Markus Ramikin

TSLRCM Crew
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Everything posted by Markus Ramikin

  1. III. Feature and tweak suggestions Not really bugs with the mod or even original game, just things that bug me or that I think would be a good idea. Most of them are long shots at best and feel free to ignore them. 1. Changelog Currently only shows 1.5 -> 1.6. So it's impossible to know the full list of features/changes without having all the previous versions, I presume, and combining their readmes. At least for an intended "final release" it'd make sense to see a full changelog... 2. Heal NPCs between cutscenes (yes I said it in 1.5 too) - Bao-Dur, before he talks to you in the Polar Academy, after the shuttle crash. The changelog says it's fixed, but I tested it and it's only true if you ask him to come with you. If you ask Bao to meet you on the ship, he stays wounded. - Bao-Dur, before the part in his training where he deflects shots from the Remote. - Atton, before the Exile and Atton meet Lt. Grenn, after the Hawk scene where he tells the Exile about Kreia's going to Telos. He's wounded in that Hawk scene, and rightly so, but surely he should have gotten patched up during the hyperspace trip. - Atton, after his duel with Sion. If he ends up badly wounded at the end of the duel (as he did for me), the scene at the end of the game looks very bad: he switches from leaning casually, relaxed, to looking like he's about to fall over. It's abrupt and unnatural. - Handmaiden, or possibly the whole party, before the planning-of-attack-on-Kreia scene. Handmaiden was still looking wounded after fighting Atris. Then she spent the whole fight with Kreia healing instead of fighting. 3. Bao Dur's training - meditation I said it before on the old forums, and I remember one of you guys saying it's a good idea (Hassat maybe?) so I'll repeat it here as it hasn't been implemented. Basically, Bao Dur's Jedi training starts with him and Exile sitting and meditating together. They sit for a few seconds, then stand up. That doesn't make sense. It would look much better if it faded to black while they were still sitting, suggesting the meditation actually lasted a while. 4. Freeing your friends on Malachor. I said this in 1.5 before the forum went down. We had a discussion about this after 1.5 and we talked about the animation to use in . The ideal one I think would be the same as Handmaiden has after defeating her sisters and before Atris fights her, the looking-around animation (NOT the same one with Exile looking to one side than the other before meeting Visas). I'm bringing it up again because Hassat confused me with his hint about "From what I gather, you might want to wait a week or so ;)", I thought he was responding to this... so I'm confused if this idea was actually being considered but got dropped or something . I think it'd be an interesting take on it and an idea worth looking into, both a) and together, so bringing it up again just to be sure. 5. Suulru's modulator I was tempted to put it in bugs, because you've sort of removed content here, but after some thought putting it here. The vanilla quest used to be about getting the modulator from Jorran, and now it's about finding that Kavee was the thief. So far so good. However, Suulru's request was actually to get the modulator back, and that's still true. He wants the modulator, not words. He needs it to farm. Could we have Kaevee give you the modulator at the end of the "about stealing..." conversation? (or for it to be in her corpse if you kill her). And then you can give it to Suulru. It doesn't matter if there are no dialogue lines for this with Kaevee, just use the "item gained", "item lost" functions. It would still make more sense that way. 6. Training the NPCs on Ebon Hawk Still needs a lot of attention, I think. When you use options like "I want to show you some techniques I learned in my travels", for instance with Bao Dur, could there be information displayed as to what feats/powers/forms exactly were transfered? Atton has that, and I like it. Why not Bao and the others? Currently it's unclear. Unless I take a piece of paper and write down the "before" state of Bao, to compare with "after", it's really hard to know that something even happened at all. Also, while Atton's options are generally more informative, he said "I can't use that" at one point. I never learned what it was I was trying to teach him, though - it'd be nice to know that. I imagine it was some form Consulars get and Sentinels don't... or maybe some Jedi Master skill? Or even better, maybe the Exile just shouldn't try to teach the wrong things to the wrong classes. When he does, it just makes the player feel like they did something dumb - though it's no fault of the player's, since one doesn't get to choose what the Exile is going to try to teach. 