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Everything posted by Markus Ramikin
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Towards a perfect K2 - 001 - Kreia is hiding herself
Markus Ramikin replied to ttlan's topic in TSLRCM
So what's going on? Hm... installing 1.7 over 1.6, are people supposed to actually do that? I always make a clean install to be safe, so I don't know. -
At this point I'm going to take a longish break, so posting what I have so far.
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Areas: DANTOOINE 1. Militia dialogue (fix proposal submitted) Seems the issue I pointed out in 1.6 was fixed. Good work (So why did you tell me I was wrong about it, Hassat?) EDIT: hm, partly. You've fixed the militiaman outside, but the one next to the Administrator still has the "don't cause any more trouble" line among his responses, even when you don't have a lightsaber. Not a very big deal, any more than the original issue, but in case it's an oversight I'm just letting you know. 2. HK-50s still have the -30 mod (fix proposal submitted) As before: The 3 HK-50s that show up in front of the Jedi Enclave when you first go there have a -30 mod to saves, which as I remember being said before, wasn't intended. 3. Suulru quest As before: at the end of it, Suulru still doesn't have his modulator, which he needs to farm, and which was the reason he asked you to help. At that point I don't even know why he's rewarding me. This strikes me as a plot hole, and probably fixable without having to invent content. Perhaps with the "item gained" "item lost" functions. I feel particularly justified in bringing it up because this isn't a simple restoration, but a change; you've actually removed some content to make room for this (the dialogues relevant to Jorran, and the modulator item itself). And that IMO is only justifiable if the end result makes more sense than the vanilla state of things. 4. Disciple, again. It's been about 3-4 versions and I still have no idea why it's necessary to move him to Khoonda from the ruins if you haven't freed him from the laigreks yourself. Could someone please explain why it works like this? 5. Saedhe model Ceterum censeo... yeah. Old black guy was better. 6. Battle of Khoonda: -20 mod to saves (fix proposal submitted) As usual, I took the Settler side. Just like 1.6, the Mercenaries had a -20 mod to saves, making disabling them with Horror ridiculously easy. This was even without me doing an uplifting speech, in case that was supposed to have anything to do with it. 7. Battle of Khoonda: small discrepancy with the models The mercs that run across the bridge in your replacement of the movie are all wearing some sort of blinders/masks. Then when the game switches to actual combat, they're not. EDIT: If you are using the blinders/masks, consider also adding them to the models while Azkul speaks of his battle plan. There are 3 merc guys in much closer view and they very obviously have all the same face. 8. Pato Ado (fix proposal submitted, keeping entry for the record) You made the offer to join the militia appear in his dialogue even if he's been cleaned out in Pazaak, good work. However, it doesn't disappear after the battle like for the other recruits. Not a big deal, but it would make sense to remove it.
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Areas: TELOS 1. Mebla, the Telos Pazaak player (edit: fix submitted) Buggy condition of giving the reward. 2. Gamorreans that you use to deal with Doton Het (fix proposal submitted) This is very minor and I mentioned it before, but I include such unaddressed things for completeness. If possible and not too hard to do, these two should disappear once you leave the module (though not immediately). Otherwise they stand there forever, saying their "don't worry about the mess" line - even to B4-D4, which doesn't make sense. 3. Caged flatworm I repeat and maintain that removing the possibility to help the caged Ithorian (if Slusk is left alive) is a bad idea, and psychologically unsatisfactory to the player. Yes, the line on the terminal makes sense - but only in the most limited way possible. If look at the bigger picture, the whole thing makes less sense now than in vanilla. For one: I can loot Slusk's footlocker, likewise his two plasteel containers, I can run around his place like I own it. Only the terminal has an added dose of realism in that I can't access it with Slusk standing there. Benefit to suspension of disbelief: zero. For two: it's implausible that the Exile, being Lightside, working for the Ithorians, and possibly having promised the caged flatworm to free him, would just forget about this. This change would only work well if, at the same time, content existed for freeing the Ithorian in another way. Either by disabling the force cage manually, or talking to Slusk about it. Since that content does not exist, your change overeall alters the story in an unfavorable way. If the only point of this was to restore a line of text on the terminal, well... that's restoring for the sake of restoring? which can sometimes make the game worse, not better. Now that I think of it, I'm sure the only reason that line existed in the files at all is that Obsidian must have initially imagined you being able to run around that place freely before the Slusk plotline was resolved. Then, when they changed it so cutscenes and combat take over immediately, it was dropped. 