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Showing content with the highest reputation since 06/30/2024 in File Reviews
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6 points
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4 pointsI beat the mod. Or at least whats on the planet itself. That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement. -consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story. -make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only -Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. -this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. -Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is. -Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd -Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. -My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times. I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 Oh and what you did with Vanasseus, you're insane man lmao that was too funny
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4 pointsWhen SAO set out to make this mod, he mentioned hoping that it would feel like if Bioware themselves made a DLC for the game. Suffice to say, he succeeded There is a little jank here and there, mainly to do with the (Bioware-made) incomplete Sleheyron modules, and the occasional oddity I'm sure will be ironed out over time, but these are all small things I very readily overlook. The writing is fantastic, the scenarios and possible outcomes are great, the design philosophy feels very much in line with how Kotor generally does things, and most of all - you've got replayability, and not just on Sleheyron itself since the mod includes a new custom companion You're definitely going to want to try this one
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2 pointsI just want to say great work and thank you for making such an enjoyable mod for my favourite game of all time! Its been a long time since I played a Kotor mod that aimed to continue the story of the first two games. I'm excited for future episodes. Also, I realize any critiques I mentioned are all things that take a ton of time and effort to accomplish so please don't think I don't have respect for what was done with this mod. Critiques: 1) I am a little baffled at the decision for secondary and even background characters to get voice overs but some main story characters get none. Makes it feel less polished. It would be nice for all the companion characters, main story line characters and the council to be voiced. I get its a mod but with something that is so story driven it just makes me feel less invested having to read a lot of the dialogue. 2) I would love to have seen some new feats/powers be added. Maybe ones that are specific to the player character, maybe based on species/Jedi class combination. I know there are attribute changes based on which species you chose so more depth there would be really interesting. We have all likely played Kotor 1&2 multiple if not hundreds of times and having new options for building your characters would make the experience feel more like a 3rd game rather than a mod. 3) Last critique, the movies being in original quality is really jarring. Not sure if this is something I can edit with an HD movie mod (compatibility issue?) but I was expecting more custom cut scenes like the establishing shot of Corellia which sure isn't a Hollywood quality cut scene but man it shocked me how well that looked compared to some of the low res movies used elsewhere, which were just cuts of the original movies. Now what I liked: 1) The story is REALLY good. The writing particularly is impressive here. I almost want this to be two different likes but ill keep it in one. Is there some broken or sometimes meaningless dialogue? Yes, but its definitely on the lesser side compared to the really well crafted dialogue and story. Clearly lots of time and meticulous work went into both writing and story. I was interested from the moment I started playing. Without spoiling the plot, it fits almost seamlessly into the period after the Jedi Civil War/Dark Wars and those events. The Republic and Jedi Order are rebuilding and the Galaxy has to learn how to trust both again. We even get a familiar choice, allowing us to decide some of the events of the previous games to set up the story beats in this mod. Very well done. 2) The way you populated the worlds, its just great. One of my biggest gripes with vanilla Kotor is how empty the worlds feel at times. Obviously this was due to hardware limitations back in the day and not being able to have hundreds of NPCs running around who you can interact with. But great job making cities like Corellia and others really populated. 3) Love being able to play as aliens. I always thought it was silly that you couldn't play as aliens in vanilla Kotor. So a really nice touch adding them. also the number of head models is great too! 4) Kinda surprised by how seamless this was to install. I would have expected a mod of this nature to require more hands on install but you did fantastic work here. 5) Music was good. Smart use of other Star Wars tracks but the custom music doesn't feel out of place whatsoever. I will say some track give me late 90s early 2000s MMO music vibes but I find that charming so I'm cool with it. There is much more about the mod I could talk about but I think my ramble sums up my most pertinent opinions. Really great work and I am super excited for more! I gave 4/5 stars simply because I think this mod has SOO much potential. I'm hoping when its all finished that the community looks at this mod with the same regard as TSLRCM. I think it can be that good. Also, if anyone knows compatibility for mods like HD movies, HD UI, Modern FOV and so on, please comment saying so. I went in just with this RoR for the best compatibility possible.