7. Unskippable dialogues Don't know if it's worth anyone's time, but could you consider making more of them skippable. I understand that sometimes an animation is playing at the same time, and it should be allowed to play out or things will break. But sometimes - and I could be wrong, of course - there seems to me there is no reason to make it unskippable. This is particularly annoying with alien languages. One example would be Visquis' long monologue about the alarm in his base, leading to his decision to open the door to the tunnels. The only part of that monologue which maaybe requires non-skip-ability is when an Ubese is running to obey Visquis' order to "cover the base". The rest of it I'd gladly click through. It's annoying, I can read a line in half a second and then I have to keep listening to that alien "gobble gobble". (I guess it's far more annoying if I'm playing through it many times to test something for this report! ) Another example would be the Twi'lek refusing the advances of that other alien, in the bar on NS. Her initial "I told you, I'm not interested, fire up your engines elsewhere" is unskippable, not sure why. 8. Schuttas Did the Twin Suns run out of shields after their first meeting with Atton? On NS they activate shields and present some challenge... on Goto's ship they don't and are ridiculously easy because of that (even if I just send Atton against them solo again). Maybe give them shields? I don't remember if they activate shields normally, actually, or if this is a result of the AI mod. However, it'd still be nice if they had new shields to activate on Goto's ship since that mod does get used. 9. Can't change your party Not a big deal at all, but a lot of times this limitation seems pointless from the point of view of the plot or necessary game mechanics. Why not let the player change his party inside the Enclave on Dantooine? Or in the Entertainment Promenade on NS? 10. Obsolete dialogue options I think some stuff should be removed after it's been played through. Only when it doesn't make sense any more; otherwise, as an option to see the same content again, it's fine. Examples of when it doesn't make sense to keep it: - Mira's dialogue on the Hawk leading to her agreeing to one day let you show her the currents on life on Nar Shaddaa. At the very least the last parts of the dialogue are obsolete once she's Jedified. - Asking the Sullustan guy on NS if he can change your transponder codes. Obsolete after Goto's ship. - Some Handmaiden's dialogue options after you've concluded training her. I.e. asking who her mother was when you already had her tell you about it. I'm sure there's more.
  2. II. ... continued 20. Kavar's Jedi Freak Between Kavar's dispatching two soldiers, and the scene with the Queen, there's a moment where you can click on Kavar, and if you do that he'll walk back all the way to the terminal in the other part of the palace. It doesn't really break anything afterwards, I think, but obviously it is not what was meant to happen. I'm really not sure why the player needs control at all between those scenes. Removing it so the scenes just play out in sequence would be one way to fix it. 21. Dantooine Council meeting Kreia sometimes walks already unhooded into the scene with the masters, then performs the hood-lifting motion anyway. I haven't been able to rigorously ascertain what causes this, but my suspicions are on two possible causes: - clicking through the preceding scene with Visas rather than letting it play out, - going through the whole Council meeting a second time after reloading a save. 22. Dantooine Council meeting #2 Also, I still think the pacing of the big Kreia speech scene is a little worse with all the text added. She talks and talks and talks. The whole thing makes me feel Kreia should run out of breath, or the masters run out of patience and attack her . But I admit I can't think of a way to improve it without cutting content again. So merely noting on this for the record. 23. Kreia and Atris dialog What ever possessed you guys to restore the line "I was the one who asked him to be exiled"? This must be an early draft line because it doesn't make sense with the rest of the story as it is in the released game. Kreia was long gone by the time the Exile's exile happened. The masters thought she "had died in the Mandalorian wars" (Kavar), obviously she wasn't around by then. I'm sure this is from an early draft of the story, from when Atris' and Kreia's roles were planned in a somewhat reversed way to how they finally took shape. 24. The Visas-Mandalore scene right after killing Nihilus Currently it doesn't like being clicked through. If I do that, it leads to Visas crouching like 10 meters from Mandalore, while she's supposed to be right over him. I am guessing that to fix it you need to make the part where she walks back from Nihilus' corpse unskippable. 25. "He awaits you at Telos". Visas still has that dialogue on the Ravager, the first time I click on her. Funnily, I clicked on her only after killing Nihilus and still got that. 26. Kreia and Sion second dialog, at the start of Malachor "[Turns, walks up to Sion, then at the last sentence, touches Sion's skin, then clenches her fist]" I'm sure these directions were not supposed to be visible to the player as part of the dialogue. If it can't be shown through motions, just drop it altogether (not the whole dialogue, just the theatre directions).
