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Showing content with the highest reputation on 07/01/2021 in Posts
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1 pointFor me it's a matter of narrative as well as gameplay. If I reload to a previous save or slaughter the Sand People it changes what Revan has "accomplished" in my playthrough. I want to let the Sand People live, hear the history, and keep the pearl without having to fire up the save editor or use the cheat console.
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1 pointYou know the one thing that stood out about Vrook and I really didn't like? When you see him in Dantooine in K2, he's all friendly with that lady governor- forget her name. But he's always so harsh to you. And apparently anyone else who is junior in the Jedi.
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1 pointI agree with you the Jedi like Zez are fine during the game expect for the end game and I'll quote Scorchy on that (with necessary censors, of course 😜) https://lparchive.org/Knights-of-the-Old-Republic-II/Update 47/ "Once again, the Jedi Council proves they can’t learn from their past mistakes and start blaming the Exile for everything. What happened to the Master Zez we talked to on Nar Shaddaa, who regretted sending the Exile away? And the amiable Kavar on Onderon, who was starting to admit they f***ed up? They did a complete 180 here." In the droid planet mod at least, Vash gets her cut dialogue which I think implies she was was wiser than what she ended up being in vanilla.
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1 pointVash and Zez seemed to be the most underwritten masters of the entire game. Vrook had been in K1 and the KOTOR comics, and Kavar had some exposition given to him by characters like Canderous, so at least they had some background info to go off of. And both Kavar and Vrook actually assist the player on Onderon and Dantooine if they take the light side path.
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1 pointI agree with you Korriban feels crammed in. It would have been cool to revisit Dreshdae and explore it. Also, I find it very sad the only decent Jedi master (Vash) that wasn't a sheep like Zez and Kavar is just killed off without getting a conversation on it. I'd rather she had lived (as in not going to Dantooine) and be the first of the old Jedi to realize how flawed and screwed up they were, but alas. I also wish you could back and explore Onderon again after the civil war to see it back to normal. Speaking of that, I feel like Canderous was affected by the rush released date. It would have been nice to see him talk about Revan more and explain why he's apparently not on speaking terms with Carth. Like maybe have them all meet up again during or after the Battle of Telos would have been cool imo.
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1 pointTaris- love the sky and skyline. Interesting stuff. Takes me a good evening to do all the quests there. Dantooine- in K1 It's beautiful and serene. Lothal in Rebels remind me of Dantooine. Tatooine. Because Star Wars- it is deep in lore and history as well as different and interesting people. And it's desert. Manaan- because of the interesting story line and how beautiful it is. For K2 Onderon because of the feel of the old Tales of the Jedi comics. Telos because it is fun. Above all, Korriban in K1. What a feel that place has. Exploring the tombs. The bleak majesty of the planet. I hate it in K2. The only interesting point is Kreia's lessons about the great Sith Lords of the Golden Age. Otherwise, it's depressing, abandoned. And there is the Unknown World. The ancient mystery of it.
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1 pointI think the problem with Nar Shaddaa in KOTOR 2 is that you don't get a sense of tallness and height like you in other Star Wars games like Jedi Outcast. In KOTOR 2 Nar Shaddaa is all level and flat. Whereas in Jedi Knight and Jedi Outcast, you're running up and down buildings and platforms, and you definitely feel that this world is huge. I always felt that was a missed opportunity in KOTOR 2, but that's probably due to the limitations of the Aurora game engine. For K2 Dantooine, the Khoonda siege kind of reminded me of the Ghost Town Gunfight quest from Fallout New Vegas. Help out a small town in the middle of nowhere in a mostly lawless desert. But I got that same feeling from Dantooine that I got from New Vegas-you're on your own, the entire area is heavily downtrodden and there's little rule of law around. https://fallout.fandom.com/wiki/Ghost_Town_Gunfight As another side note, I really liked the green color of Dantooine that we got in KOTOR 2 as opposed to the Autumn colored environment Dantooine got in KOTOR 1.
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1 pointThere's also the Sonic Screwdriver -
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1 pointTSL came out at the end of 2004 (on the Xbox). NWN2 only started development in mid-2004 (came out at the end of 2006). And even then I suspect it was only pre-production, concept art and the like, as it would have been all hands on deck to get TSL out the door in those last few months (and do the PC port).
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1 pointNo. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate.
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1 point
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1 pointSounds like you're referring to "Unseen, Unheard" - which was written by Chris Avellone. Here it is.
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1 pointIt's never really addressed outright. It could've just been luck (or unluckiness, depending on your opinion) on Visas's part. Or it could be that Nihilus intentionally chose to spare one to take as an apprentice/slave simply because he wanted a Force bond as a master has with an apprentice, for whatever benefit that might give him - though I don't find that theory particularly valid, since I don't think his level of control when he's consuming the whole planet is that precise
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0 pointsFunny you should ask that I did indeed do so. Hence my changing the thread title again and editing the first post again. About the KSE globals.. I did some looking into that myself. The one for the Restoration zone would seem to be 231_Killers_Spawn. 202TEL_Killers_Spawn is the control for their spawn in Lorso's office (even though that's actually in 209TEL; modules were evidently relocated and sectioned more, but Obsidian never relabeled the globals to match).. I couldn't find a Boolean for the docks encounter, so either it's either controlled by the numeric version of 202TEL_Killers_Spawn or my memory really has been playing tricks on me this entire time <.> I'll keep older saves around to try sciencing with.
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0 pointsUnderstood. There is no comprehensive change list of what was done to TSLRCM from what I remember seeing said somewhere around here, I think maybe it was on the KotOR modding discord. Have you just made your way to the Restoration Zone to check they aren't spawning there? Also there is a tad more information on the Obsidian forums : https://forums.obsidian.net/topic/42189-tsf-bounty-escaped-criminals/ Though still not all that much. Again I can understand that, perhaps I was a tad hot-heated earlier but I was essentially more than happy to sit and walk through the problem with you and probably even locate the variable for you to alter in KSE, but then I decided to go play some games instead and then get back to working on my own project. I believe these are the globals you need to alter, most likely the 200TEL_Killers_Dead, but you could try checking the other variables as well. Thor110
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0 pointsIt's a trivial mod to do if you want it. Literally just delete one line of code (ActionTakeItem) from k_ptat_sandtakep.