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2 pointsThere's a lot in here you'd expect from a Kotor total conversion mod. Very happy with what you guys have put out. It basically feels like this was made for me. Specific items I liked: Green dialogue + Corellian flags (small thing, but visually appealing) News holos (In ideas I've had for a TC mod, I have considered doing exactly this same thing in the same way) Togruta in the main menu (I have experimented with porting Togruta heads from SWTOR) Dialogue barks in the Corellian merchant square (Whoever was in charge of this did a seriously fantastic job) The first cutscene! Ronto quest Animations in dialogue The voice of a certain Duros Canon and Non-Canon options (ignoring the Revan novel but leaving things open for the possibility of SWTOR is exactly how I would do a K2 TC) Overall positives: It WORKS. Area transitions. Containers. NPCs. Objects. Just about everything that allows interaction actually responds. The reskins, module editing, and in particular the prop placement are done very well. Everything is cohesive. It doesn't feel scattered, disjointed, mismatched, etc. (In particular it appears the Iziz sky ramp models were removed from re-used Iziz modules, which if I saw correctly is a good example of what I'm talking about. The King's chamber, with all its props/objects, looks distinctly different from Talia's palace, too.) The concept of the story and the writing. Padawan assisting in an investigation. The lore of KOTOR era sources is taken into account and obviously appreciated in a way that it wasn't in SWTOR (Mentioning Tol Cressa, the situation in the Gordian Reach, the situation on Duro, the Exar Kun war, the aftermath of the JCW, etc.) Species-specific stats and dialogue Stat-relevant dialogue options Functioning quests Gripes (not particularly important, observations you may or may not take into account): Dialogue could use another couple passes to correct spelling mistakes, but also to tighten it up. Some lines could be improved simply by removing a word or two. Once in a while, characters will just talk a little too long. This isn't to say the dialogue overall is poor, but that it is in a decent state and could be made excellent. Bao-Dur, Quan Drayen, and Nessa at Esbek in particular Bao-Dur is pretty close to sounding right. There's a handful of things that felt like they were phrased out of character. Sometimes it feels like Quan Drayen is hitting me over the head and telling me I'm playing a video game. "A companion, if you will" (This one was amusing, but I think the rest of the things he said like this were not) Nessa repeatedly says "hubby" and it rips me right out of the experience. I get what kind of character she's supposed to be. It still seems out of place. Speaking of husbands, there is a woman in the cantina who refers to her "partner", and in the context of a lot of these characters being involved with the CEC, it is confusing if she means business partner or husband at first. Cut back on "Agrilat" just as an example. I think the husband in Esbek says something about his work "sinking in the Agrilat swamps". Drop the Agrilat. It's cleaner. Are the re-used Iziz modules supposed to take place in Coronet? I recall an area transition for "Corellian Merchant Square", which feels vague. It took me probably 10 to 15 minutes of running around to figure out there was an area trigger for the damaged speeder out in the swamps. The journal did mention the speeder, so I was able to figure it out eventually, but it wasn't clear to me the speeder was blocking the specific path I was supposed to go down. I thought at first maybe the mod was broken and I was supposed to enter a non-interactable door I had found. The PC interjecting about Revan in the King's chamber felt very forced. There seems to be no reason for the PC to think that, especially considering the way Drayen chides the PC for not paying attention to their studies. I have to talk to the bouncer to enter the cantina on Corellia, which triggers the same dialogue every time from Drayen about my decision-making. Anyway, I'm familiar with how much work this all is. I've played with Holocron Toolset, KLE, KBlender, K-GFF, etc. I only bring up gripes to possibly help hone the final product. I'm really impressed, really enjoyed playing. I've said before I have been following since I was a kid lurking on LucasForums, so it's really great to finally see this release. Thanks so much for sharing with us and keep up the great work!
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2 pointsPlaying through episode 1 felt incredibly nostalgic, it was as if I opened up an old save on Kotor and experienced a brand new chapter. Here are some of my take away's from the mod: 1. The devs used clever use of reskin's to existing and ported levels. While I do hope to see newer areas in future episodes (i.e. using cut modules from Kotor 1, Sleheyron, or even M4-78 ), the level design in the opening chapter was well executed and enjoyed exploring the content in these areas. 2. I particularly enjoyed the difficulty in the combat. Unlike previous games, it made me utilize consumables rather than continuing to spam Flurry on repeat. 3. Side quests were incredibly done and the inclusion of skill checks was impressive. Love the evolution of this from Kotor 2. 4. I really enjoyed how the story unfolds as it begins with a simple Jedi mission surrounded by intrigue to a more complex narrative. There are a few critiques I have with the writing (particularly the epilogue) but it is a great foundation that had me glued to the PC till I completed. 5. Music felt very much like Star Wars but more subdued. Use of existing tracks also were placed well, hopefully a few of the ambient themes from Kotor 1 can make an appearance in future expansions! Cant wait to hear more of the original tracks as episodes release. Glad to see you back at the helm @Logan23! Its great to see your work over the years, the passion from you and the team truly does come through in this release.