  3. II. Problems and bugs These may be vanilla problems too. Or things I just don't think work in a way that makes sense at all. Might also be things I said before in comments on 1.4 and 1.5. I took the inclusive approach so there'll be a lot more things listed than you'll probably want to bother with. 1. B4-D4 and Batono When you talk to Batono as B4-D4, he used to have a line about B4. Something about Czerka being "on to him", if I remember. Now that is lost, he merely says the same thing as he normally does to the Exile, "I don't have anything for you, but thanks for saving my life". Which 1. is not right 2. equals missing content. Side effect of fixing the bug in 1.5, perhaps? 2. The two Gamorreans used against Doton Het This is extremely minor, but might as well. After the whole business with Ramana is concluded, they keep standing in Doton's apartament. They say their line about "taking care of the mess" even to B4-D4, which is not right (this is why I classify it as a bug). Hm, they're still standing here and saying that line after I've been to Dantooine and back. I think they should disappear completely as soon as you leave the module, if that's possible. 3. HK-50s at the polar mesa The HK-50s that shoot down your shuttle before you get to meet Atris, speak of activating mines and self destruct mechanisms, but there are no mines there and the HK-50s don't go boom when they lose. 4. Dantooine crystal cave dialogue This is very minor, but I guess still a bug. I only noticed it now, I don't know if this is a new problem or just something that went unnoticed: Kreia has two dialogues there, one for normal speech, and one for telepathy when she's not in the party. They fire okay if you're leading as the Exile, but if Kreia herself has point and you lead into the cave area while controlling Kreia, her telepathic dialogue fires instead of the normal one. 5. Weird -saves mods on Dantooine HK-50s in front of the Enclave had -30 to saves. What the hell is that about? Surely it's not intended... it's really silly how easily they go down to Force powers, compared to the kath hounds that you take on before and after. Also mercenaries had -20 to saves in the Battle of Khoonda (the part in front of the building) which made it really easy to e.g. disable them all with Force Horror. Hassat already said this wasn't intended, so noting it here for the record. If this is meant to be a result of the uplifting speech you give to the settlers before the battle, I think it should affect settler/merc combat values, like their attack and defense bonuses, affecting their skill in fighting each other. 6. Kaevee's dialogue If I meet Disciple first (or possibly if I discover the clue in his room), and then Kaevee, her dialogue does not let me tell her about Vrook. That line is missing. I can still say that there are Jedi but in hiding - and when she asks me about masters, I can only tell her that there are no more masters and that she can forge her own path, without rules. This is a Bad Thing. I know of Vrook regardless of anything else, because to get to the Enclave I had to talk to the Administrator, and the Administrator tells me about Vrook. So I should be able to talk about him regardless of other variables. 7. Missing Disciple Just as in 1.5, if I first meet Kaevee, leave the Enclave (for instance to swap out party members, as for some reason I can't do that inside), then come back, Disciple will not be there (male playthrough). This is a Bad Thing, too. 8. Bao Dur's training I don't know if this is something you can fix at all. However, as I reported before, the part where he trains against the Remote looks like this: Bao Dur stands there looking wounded, takes a shot to the face without defending himself (though he lights the lightsaber) and the scene fades. I imagine you intended he'd actually deflect a shot. I confirmed this is not due to level-saving. When I level him up before initiating this, the same thing happens. Also: is it possible to turn off his voice for the sparring parts? "Let's get this over with!" is not an appropriate cry in that context . 9. Training with Visas I don't know if this is fixable, either, but sometimes Visas fights doing lightsaber moves but not actually displaying a lightsaber blade. Obviously some sort of a bug. 10. Militia guy in front of Khoonda building As far as I understand it, he's supposed to work like this: - when he recognizes you as a Jedi (due to wielding a lightsaber) he says "don't cause more trouble for Dantooine" and only this, nothing else. - when you've not been spotted yet, he tells you a different random rumour every time you click on him. The (very minor) problem is that he also says "don't cause more trouble" as one of those random lines, before you've been revealed as a Jedi. This, I imagine, is not what was intended. 