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3 pointsBut here's is the thing: that's not a suggestion. It's not a plan anyone can work with. You only give vague details in the story you disagree with. "Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) Okay, what does rebalance even mean in this context? What good counterarguments? Tone down what? Where? How? Change the story how? Where specifically? You're asking for a completely different game and expect others to flesh everything out, I.E. doing the actual hard work. In your walls of text you're only underlining details where the two games disagree with each other. Sure, but that's what always happens in every sequel to a work that was made without a sequel in mind: it has to recontextualize parts of its predecessor (in most cases a complete three act structure) as the first act of a larger structure. Some details will always suffer because of that. For me, there's just nothing in your posts to engage with. I just don't like this details first, drama last that most people (Star Wars fans in particular) seem to have, which is also why the reception of TLJ was such a mess, but that's a completely different story for a completely different thread I always sound smug btw, don't take it personally. It has to do with English being my second language, I guess. There's some humor lost. Good luck on your quest!
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2 pointsWhat is your evidence for this? It is by no means said in KOTOR 2 that Malachor is the only place to make Jedi fall to the dark side, or even the first: It seems likely that Lehon had the same property: Malachor is perhaps the most important of these three locations in KOTOR 2, but that is in KOTOR 2, when it is the only one of the three that has not been discovered and attacked by the Republic. If your alternative is that there is no choice and other people should not be allowed to make a choice that you disagree with, in a roleplaying game, then I cannot be convinced this alternative is inherently better. Yes, because it was the source of the infinite fleet. The Trayus Academy was not. Later, the Sith lost the Star Forge, but still had the Trayus Academy. No, this is not true: There is no definitive answer given in the game, and it is speculated that they had already begun to fall before discovering the Star Forge. You said the game gave you no opportunity to counter Kreia's argument, and I showed you a quote in which Kreia literally says "you were right." I don't know what more you want. Do you want another example of Kreia saying you were right? Yes, Canderous attributes the Republic's victory at Malachor to Revan's strategy. So does everyone in KOTOR 2. However, other people were there and did things that Revan personally did not do. There is no indication of any connection between Exar Kun's Sith and Revan's Sith in the game beyond this one line. I think it's a relic from an earlier draft of the game in which Bastila was Vima Sunrider and the game followed up more closely on the events of the Great Sith War, but that is only speculation on my part. On that note, though, you are willing to accept connection between Exar Kun's Sith and Revan's Sith in order to explain this continuity error, but you are not willing to accept a connection between Revan's Sith and the Sith of KOTOR 2 who were explicitly written to be survivors of Revan's Sith?
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2 pointsThis kind of just adds to the "calls something crap - doesn't give any productive suggestions themselves" argument here. Not only have you not played TSLRCM, a mod which expands upon the games arguable lore a lot more in depth (Myself and more can forgive this) but you don't own a PC copy of TSL. So, in theory, if someone was to create this mod for you that means you, who asked for this mod, won't even be playing it. My own personal quote on this from my own past experience on this site. But in all seriousness, there are aspects of TSL which are an absolute cluster f*ck when it comes to writing, especially in regards to cut content which really wasn't meant to be cut. With TSLRCM, it really does give the game an 'ending', not the ending it deserves but definitely something you can look at and say "I'm satisfied". While opinions may definitely differ, whereas some cut content such as Disciples Holocrons or the GenoHaradan provide little to no essential information to the plot of the game other restored content such as the Malachor endings, HK Factory and more really does help expand the plot and the characters as a whole. Of course, even when 'restored', the game still is a cluster f*ck. For example, much of the restored Jedi Council dialogue makes no sense. Or maybe the entire Ravager level: There are quite a few plot points in cut content and in the vanilla game which could be rewritten because it makes little sense, past mods like Malachor VI and Ravager Rewrite have tried to fixed these in the past though they never came to fuition. Here, you want to rewrite lore which works. This might not be popular with people for a variety of reasons. This makes the first game's multi choice RPG system redundant if this was true, why would my choices in Kotor 1 matter if at the end of the day my character was destined to be a Light Side Jedi Hero. From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did". So your solution to fix "The Dark and Light Side choices in TSL are so pointless because they're uncomfortably similar" is... to forcibly lock Revan as a Light Sider as that option makes the most sense? TSL isn't meant to be about Revan, it's about to be about the Exile, from an Obsidian Devs point of view back in 2004 a player can start TSL and not have that much before mentioned knowledge about Kotor 1 as the story is meant to focus on the idea that the Exile is the player, not Revan, so from that perspective it would be logical to reduce the player character from K1 into a back thought. As to why Revan would just let the Star Forge yeet itself into obscurity (Allegedly without a master to wield its power like Revan or Malak, it just fell into the Lehon Sun... nothing like adding salt to the wound) I do agree is quite bizarre. But in the overall plot written for TSL it makes sense