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2 pointsI just got done with my first run and like the others said it's a big step up from the old demo. I made a few notes while I was playing episode 1. 1.While I do miss parts of the old demo soundtrack especially the combat track (though I think I hear parts of it in one of the new ambient tracks) the new music is very good too. 2. It feels like we had more dialogue options in old demo though on the other hand there are more skill check options which I like. I also really like the addition of class dialogue too. 3. It would be nice once they are balance to the dev's team likeing that the species effects are listed somewhere outside the game. 4. I think there should be a side quest or two on Coruscant maybe serving as a quick optional tutorial to new or old players who haven't played in a while 5. The loading screens look great and both Coruscant Jedi Temple and Corellia looks good both in the retextures and imported object density. I especially love the colors of the plants in the Corellia jungle 6. I'm happy that you kept in the choice about the pc homeworld from the old demo however small of a thing it is. 7. I had a bit of a bug with the Exile gender. I picked female and Bao-Dur kept calling the Exile him. 8. I love how many different groups that are part of the story so far. 9. There was some hard fights though nothing that took me more then two tries. I was playing on difficult so I view this as a good thing. Both KOTOR were a bit too easy even on the highest difficulty. I have not tried the new difficulty options yet 10. I love the character models for the main villains
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2 pointsThank you for producing this. I was determined to use the K1R on my first playthrough of KotOR I in ~15 years. Extra content sounded awesome. Well, I should have done more research before downloading that mod. Ran into tons of bugs. Lesson learned that K1CP is better. Running across this mod was a delight. Rather than picking between K1R and K1CP, it looks like we'll get to have our cake and eat it too. Looking forward to future updates with more K1R content.
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2 points
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2 pointsThe lightsabers themselves, are fantastic. Couldn't ask for more (aside from what Obisoln said). The spawn locations, however, completely and utterly destroy this mod. You put a lightsaber, on Taris. Not only that, you put it in an area where we can get it, before we even have Bastila in the party. Just put it on the body of the Jedi on the Endar Spire why don't ya? (Just because I don't doubt that you might, that was a joke. Don't take it seriously.) Dantooine is nearly as bad. You JUST received the ability to even use a lightsaber, and oops, here's a lightsaber that's way better than the lightsaber that you just built that's supposed to be yours for life, AND it's before you even have access to crystals. The others aren't that horrific, but they're still awful. The back of the landing pad. Are you serious? I shouldn't have to explain this one. Kashyyyk's isn't half bad, but it's not even in the Lower Shadowlands. Sorry if this is coming off as harsh, but dude, this is not good. If I was going to place the sabers somewhere, the Lily goes in the Terentatek's belly on Kashyyyk. The Evenstar goes in the footlocker of the Sith Master on Manaan. The Sceptre goes either in the inventory of the Storyteller or the back of the Krayt Dragon's lair on Tatooine. And of course the Righteous Hand goes on Duron Qel-Droma's body in the back of the Shyrack cave on Korriban. As it stands now, as far as anyone that cares about balance or theme (basically anyone that isn't modding MP5s in the game) is concerned, this mod is unusable. Which is deeply sad and frustrating at the same time.
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1 pointAwesome Mod. Played through it last night and had a blast. Only small criticism is that some of the mod felt somewhat drawn out (mainly the Czerka Part of the Rescuing Vima quest.) The modules were very well reskinned and genuinely felt like I was exploring new parts of the game. One of my favorite KOTOR Mods I've played.
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1 point
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1 pointWell, after watching for this mod for like 15 years, I've finally been able to play Episode One. (Very minor spoilers ahead, you can read this review even if you haven't played the mod). I'm glad I could, this mod is fantastic, it really feels like an official story from the Old EU, another story from the Old Republic era. It begins, naturally, with space politicians asking for help to a Jedi, just like with Ben Kenobi and Qui Gon Jinn, so just by that you can see that the writing team understands the style of Star Wars. It also has numerous references to obscure EU lore (just like the Jedi Masters mod) and, of course, to both KOTOR games (giving you choices, just like TSL, about the plot of the previous games), so that's what what makes it's world building so great and interconnected to the saga. It also has some elements of a crime story, which surprised me and was a nice touch. The design of the new levels is great, I feel like they did a really good job with the planets you visit. Some things could be polished a little to make the game more distinct, but overall the design is really good. Same with the skins, armors and NPCs, which all feel very polished and very diverse, but with a consistent aesthetic. Lastly, the gameplay was correct. There were no deviations in combat and leveling from TSL as far as I know, but I appreciate that they give you decent loot and gear at the first levels, so you can make various gamplay choices with your party, and you are not stuck as a kind of weakling one trick pony that spams blaster shots or flurry at the start of the game, you can use some combat strategies and buffs. There was some use of skills and classes in dialogue that was also nice from a roleplay perspective. The bad things? I think the writing at the first hour of gameplay or so was a little dense. It had a lot of exposition, which is only exasperated by the lack of audio on the main characters. I think this will be improved when audio is added in the future and the dialogue can be made to have more inflections and tones, which will make the exposition much more entertaining; but I also think that they could add a little more of comical relief at the first hour of gameplay, so that the plot feels less dense. Once you get a mcguffin for the main plot, however (at roughly half of the episode), the plot catches on and begins to be much more dynamic and similar to TSL, mantaining both an entertaining story and complex plot lines in the background. Another problem is that your party characters seem sometimes too angry, or even jerky to you. Again, this could be due to the lack of voice acting, but the dialogue can sometimes feel that way. But overall, those problems didn't take me away from what has been a great experience, a mod worthy of being a sequel or spin off from the KOTOR saga, and a worthy part of the old EU.