11. Pato Ado (the flatworm on Dantooine) I'm pretty sure I used to be able to ask him to join the Khoonda militia for the siege. He'd refuse, but the option was there at least; did it get intentionally removed? 12. Adana bug Same as I reported in 1.5: "When I free her by wiping that pathetic little gang from the face of... *cough*, I mean, when I free her through needless violence, Adana later spawns next to her mother. This is correct. But if instead I just use Force Persuade to get Sasquash to agree to let her go, she does not spawn anywhere, yet the quest is completed and the mother is grateful." (google cache ftw) To be clear: I do not see Adana at all, I don't open her door - I just go to the Overseer and use Force Persuade. After that Adana is nowhere to be found: neither spawns by her mother, nor, if I break in, is in the room where she was being held. 13. Readme/changelog Someone run it through a spellchecker. "* Fixed speeling errors", indeed! 14. Typo in Mira's line: "}Uh-oh, we've got insects. Looks like the Gand colony is in full force." It has the } character at the start. 15. Atton teleporting bug. Atton + Mira + T3 leave the docks to the Refugee Landing Pad, and get surrounded by Zhugs coming from both sides. If Atton starts moving forward, he suddenly finds himself on the other side of the map, and says some line about needing to get to the ship as it's his only way off the planet. This also repopulates the area with the usual NPCs and openable doors. Also if I try to reload my quicksave after that, the game crashes. 16. HK interrogation scene on Hawk It's vaguely buggy. It plays out fine if I let everything roll at its own pace, but if I try to skip stuff with clicking, it doesn't wrap up properly. What I mean is some events happen throughout following Ebon Hawk cutscenes, for instance the smoking/torture beam was still happening while HK-47 was talking to Go-to, and the blackscreen moment happened while the Remote was flying around Goto. After one testrun I even was left with HK-47 standing around in the torturing posture, with one arm thrust out, until I clicked on him to talk to him. Perhaps some of those dialogue elements should be unskippable/delayed. 17. HK dialog re: Revan and killing Jedi I don't know if this even is a problem. However, I suspect a conversation-ending choice was accidentally removed while fixing an exploit/loop. I am having the conversation with HK-47 about the many ways to kill Jedi, and about what Revan was really doing at Malachor. It's a loop though, I keep being able to go through all his explanations indefinitely - and the only way to exit it is to say "we are not having this conversation right now". Is this right? I'm pretty sure there used to be a more neutral way to end it. And this doesn't make much sense since he and I already just had this conversation (and are looping through it again), I'd already chosen to be interested in what he wanted to tell me so to say that I don't want to talk about it right now doesn't make sense to me. 18. Mandalorian battle circle - mines exploit The "buff up with Force Powers before the fight" exploit is gone, which is good. You can still cheat by mining the area, though. I notice this has been fixed for the sparring with Handmaidens; if you mine the place before sparring those mines won't get triggered by the opponent. Maybe that could be done for the Battle Circle, too? 19. Kreia's lesson of skills It's better, but you still haven't got it 100% right. First of all, it seems the check requires that I increase -both- my lowest skill and my highest one. (Stealth and Awareness in my case). If I only increase my weakest skill, I don't get the follow up. This is contradictory to dialogue, as Kreia asks you to work on your weakest skill and that's what the Exile reports having done. Secondly, when I do get the follow-up, the game tells me I got a bonus to both the weakest and strongest skill. When I checked, though, I only got it to the weakest one. This may perhaps be because the highest was at level-permitted max. I've seen this limitation bypassed before though - for instance with HK's awareness benefit from the Pacifist package - so I know it's be possible. Meh. I was going to try and be actually useful (*audience gasps*), but it appears I don't have the source of c_fixedskill.ncs. I may be a modding infant, but I could probably help with little things like that.
