Markus Ramikin

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Markus Ramikin last won the day on June 23 2019

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103 Jedi Grand Master

About Markus Ramikin

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  1. 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...
  2. 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...
  3. Bump. I'm about to update my mods for JK and MotS and wouldn't mind being able to upload them properly.
  4. 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.
  5. 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.
  6. 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.
  7. Is there a way to make it search through .mods and not just .erfs?
  8. 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.
  9. For me, Goto starts on a wrong foot with me due to his obnoxious attitude of "you're stuck with my company, and if you don't like it, I'll blow up this explosive inside me that I'm bluffing with". Ever since Kotor 1, I've been sick of people unpreventably getting access to my ship whenever they feel like it, on the writers' say-so. Like the idiot who infested it with gizka. If you do actually take him with you, he has a good deal of interesting interactions with the NPCs you meet. And Goto's backstory is kind of interesting, what with the Asimovian breakdown due to conflicting imperatives, I'll give him that. But in person he's basically a walking - well, floating - caricature of himself. He also remains annoying because he has no positive plan for helping the Republic, and if he says he does, he's full of sh#t. All he does is say "no": "No, Jedi, you can't go free, because you're disruptive, but I magically expect you to save the Galaxy anyway." "No, don't buy fuel for Telos from the Hutts, it'll hurt the Republic (and I offer no better plan to avoid the looming disaster, either)". And his Jedi bounty was so ill-specified that it led people to try to kill the Exile, mistakenly believing that a dead Jedi will also be paid for - even Slusk, who is an Exchange boss himself, believes this. All this makes me see Goto as basically a lot less competent than he should be, given his stated background. I still enjoy unlocking his story, but I never use him afterwards. And I unlock his story through negative influence, not positive, every time. (The only other character for whom it's true is HK-47, when I'm LS, but that's because it would be really hard for a Lightside character to get enough positive reactions out of him. Goto on the other hand I just prefer to treat like dirt.)
  10. Considering that both you and Kreia should be getting +[2-8] from Unarmed Specialist II at this point, that's not much less powerful than weapons are this early in the game, if at all. Are you sure it's not placebo, that it seems like you're killing them slower? Or are you relying on weak Force powers like Push.
  11. In T3's holorecording, after the Jedi Council sentenced the Exile to exile, they speak a while longer. When I turn my bullshit-detection on, the whole thing turns into random babble going from one nonsequitur into another. Even if they were wrong, what did they THINK they understood about the Exile? What did they hope she'd accomplish in her journey? What was e.g. Kavar's model of reality, what did he imagine he understood? Anyone able to understand this better than I do? My reaction... I understand Atris' part, of course. She originally looked up to/loved the Exile, but grew to hate the Exile for going to war, when Atris wanted to go too but chose not to. Because of this, she chooses to condemn the Exile as someone who's fallen to the Dark Side. Malak's vision and Kreia explain it well later, and the Exile had a chance to realize it during the verbal sparring with Atris. But the others? What do they mean by having played into the hands of the enemy? In what way, specifically? What about their teachings "caused Revan to choose the path he did"? What, specifically, did Zez think was wrong with their teachings? In what way would telling the Exile about her condition "leave them vulnerable on two fronts"? The Exile "carries her destination with her"? The hell does that mean? What were they referring to, about how the exile may be healed? Does that ever come up again? Note that I'm well familiar with the rest of the story. I've finished the game many times, and I remember what happens later on Dantooine, Telos, and Malachor. And indeed what happens later is partly why none of this meshes for me. Here they have some method in mind for the Exile to be healed, but later they just want to cut her off from the Force, wut?
  12. Windows 10, Kotor 2 GOG version. Vanilla bug, present in TSLRCM 1.8.5 as well. Problem: in the lift on the Peragus' Dormitories level (105PER) during Coorta's holorecording, when the 3 droids start firing on Coorta and his two companions, you hear a combat line from Mira. Cause: n_minecoorta.utc has the soundset set as Mira for some strange reason. Easy to fix. Attaching fixed file. n_minecoorta.utc
  13. @DarthParametric Yeah, that's it. The vanilla k_punk_bastadd fires at the LS end of the first Bastila confrontation, and sets Bastila's plot variable to a romance value even when it shouldn't be. This is part of the reason the Star Forge conversation is bugged. Replacing it with a dummy script helps properly fix that SF conversation. (Sorry if I confused you with reposting, was figuring out something about formatting)
  14. Gathered Sith: "All hail the Mysterious Stranger! All hail the Mysterious Stranger! All hail the Mysterious Stranger!"
    Darth Revan: "Who the f... told them about that..."
    Evil Bastila: *giggles quietly*