as Kreia and Disciple paint Revan as someone "Doing Evil things to prevent a greater evil", Obsidian was trying to build Revan to appear as if his Sith Empire wasn't designed to dominate the Galaxy like it is portrayed in K1, but rather to unify it against a future invasion by the "True Sith". And then the real issue appears when SWTOR and the books yeet on that idea even more and forcibly lock the Exile as a Light Side Female who dies in the story immediately after TSL (Almost sounds familar to your solution to your perceived problem) It's not so much the academy itself which is the problem, its the Sith themselves (Saying the Academy is the main focus of TSL like the Star Forge is to K1 would be like saying Berlin is responsible for WW2). Nihilus is a galaxy eating "Wound in the Force", similar to a black hole. The word "Nihilus" comes from "Nihilist" which is a person who believes in Nihilism, which can be described as, a viewpoint that traditional values and beliefs are unfounded and that existence is senseless and useless. As Nihilus isn't even refered to as a man, he could be considered the living embodiment of Nihilism if it was a Sith Lord. Sion, a lord of pain, pretty much can't die because his power in the Force is so strong he doesn't allow himself to die even if she should causing tremendous pain. These two Sith Lords are far more threatening than any academy in the galaxy, but Sion uses Trayus Academy as his personal base after he kicked Traya out (Hence is why my Berlin comparison is relevant). So the Star Forge 2 isn't true, and I agree with the others that it is strongly hinted that Trayus Academy was abandoned until Kreia reopened it after K1. Unless you can find hard proof from the game files that proves us all otherwise. Kreia has thousands of scripts attached to her and thousands of VO. To completely rewrite a bit of Kreia's ideology on the Force would either mean you have over 50% of Kreia's VO which you don't want changed to be voiced by Sara Kestelman, a professional actress with an astounding voice, and have your modified VO voiced by a voice actor from the internet who may or may not charge real cash for her work and you'd be lucky if she was a woman to play the part, let alone have her be old and actually good at voice acting to fit Kreia's role (95% certain any rewrite of Kreia's VO with a second actress will get hated on by the community, even if the writing is good). Why would the Jedi Masters want to draw her out? In the lore, they want to draw out the Sith so they can fight them but because the Jedi are mysteriously genocided every time Jedi meet (Nihilus) they have exiled themselves until the Council can find enough answers so they can meet on Dantooine again to discuss a battle plan. The Masters feel that they can get answers from the Exile because the Exile, due to their self inflicted cut from the Force, is considered a 'wound in the Force' just like Nihilus was, just like how Nihilus eats planets to sustain himself the Exile kills hundreds and gets stronger (Experience). That explanation has nothing to do with Kreia, if you were to rewrite it so instead of trying to draw out the Sith and find the Exile the Masters just want Kreia (The Masters thought she died in the Mandalorian Wars) even though Kreia doesn't serve Nihilus or Sion (Thus why on earth would they want her) you'd not only need to recast an actor for Kreia but you'd need to cast an actor for all three Jedi Masters, maybe even more than that if you want Atris and Vash involved as well? Kreia, Vrook, Kavar, Zez Kai Ell, Atris and Vash all together have thousands upon thousands of VO lines (Plus you might want to redo Vrooks voice in K1. But in my opinion it isn't worth it as anyone who voices Vrook who isn't Edward Asner is always going to get hated on because of the drop of VO quality). You'd need to extensively study the original dialogue of the TSL game, study the K1 lore, write new lore so your rewrite would work, write out a new script to replace thousands of VO lines and at the end of the day probably pay hundreds of real life money to good quality voice actors simply because you don't agree with the plot of the game. Chuck out a piece of content which works (A piece of working content in a broken game) simply because you don't like the true fact that in both Legends and Canon that the Mandalorians are literally a shell of their former self by the time of the movies. Consider real life history for example, let's look at the year 1683 at Turkey: So if the Jedi Masters want to draw Kreia out, like you want, she only intervenes when the Jedi Masters try to cut the Exile from the Force again. So in your plot she just follows the Exile in and instead of attacking or trying to capture Kreia the Jedi Masters just explain their entire plans to the Exile... and Kreia... their enemy 🤔 ??? And again, you'd need to redo every single Jedi Master line to achieve this. And replaced with what? Why did Revan turn to the dark side and lead an army to take over the Republic? In Kotor 1, Vrook suspects the Crystal Cave turned Revan to the dark side. So what's your take? Revan being a morally grey anti-villain who wants to save billions by killing millions? Or "Sinister Cave made me do it!" (With no evidence in K1 to suggest that the cave was sinister)? Why? I dislike this part as well but why is this so special to the plot? So, perhaps you can change our minds. If you could point out exact quotes from the game, and rewrite them yourself as examples for us to follow maybe then we might take your idea seriously as modders like ourselves know that, even though we can do much, there is always a limit to our power even if we hypothetically CAN rewrite the game. For example, I hate Peragus: A mining facility built into an asteroid... inside an asteroid field... made up of hyper sensitive asteroids where a single blaster shot can blow up the entire field... and Obsidian is trying to tell me Fuel miners built an entire air locked facility inside of an asteroid inside of a space mine field without blowing it up? I hate that, but I cannot change that, changing Kreia's character is a tad easier, so maybe you can prove to us why it is so urgent that Kreia's ideology be flipped on its head in order to improve the flow of the game?
