Markus Ramikin

TSLRCM Crew
  • Content Count

    523
  • Joined

  • Last visited

  • Days Won

    7

Markus Ramikin last won the day on June 23 2019

Markus Ramikin had the most liked content!

Community Reputation

107 Jedi Grand Master

About Markus Ramikin

  • Rank
    Justicar

Profile Information

  • Gender
    Male
  • Location
    : Holy Terra

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Multiple workbench mods are not going to work together.
  2. So I assumed, but I've seen bugs defy common sense before, so I like to cast my net wide, especially when I'm out of better ideas and the test is easy to perform. Welp, sometimes you just get the null result you expected. To be sure, has anything changed about the Ebon Hawk between the latest public build 1.9.2 and whatever test build you're running?
  3. Windows 10, 4096MB ATI AMD Radeon R9 380 Series. Drivers are up to date. Got ahold of another computer: Windows 7, Nvida Geforce GT 730. Same results. Common factors I am able to think of: Game version: GoG Resolution: 800x600 60Hz fullscreen, though I tried 1024x768 as well. I am not using any widescreen mod or wrapper. Something baked into the savegame, maybe? Yet the problem exists both for both old and new savegames. Attaching two savegames where I've observed Blackface!Bastila: game 21 (Escape Taris) is my most recent save playing with K1CP from the start, and it shows me the issue during the cutscene right before landing on Dantooine (where Bastila is telling Carth that Dantooine is safe); game 95 (Leviathan) is an old save from a non-K1CP playthrough, and shows me the issue by simply panning around the cockpit. I'll be surprised if this reproduces for you, though. Not sure where to go from there. 2 saves - blackface.7z
  4. Trying out the patch for the first time, and... it seems you guys seriously messed something up: https://steamcommunity.com/sharedfiles/filedetails/?id=3017626827 https://steamcommunity.com/sharedfiles/filedetails/?id=3017626807 With a slight change of angle the lighting completely changes, resulting in this weird blackface. I can't seem to figure out how to record video, but the change toggles several times as I turn the camera from left to right (or right to left). It happens in the Ebon Hawk cockpit, and behind it, up to the hologram thingie in the central room, though only when facing towards the cockpit. Results in some awful moments in cutscenes, too. Doesn't happen without the community patch. Does happens even without any other mods.
  5. Update to 2.0 - a fairly major revision. Link in the original post. After a good deal of experimenting to find out what what works and is fun, and what doesn't and isn't, I think this should be the final version. Main changes from the 1.x versions: Mana reworked. Your mana pool maximum (400) is now constant, like in Jedi Academy. Mana regeneration slightly increased and is also constant. This makes it a LOT easier to balance things, especially the cost of Force Pull vs later enemy-neutralising powers. It also allowed me to put some abilities back to their original cost (i.e. Persuasion = 250 mana, Deadly Sight = 300). Then what do Jedi ranks do, if not give more mana? Well, besides granting new Powers, they lower the cost of basic abilities: Speed, Jump, Sight (400 mana cost at Initiate, 50 at Jedi Master.) Dropped: "Force regeneration drastically reduced during status effects" for all abilities that had this property (except Absorb). This feature felt mostly anti-fun, and a step back in a mod whose main purpose was to fix the long Force downtimes produced by the low mana regeneration of the original game. Force Pull remains slow to use and fairly costly all game (2s CD, 160 mana cost, no longer scaling off enemy health). Best supplemented by cheap abilities like Grip or Blind. Fixed a bug caused by a mission ending while a cooldown was in effect, sometimes resulting in a power getting "stuck" in the next mission. A host of minor balance adjustments. I've played through this version using both the Lightside and Darkside path, had much fun, and I'm happy with the result, so I guess this is it. (Unless someone helps me fix the PRINT bug, see readme.) As Kreia would say...
  6. Update to 2.0 - a fairly major revision. Link in the original post. After a good deal of experimenting to find out what what works and is fun, and what doesn't and isn't, I think this should be the final version. Main changes from the 1.x versions: Mana reworked. Your mana pool maximum (400) is now constant, like in Jedi Academy. Mana regeneration slightly increased and is also constant. This makes it a LOT easier to balance things, especially the cost of Force Pull vs later enemy-neutralising powers. It also allowed me to put some abilities back to their original cost (i.e. Persuasion = 250 mana, Deadly Sight = 300). Then what do Jedi ranks do, if not give more mana? Well, besides granting new Powers, they lower the cost of basic abilities: Speed, Jump, Sight, Project (400 mana cost at Initiate, 50 at Jedi Master.) Dropped: "Force regeneration drastically reduced during status effects" for all abilities that had this property (except Absorb). This feature felt mostly anti-fun, and a step back in a mod whose main purpose was to fix the long Force downtimes produced by the low mana regeneration of the original game. Force Pull and Force Push remain slow to use and fairly costly all game (2s CD, 160 mana cost). Best supplemented by cheap abilities like Grip, Blind, or Saber Throw. Fixed a bug caused by a mission ending while a cooldown was in effect, sometimes resulting in a power getting "stuck" in the next mission. A host of minor balance adjustments. Dropped support for GSX, since I can't even find a download of GSX for MotS online and in any case I don't remember it working well. I've played through this version with three different builds, had much fun, and I'm happy with the result, so I guess this is it. As Kreia would say...
  7. Bump. I'm about to update my mods for JK and MotS and wouldn't mind being able to upload them properly.
  8. Updated to 1.05b. (As usual, expect savegames to be incompatible.) Chain Lightning can now be cast continuously, which is much less annoying. Also it fires faster, though for less damage and cost; overall DPS comes out roughly the same.
  9. Updated to 1.04. (Remember: old savegames will be incompatible!) Grip's damage nerfed vs bosses, as it was too easy to kill Vornskr with a Tier 2 ability that also prevented movement. Cost lowered a bit, though. Absorb made drastically cheaper, to make it more worthwhile against Dark Mara, and to compensate (compared to DF2:JK) for its lost function of allowing the player to shoot guns at enemy Jedi. Chain Lightning and Destruction are cheaper than before. Destruction can be fired more often; cooldown back to unmodded values.
  10. I have no idea. The one Jedi Knight mods repository I used to know burnt down. Literally, if the message is to be believed, the datacenter had a fire, heh.
  11. Is there a way to make it search through .mods and not just .erfs?
  12. Heh, yeah, I know what that expression means. My question was what, specifically, Vrook could have had in mind. Huh? IIRC wasn't Vrook in K1 talking about the Jedi ruins as the possible place where Revan and Malak's corruption started? Rather than the crystal cave. Not that it's relevant to the question of the flaws in Jedi teachings, either way. Like I said, I know this. It's not what I asked.