  4. This is a report built during a playthrough of 1.6a. Other mods used: - Rebalance - updated dialog.tlk - Improved AI - My own minor tweaks of NPC stats. - Workbench crystal attunement mod Male lightside Jedi Consular/Jedi Master. Highest difficulty. Dantooine -> Nar Shaddaa -> Dxun -> Korriban -> Onderon ToC: I. Appreciation II. Problems and bugs III. Feature and tweak suggestions IV. Vanilla revert requests ____________________________ I. Appreciation Let me start by restating once again my thanks to the creators for this mod. There's a lot about it I appreciate a lot. The most important things of course are the HK Factory, and getting to see Goto die. Some of the more minor things I noticed (especially in 1.6): - Visas training reward; we've been asking for it, so thanks. It's an example of a small touch that makes a difference. - the cargo hold door closing during duels with the Handmaiden, that made me laugh out loud for some reason. - fixing the initial saber-related conditions of the Visas training (pretty sure you did that in 1.5, but I still wanna remark on it). Compared to 1.4 it's better and clearer now. - fixing the availability of the other HK-disappointed-with-you-being-LS dialogue. - the enabled INF loss opportunities for HK that I suggested, good work and thanks! - Zez-Kai El this time correctly identified my actions on Nar Shaddaa as Jedilike (previously, doing the Trade War quest would mess it up). There's a lot of variables involved so I'm not 100% it's your doing, but I'm giving it the benefit of doubt . - "Obviously, anything that interferes with my being able to listen to Ed Asner's voice-acting cannot be tolerated." Seems you fixed that problem during the meeting with the masters, from my last report. - I sad this in 1.5 but I'll say it again: I like the change to the confronation with Kreia, with Atton running away and only then running into Sion. Very well done. Thank you.
  5. Markus Ramikin

    HK Factory

    That's what I thought!
  6. Looks interesting, BUT. "Travel manually to Malachor, or finish up quests." - This may be a bad idea. The plot after Dantooine has urgency and is heading straight towards resolution; to allow otherwise is IMO bad writing. If people want to finish quests, there's nothing stopping them before the meeting with the Jedi Masters. In one of the screenshots of your mod, I see Visas' line to Mandalore, "I know what it meant for you to accompany me here". Isn't that already used in TSLRCM, on the Ravager? Hm... then again that might be a problem with TSLRCM rather than your mod, as that line makes perhaps less sense on Ravager. Either way, you should probably coordinate with TSLRCM creators so that when the mods are used together, you don't have the same content twice.
  7. Frankly, I expected to be rickrolled.
  8. Markus Ramikin

    HK Factory

    Did it occur to you that you need to explore the place, carefully and paying attention to things?
  9. I am isolating this part of the report as a separate post because I see it as the most important one. HK Factory is really the main benefit of having this mod, and I personally LOVE the factory. So I think this should get a lot of focus. Here we go: 1. HK-50 personality should HAVE to be removed before you proceed with the HK-51 ending. It's the same as in my 1.5 report: Currently it's possible to download the HK-50 personality into yourself and leave it there. And yet you can destroy the console and go on to give the speech to the gathered HK-51s, as based on HK-47 personality. That don't make sense. I think there should be no way to blow up the HK-50 terminal and end the game while you have the HK-50 core downloaded in you. The dialog option should have a check on whether you have the HK-50 personality, and if you do, it just shouldn't be there for the player. This would: - force you to remove the core before talking to the 51s and ending the factory arc, and - make sense, since as HK-50 you couldn't harm "yourself" by blowing up the terminal that governs "your" unit type production. 2. Similar problem with the HK-51 console? Come to think of it, perhaps the option to blow up the HK-51 terminal also shouldn't be there if you've uploaded the HK-47 core into the 51s? For much the same, asimovian reasons. And more importantly: an unfamiliar player who doesn't know how this is supposed to play out optimally would just cut themselves off from content that way. Though I guess the self-preservation program is still disabled then. So maybe that makes some sense technically... but not plot-wise, if you're been working to restart the 51s why would you suddenly blow the console up? 3. Memory wipe Why does the option to do a full memory wipe exist in the HK factory? Does it affect anything differently than just operating on the self-preservation program? Shouldn't that basically be a non-standard game over? With a full memory wipe, HK would forget his purpose for even coming to the factory and should be unable to complete the level. It seems to me that the only both sensible and necessary option is the one to operate on the self-preservation program. Once HK-47 does that, he doesn't need anything more to be able to fight HK-50s and shut down the factory. IMO the option to do a full memory wipe should be removed. Unless there's something I'm just not getting. In which case, I'd be grateful for an explanation. 4. increase the role of HK-51s in the Factory? I suggested it before, but then the forums went down. How about make the HK-51s show up earlier. Right now, there is only a short scene where you get to enjoy actually having them on your side. You have to defeat almost all HK-50s alone, and only with the last 3 do you get the 51s to appear. It would be nice if the "slow, crawling feeling of obsolescence" dialogue with the 51s showing up happened earlier. Not because you need them, but so you'd get to enjoy their company for a bit longer. I also miss the opportunity for a bigger 51s vs 50s battle, possibly in the central room. I mean if you look at the map, surely it was made for that sort of a thing, with the opposing HK-50s and HK-51s' wings meeting there. So what I propose is: that the central room should be repopulated, triggered by when you've restarted HK-51s production AND uploaded your behaviour core into them. Them the aforementioned dialogue should happen there. The dialogue triggers, HK-51s show up (maybe more than 3 of them), so we can have a nice battle with HK51s coming in from one wing and 50s from the other. Then 51s help you fight your way to the HK-50 console which you shut down. I realize this is not a small and easy tweak I'm proposing, but it would be bloody awesome. IMHO, anyway; how do you guys like the idea?
