident it works correctly in all possible combinations of romance state, Revan's gender, etc.
In the unlikely case I missed something, though, let me know (and PM me your savegame).
V. Disclaimers and permissions.
The usual stuff applies. The mod is provided as-is and with no guarantees; by installing it, you accept it may melt your computer, cause nuclear war, and hasten the heat death of the Universe.
After all these years I've finally tried out Improved Energy Resistance. Now I'm in a situation where my main PC has it permanently on. It's supposed to last 120 seconds, but it lasts forever.
Now this has happened before with other powers, generally if I enter a new area or reload a save with something like Force Speed on. But in that case, all I need to do is recast Speed and wait out the timer, and it disappears. That doesn't work with Energy Resistance: even if I recast it, then wait it out with a stopwatch, it won't turn off no matter what.
Like Dominate Mind or Force Sensitive, these abilities are only handed to the protagonist, not any of the companions. Where is that controlled? I looked at feat.2da and spells.2da and I don't see it. Suppose I wanted to make another spell or feat work that way, how do I do that?
Same as the other mod for JK:DF2, but works for Mysteries of the Sith. Can be used with MotSE and GlowsaberX (not that I recommend it since those mods seem to be unfinished for MotS).
I did some work on the MotS-specific powers, too. Chain Lightning chains through enemies the way it should, Push is stronger and has an AoE effect, and thrown lightsabers reliably return to your hand. Kinda proud of these! And having fun with them.
I'm not even going to bother to try to salvage Project or Farsight, though.
- Rebalanced the mana cost of Force Pull.
- Fixed s problem with Kyle sometimes inescapably choking the player to death at the start of the first encounter, if they didn't have Absorb or some other way to interrupt at long range.
- Fixed a problem with the player occasionally staying immobile after Grip, making it an easy death to Lightning.