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1 pointHey Guys, great work on this! I liked the attention to detail in the dialogue options, the news channels, and the worldbuilding from the NPCs. Love Master Drayden's character too. For any players who haven't played yet, I found a fun tactic of equipping my melee fighters with poison masks and then having my ranged fighter toss poison grenades in to weaken enemies. I want to do a couple more playthroughs of this to see all the options play out. As you probably know, the dialogue needs some line edits for grammar and stuff like that, but I'm sure you'll get to that in future mods. Reach out if there is anything I can do to help you with further testing or feedback. Keep up the good work! Edit: After writing this review from my Sentinel Non-Canon Playthrough, I did a Consular Canon Play through. I realized I missed the whole cantina section on my first time, I didn't even know it was there.
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1 pointOverall, a fantastic mod. The suits all look great (the black flightsuit does a lot to set Twitch apart from all the other Rodians, Ice's suit goes with her hair amazingly, Marl's looks classy as befits a seasoned champion...) and I think the new heads work as well, especially Marl's (having that beard suits the grizzled vet). It's also neat to be able to buy replicas - being denied unique NPC gear can be grating. The only thing I question is Bendak's new look in Part B. At least to my tastes, using the yellow-paldron variant of the whitened Mandalorian armor ends up making him look drab and stand out less than his vanilla appearance, which seems to run counter to the mod's purpose. That and I don't think unadorned white plays nicely with the Neo Crusaders' Royal Guard-esque helmets. But that's just my opinion, not sure how others feel. If one wants to pick and choose who gets more than a new suit, it seems like it would be possible to do some texture finagling in the Part B folder. But I haven't messed with that yet myself.
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1 pointFirst of all I'm sorry for not writing much in this forum. As I said in my review for the KOTOR files, real life issues here in Brazil, but I still love these two amazing games. redrob41, I can't stress enough how much care and detail your work add to the animations and how great they look in-game. They are remarkable. I hope that you kepp working and complete the corrections and textures for both games (including the Community Patches when necessary) and the TSLRCM 1.8.6 textures files as well. Thanks for this great community keeping these two amazing games alive in all those years. May the Force be with us All
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1 pointBased on my experience, this mod works as advertised, but has some issues. Specifically, I sided with Vaklu on Onderon with the goal of sparing Kavar to avoid the Dark Side path at the enclave. The first thing I noticed was the dialogue option to simply skip his fight, which entails telling him "Wait! there's another way! Get your shit and get the fuck out of here!" I find the choice of words immersion-breaking to say the least. (I also feel that an easy skip option is rather cheap, but that's a me problem.) I feel silly for not thinking that it could be a test option. The post-fight dialogue convincing him to surrender is very well-written, but a bit wordy. I think it would be more impactful if Persuade checks were required. I was able to spare him with no chance of failure short of a misclick, so it wasn't as satisfying as it could have been. After further study, I now see that this dialogue tree is far more complex than I initially realized. I did find a path that got Kavar to stand down on my first try, but there are many more where he sadly just can't compromise, even though your arguments are equally nuanced and logical. It's genuinely tense. Fine work. Lastly, the Lost Jedi quest does not update if Kavar is spared this way, and the Master of the Palace quest states that he is dead. Kreia's dialogue also does not update like it normally does. Kavar still appears at the enclave, however, and the scene proceeds as if nothing on Onderon happened. This mod is one I have wanted for a while since Kreia's endgame dialogue implies that Vaklu actually is better in the long run. It has a couple kinks to iron out, but I'm very glad it finally exists.