  10. Markus Ramikin

    HK Factory

    And of course in the above I forgot about the existence of Mandalorian Disintegrators... *drool*
  11. "They came to hate you... for the choices they wished to make." God I love this game. "Premonition: Something is wrong. Very wrong." I love this mod too. I'm nearing the end . It's just time to do things the old-fashioned way.
  12. Did you look into the TSLRCM download thread?
  13. Have you considered writing an introduction sort of post where you'd actually say what this mod is about for people who don't yet know?
  14. If I edit the title of the lead post, it doesn't change the title of the thread itself as it appears from the level of the forum. Anything I'm missing?
  15. Hm, that won't work with a hypothetical (I seem to remember they exist, though) mod that adds different recruitable party members. Trying to be universal here. Really, I'm pretty happy here this is definitely Good Enough. I'm just curious if there's a way to make that check it more directly.
  16. So here's what worked: // c_wrkb_crys, by Markus Ramikin // Conditions to let you attune the <Player> crystal at a workbench: // - you have the player crystal // - the user of the workbench is Exile (has War Veteran feat), // - the user of the console has 16 or more Wisdom int StartingConditional() { int NotEnuffWisdom = GetScriptParameter( 1 ); if( GetGlobalNumber("604DAN_PC_Crystal") ) { if( GetGlobalNumber("000_Quest_Crystal") ) { if (GetAbilityScore( GetPCSpeaker(), ABILITY_WISDOM ) > NotEnuffWisdom ) { if (GetFeatAcquired(FEAT_WAR_VETERAN, GetPCSpeaker())) { return TRUE; } } } } return FALSE; } I got the first two conditions from Kreia's dialogue. I have no idea what those globals stand for really, and the 604 one seemed to work well enough on its own, but included both to be safe. I'm not 100% happy about it because of that war veteran feat hack. If this is ever used in combination with a hypothetical mod that gives War Veteran to someone else (for instance I was considering giving it to Atton, Kreia and Bao, they are Mandalorian War vets too), the condition will stop serving its purpose. Anyone got any better idea for how to check that the person using the workbench is in fact the Exile? For now though, this seems to work: script workbench dialogue Woo I did it Thanks, Hassat. And Doctor.
  17. Yeah I can see why now. I'm not giving up though! EDIT: Progress is being made. EDIT2: Aaalmost there, please don't post the solution and ruin my fun! (I love scripting) (when it actually works)
  18. I'm gonna try something like this: if (GetPCSpeaker() = NPC_PLAYER) { return TRUE; } return FALSE; Next question: how do I compile scripts
  19. I'm on it already. I'm starting to get the hang of this *grin* any opening for a late addition to the team? (/not very serious)
  20. OK, now I see black text on near-black grey background. Hard to read. Especially with all the white elements of the rest of the page shining in my eyes.
  21. Hm, wait a minute. If it's possible to do this: object oPC = GetFirstPC(); Then what exactly does oPC contain? doesn't it contain the information we want, what char just accessed the workbench? And couldn't it be used to check if that's the Exile, directly?
  22. Re: checking for the Exile: is it possible to check for a specific feat? For instance Exile has the War Veteran feat that nobody else has.