4. HK-50s on the Polar Mesa As before: they speak of mines and self-destruct sequences, but neither are there. 5. Party health in Polar Academy/Ebon Hawk I know in 1.6 you tried to give Bao-Dur a heal there, like I suggested, so he wouldn't stay wounded during the Ebon Hawk scenes and the whole trip to the next planet. You only succeeded partially. He would get a heal if told to come with you, but not if you send him directly to the ship. Now in 1.7 this seems completely disabled again. Bao Dur fails to get a heal no matter what. Don't know whether you intended that. IMO the whole party should get a heal there. 6. Battle music not turning off I've found battle music wouldn't turn off at times. For example, after I killed the turrets behind the minefield in Restoration Zone. Another instance was after sparring the 5 Handmaiden Sisters in the polar academy. Maybe it's a known bug I never noticed before. However, I'm mentioning it just in case it's a sideeffect of this: * Battle music will keep playing after escaping Peragus until you jump into hyperspace
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Areas: PRE-TELOS 1. T3 has actual dialogue (Prologue) Why? Is this a restoration or did you invent it? If it's an invention, it's really a bad idea. If it's a restoration, I still don't think it's a great idea, for the following reasons: T3, as a character, was a success precisely because of how much personality he shows without ever saying an intelligible word. He's a bit mysterious that way, possibly knows more of the backstory than HK-47 and in some ways even Kreia, but hardly reveals anything. This addition, while in itself most trivial, alters all that. Also, some of the dialogue options are rather silly, sounds more like Remote, not T3. This alters the atmosphere of the game's beginning. It used to be more serious. 2. Meeting HK-50 for the first time (Peragus) Looks like you added an explicit shot of HK walking in. Did you end up deciding that the fact that you couldn't see HK-50 from the start was unintended? You may be wrong there. To quote Scorchy: http://lparchive.org/LetsPlay/KOTOR%202/Update%203/index.html I agree with that, the camerawork here was surely very deliberate. So please reconsider this, don't fix what ain't broke. 3. "Greetings, it is a pleasure to see you intact, Master." Holy spam. He said that line something like 8 times in a row. It had something to do with my moving around while fighting droids, and thus re-entering his range I guess. He'd also do that every time I ran by while exploring the two rooms. Sounds awful, like a broken record and not an intelligent droid. What was it like in vanilla, anyway? He used to say it just once, if I remember? That line is already his actual greeting when you click on him to talk. That's perfectly sufficient. 4. * Fixes long pause before Sien gets taken down by Coorta. This always bothered me, though I never thought to mention it. Good work.
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Area: GLOBAL, EBON HAWK 1. Visas-Nihilus scene Yes, it's better than the bik movie, but why is every bit of the dialogue unskippable? Please change that. By now, having to listen to Nihilus' ruined throat and being unable to skip it results in http://tvtropes.org/pmwiki/pmwiki.php/Main/Narm for me . 2. Bao-Dur's Jedi training Thank you for modifying the meditation part. That's exactly what I had in mind, and it's definitely better now. The defense-against-remote part still looks like it did, but I'm starting to think it's one of those things that can't be fixed. It's probably the same problem as when sometimes, during normal (non-cutscene) combat, your character will just stand there during the enemy's combat round, rather than do a defensive animation. 3. Kreia's lesson of skills: condition As before: dialogue and condition don't match. Dialogue says to improve your weakest skill, but if you do only that the lesson will not continue. Please fix the condition. 4. Kreia's lesson of skills: reward As before: game message and reward don't match. Game message says both skills get improved, actual reward is only for the weakest skill. One way or another, they should be made to match.
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This is a report built during a playthrough of 1.7, including TSLRCM 1.7 Fix by Hassat Hunter. Other mods used: - Aurora's Rebalance - Improved AI - My own minor tweaks of NPC stats. - Workbench Crystal Attunement As before: Male lightside Jedi Consular/Jedi Master. Highest difficulty. As always, there's a lot of goodness in this mod and there's no point in listing it all, so I'll mostly focus on the criticisms. Don't let this make you think I don't like the mod. Like I said before, "if I'm mean to you, it's because I care".