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2 pointsIt is not "more specialized." It's mentioned at various points in the game that there are many worlds like Malachor and Korriban that are wounds in the Force that the Sith used to break Jedi. So choose that Revan was light-sided. Those who prefer that Revan was dark-sided and are fine with the subsequent events should still be free to do so. I'm not going to defend the competency of NPCs in either game. But as for the two locations being different, yes, the place where Jedi were taken to be turned to the dark side against their will is different from the place where Force sensitives who have already turned to the dark side willingly go. They have conquered half the galaxy. It stands to reason there are many places in their empire that we do not see. But they weren't. That's not the plot of the game. And I don't see how it would be an improvement to completely disconnect the sequel from the original. I referenced this quote before. Most of what you're talking about here is Canderous' description of the war in general, not the Battle of Malachor V specifically. I would also point out that Canderous has some dialogue in this conversation that makes absolutely no sense in the context of either game: Regardless of the Exile's role at Malachor, according to KOTOR 2, the battle was Revan's strategy and Revan was still the impetus of the Republic's victory. But of course Revan was not the only Jedi there.
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2 points-> calls something crap -> doesn't give any productive suggestions themselves Enough internet for the day
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1 pointStar Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
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1 pointThe file you want is feat.2da. Unarmed specialist feats are rows 212 to 219. There's 'handmaiden' and 'baodur' columns with the levels they get those feats in, just copy the same numbers into the 'hk47' column.
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1 pointThe implication of the dark side ending is that the Republic is destroyed. Obviously there had to be some semblance of a status quo for a sequel to happen and for the Republic to exist in the films. Revan's disappearance allows for that while also at least giving some recognition of players' choice in the first game. Even if Malak had access to the Trayus Academy, it was not his center of power. The Star Forge was. On the other hand, and I know you take issue with this, the Sith of KOTOR 2 did not have the Star Forge. In the wake of their civil war, their center of power moved. I don't understand what this means. The Sith in KOTOR 2 would not exist without Revan. Of course the Trayus Academy was connected to him or her. The Sith governor you meet was still being trained. Presumably, there, but that is beside the point. There were multiple training facilities. Korriban was not unique. Again, the idea that Revan had multiple masters was established in the first game. Zhar says that Revan had a master other than himself, and we are never told who this is. KOTOR 2, as a sequel, introduces us to a character that must have existed, but that we had never met before. You are given every opportunity to disagree with Kreia in dialogue, and the very nature of the game, with you as the player and Kreia as the final boss, forces you to oppose her ideologically. Kreia herself admits to her hypocrisy and that she has to be stopped: Nobody is forcing you to believe her point of view is correct. Chris Avellone has said that he wrote Kreia to raise questions that he had about Star Wars, but I think you are putting words into his mouth as much as he put into Kreia's. I'm not familiar with other Expanded Universe material relating to the Mandalorians from that time, so I can't comment, but this is a minor reference that players familiar with the films would understand and is irrelevant to the story of the game. I don't know how you inferred so much from a few sentences that say little more than "a battle happened." The Battle of Malachor V is a minor plot point that is barely mentioned in the original and elaborated upon in the sequel.
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1 pointIn future, you shouldn't use K1R and K1CP together. Versions of K1CP after 1.7 aren't compatible. If you are getting crashes with the fade, try Disable Vertex Buffer Objects=1 in the [Graphics Options] of swkotor.ini if you don't already have that added. That's the only thing I can think of with that. It shouldn't be related to the script itself. As I said before, fading is the default behaviour that a lot of vanilla scripts use, so if you are encountering crashing elsewhere then that could be the cause.