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1 pointHi, 90sk !! I really love this armor mod since I can replace any Jal Shey / Zeison Sha armor with Bandon type armor. On the topic, I noticed you didn't add this type of armor. Is there any chance you would add this armor as an addition or an alternative to Darth Malak's armor? If not don't worry, I understand as I didn't mean to bother you since this mod was years ago. Thank you for reading this !!
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1 pointA functional and easy-to-use tool that would be great for adding/editing elements in modules, if not for 2 major bugs: Rarely adding a copy of an object, undoing a delete, or sometimes even just double-clicking on it can mess up X,Y-orientation of half the objects in the module and break/remove/move half the triggers. It's easy to miss when this happens to objects on the other side of the map. Usually you can return everything by clicking the 'Undo' button, but if you saved and closed the module, it is faster to repeat the work from scratch. One time after saving an edited module in KotOR Toolset, it became corrupted: the module would not load in the game and would not open in the tool. Therefore, always have a backup copy of the module you are editing. Because of these issues, I had to use KotOR Toolset to only view the objects, their coordinates and positions, and do all the actual editing in K-GFF. Still, KotOR Toolset greatly simplifies and speeds up the mod development process. It's a pity that this great tool can't be used to its full potential.
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1 pointLooks Amazing. I have a square monitor so it's a bit squished for me, but I'm getting a widescreen monitor soon so it doesn't matter. Definitely is a 5/5 though. Also it'd be cool for those who are starting their first playthrough of K2 with mods using those so they don't get some of the bad guys spoiled for them. Love it.
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1 pointI like this mod, I play it with every time, but I docked this one star because, despite my love of this mod and what it does, currently two of the Bastila files causes bugs: p_bastilla001.utc and p_bastill002.utc. 001 causes the bug where she is invisible during the interrogation on the Leviathan, and 002 causes the black-screen bug after finishing the Unknown World (light-side) and crashes the game upon playing the cutscene. Until it's fixed, be warned when installing this mod. It plays fine if you remove the two .utc files.
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1 pointI'm sorry, but in its current state I cannot recommend the mod. It's a tragedy, because M4-78 adds very vital content to KotOR II. But the current version of the mod suffers from questionable design choices, and annoying bugs. The initial "clear the radiation" quest has multiple instances of the character being abruptly teleported to elsewhere on the planet after exiting dialogue. There is no warning, no option to refuse, nor even a transition. It's a very jarring and disruptive mechanic that greatly detracts from the experience. Moreover, it's entirely unnecessary due to the planet already having escort droids for fast travel. It feels like a developer shortcut that got left in without testing how it would affect ordinary players. Said quest also has issues if one chooses to play as T3-M4: all of his responses to dialogue are untranslated droidspeak onomatopoeia. While this is consistent with his adventure in the warehouse, it proves somewhat problematic here. In the warehouse, his choice of response (when you had a choice at all) was of little consequence. That is not the case on M4-78 - there are a couple of conversation choices where what you say can actually have a different outcome, and the untranslated droidspeak thus reduces players to blind fumbling to progress. I believe that for this occasion, either his responses should be translated in-game, or players should be provided an external cheat sheet. Or at the very least there should be some sort of bracketed tone cue. Yes, you can play as one of the other droids to avoid this problem, but it's still annoying that T3 is needlessly awkward. Moving beyond that, two of the planetary sidequests are broken. The "Deadly Upgrade" quest will reinsert itself into the player's journal after completion the instant the player sets foot in the Research and Development area, with the journal entry acting as if the player killed the malfunctioning assault droid themself regardless of their actual choice (which, given the assault droid is an egregious damage sponge if the player fights it, was probably to fetch CS-28). The quest "Fixing Droids" on the other hand is missing one of its key items, the Droid Memory Core - the developers deleted the placeable where the item spawned, and did not set a replacement location for it. They have also yet to publish the item ID, so currently you can't even work around that with Kotor Savegame Editor or the cheat console. The code that spawns a key NPC to open a door for you in the Industrial Sector if you resolved the Environmental Sector peacefully doesn't care if you've already opened the door or if he has already been spawned there, meaning multiple copies can spawn whenever you re-enter. The game does not make it clear that you only get one chance to sabotage the power supply for the Experimental War Droid - in fact, the exit prompt saying "Do nothing for now" gives the opposite impression. The spawning for the industrial sector droid you have to rebuild is also buggy, with redundant spawns being possible. The in-game event log shows a comment calling zbyl the r-slur that I'm pretty sure the devs didn't mean for non-devs to see. The main quest journal fails to operate once the cooperation of both Archons has been secured, meaning the player has no reminder of who they're supposed to speak to next. And one of the enemies in the final confrontation tends to fail to aggro at first. Probably has something to do with the fact that Sith Assassins are neutral on spawn.
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