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In the Green style, links inside posts are practically invisible. Same for the navigation thingie on top, the one that lists: * Forum * General * Site Feedback * Unreadable ! There's a lot of white on white or white on bright parts, too.
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Mod Compatibility with TSLRCM 1.7 (Discussion)
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
This: http://www.deadlystream.com/forum/downloads.php?do=file&id=7 Compatible! -
Towards a perfect K2 - 001 - Kreia is hiding herself
Markus Ramikin replied to ttlan's topic in TSLRCM
Calm down? This is most likely a bug in your installation, not something in TLSRCM. I have the mod and I do not have your problem. Do you have other mods installed? Or are you sure you installed TSLRCM correctly? -
Towards a perfect K2 - 001 - Kreia is hiding herself
Markus Ramikin replied to ttlan's topic in TSLRCM
What? That scene is still there. I just checked and made sure. You get the plasma torch from the corpse, then Kreia reaches to her hood, gets up, pulls the hood on. Just like in the unmodded game. Unless it's problem with the French version. -
He took a cab.
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Markus Ramikin's report on 1.6 - main part
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
Yeah it was unrealistic. I'm on Dantooine now and I'm starting to think you guys must have been working against a deadline from Lucasarts I'm running into some of the same problems as before, for instance the -30 mod. It's kind of discouraging, to be honest. I'd prefer to see the same work revealed in fewer releases/versions; there are only so many playthroughs one can squeeze out of this game. -
I don't. I get my first lightsaber on Dantooine, and stick the player crystal in it to get some extra attribute point bonuses. Then I go beat Visas with Force Powers without having to backpedal.
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Mod Compatibility with TSLRCM 1.7 (Discussion)
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
Also, where's WCA [Workbench Crystal Attunement] on that list -
Maybe it's for the best, then. I really didn't like what they were planning to do with the INF system.
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Goto pwns remote
Markus Ramikin replied to Working Class Hero's topic in Knights of the Old Republic General
Remote doesn't have a "disabled" animation, so his "destroyed" one is used? I think. -
Markus Ramikin's report on 1.6 - main part
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
Well if I'm mean to you, it's because I care. I really do, you know. I think this project is awesome and I am genuinely trying to help. It kind of feels bad that all I do is criticise. If I had access to source scripts, I'd work on solutions to problems myself, before posting about them, within my limited capacity of course. For instance I don't know if you got around to fixing the skills lesson, but I'd love to help with that if not. -
Great! Since it seems TSLRCM started fixing things in those modules too, I am guessing it will have to be integrated?
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Markus Ramikin's report on 1.6 - main part
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
Damn, you guys must really hate me by now -
I use: - Aurora's Rebalance, the one that used to be available on the old Gizka site, that among other things brings the attack bonus back to what it used to be like in Kotor 1 (except I don't use its modification of the exp gained because it leads to your NPC followers having more xp than you). - Improved AI, so for instance Hanharr will use his wookie rage against me - Movie Style DS Transitions, because IMO the cracked skin is just stupid - Workbench Crystal Attunement (available from the Download section here) - I used to use VP's Peragus tweak, but apparently that's not compatible with 1.7 even though it was with 1.6, if I understand right (fail!).
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Meh, so if I understand right, VP's peragus mod is not integrated, but it's also not compatible any more? Well that's a step backwards. Isn't VP one of the big contributors? I'd have thought you guys could work together, combine your efforts, rather than exclude each other's work... I miss the improved corpses.
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Markus Ramikin's report on 1.6 - main part
Markus Ramikin replied to Markus Ramikin's topic in TSLRCM
I mean, you're going to have the displeasure of seeing a new huge report some time soon. -
Wait, just to be sure, is VP's Peragus Fix integrated with this version or do I have to install it separately? I don't think this is explicitely said, unless I missed it...
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Pre-1.7 questions will follow now. Here's the first one: Has the Prologue always been unbeatable on Difficult? I can't pick up the mines so I can't enter the engine room and fix the engines. I don't seem to ever remember having that problem before. EDIT: nvm, I forgot I can get the proton missile.