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1 pointI am not sure I would call all of TSL's writing crap, but it's definitely lacking here and there. Honestly I would say if you wish to go through 130,000 lines of dialog and improve them, rewriting them as well as finding a way to fix the Audio around them, crack on. Or otherwise good luck finding a team do so, I myself have had thoughts of changing all sorts of things, though I cannot say that the writing was heavily one of them, other than perhaps typos or out of place lines. There is also one huge thing to consider, which is compatibility and interest, compatibility for something like this will be practically non-existent and I suspect interest would be lacking also, though I can also say that on the other hand if done right interest would be huge, so all in all good idea, huge undertaking, I would say make a start on it, or form a team and make a start on it, or start by heavily improving the writing of just a single area in the game to showcase your suggested improvements.
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1 pointI've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.
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1 pointA mask of some kind could work, but I don't know how many Sith would be fooled by something like: If you decide to integrate the Dark Jedi attack seen on the cover art, I guess you could have a small group attack the party if Bastila isn't in disguise, but that's just an idea. Maybe it would be better to stick with attacks from troopers. However the disguise is handled, though, it should definitely be destroyed after arriving on Dantooine.
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1 pointView File JC's Minor Fixes for K1 Summary This is a collection of various things that I found annoying enough to alter. I collect things that I don't think warrant their own mods into a single mod, to be released to the general public when it becomes more substantial. Contents I've divided this mod into five categories: Straight Fixes, Bug Fixes, Resolution Fixes, Aesthetic Improvements, and Things What Bother Me Fixes. Straight Fixes are fixes for issues I think are genuine errors or mistakes or oversights or what have you. There's a problem, here's a fix for it. No artistic license is involved. Bug Fixes really fall under straight fixes but I've separated them into their own category because they're more severe and there's absolutely no reason not to have them. They fix bugs that could potentially break your game. What I've included are either well known and easy for me to do a quick fix or came to my attention directly. There are lots of other bugs this mod doesn't fix, so I strongly suggest that you seek out a more extensive bug-fixing mod. Resolution Fixes are all textures from the game for which there were identical, higher resolution textures somewhere else in the game files. So I've swapped the lower resolution ones for the higher resolution ones. I've separated these from the straight fixes because a) I didn't make any of the content here - it's all extracted from the game, and b) they don't actually fix "problems" per se - it's just an increase in resolution. It looks the same, with slightly more pixels. Aesthetic Improvements are my attempts to improve the visual quality in certain areas. I've tried to maintain the original aesthetic of the game while improving the quality. But the nature of the improvements necessitates new content created by me. You might not like my work, or you might use a different mod that touches on these areas, or whatever, so I've isolated these from the other fixes. Things What Bother Me Fixes fix things what bother me. They might not bother you but they bother me, so I've isolated those as well. For a full release history, see the accompanied file. Submitter JCarter426 Submitted 08/07/2018 Category Mods K1R Compatible No
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1 pointTo be honest, I sort of suspect that was an intentional change, and the unused Saedhe head was unfortunately never reused elsewhere. In my opinion (and the opinion of unofficial TSLRCM tweak pack) the old black man fits the voice a lot more than the white character On a side note: how the hell does one even pronounce his name? Say-dee? Side-eh? I don't believe it's ever said by anyone
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0 pointsBecause they are obviously not slaves. I didn't say anything about alignment. The deception was too weak to be believable in all three cases. Were I the Master of a Sith academy I would not consider a person with two Force Sensitive "slaves" as impressive or desirable. I would consider it a threat of potential subterfuge or espionage especially during wartime. There can be only one master in the academy. Having individuals present with ultimate loyalty to a would-be subordinate is foolish. I won't to entertain the "Sith Arrogance" counter-argument either. As for the Governor not recognizing Bastila, it's part of the same issue so I'd have no problem with them correcting it. Either all of them should, or none of them. The Ebon Hawk is a different matter. We have no idea whether the Sith patrols are just picketing their zones for unmarked craft (pirates) or actively searching for it specifically. Some are random encounters, others were sent specifically to intercept. Depends on the circumstances. Freighters were coming and going from Korriban all the time. Czerka ran the outpost there and the Sith themselves were contracting ships to ferry out artifacts from the valley. 3 out of 4 times it would be fine, unless you make Korriban the final planet. Personally, I've always thought it made the most sense narrative-wise to run into the Leviathan leaving Korriban rather than anywhere else, so I usually make it second to last.
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0 pointsI like the unique Shaleena. Any departure from the grossly overused NPC heads in KotOR is a welcome sight.