Markus Ramikin

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Posts posted by Markus Ramikin


  1. My browser's giving me crap, when I went to update my password, about how the connection isn't secure and the site's certificate is out of date or improperly configured. It hadn't really occurred to me to give a damn before, but this being the 21st century, I figure at least I'll ask: is this by design or an unintended omission?


  2. Tbh. You probably need to play the game two or three times to understand the story

     

    Ha. I've played it more than that over the years, and given it much thought as well.

     

    The lines for the HK units are the same thing. In my version of Goto's Yacht, I've gotten rid of both those scenes.

    Good point about the HKs.

     

    [many words]

    Thanks, good thoughts.


  3. Aaand I just got to the part after Goto's ship, where Mira admits Zez-Kai hired her to watch over the Exile. Which doesn't mesh at all. Sigh.

     

    Speaking of Goto's ship, this conversation, that I think was added by TSLRCM:
     

    Zhug: The Zhug family will scour the galaxy for this Jedi... and then we will bring him here, to Goto.

    Me: You're welcome to try, big-eyes.

    Zhug: If we were not here before Goto, I would drill holes through your body like a nest of hungry sviro-worms.

    Does this make more sense to you than it appears to me? The Zhug lines sound like something that would have been said in the bounty hunter meeting at the start of NS, but here I'm stumped. I don't see why they would promise to scour the galaxy to bring the Exile to Goto's ship, when the Exile is already on Goto's ship, speaking to them. Also, Goto is nowhere to be seen. And what does that last line mean, when they open fire at you anyway afterwards?


  4. What I'd try is to remove all the mods (or just backup the Kotor 2 folder by renaming it, and reinstall the game+TSLRCM cleanly), see if the game still crashes on that save. If it doesn't, then add half the mods, check if it crashes, then add/subtract 1/4 of the mods etc so in 4-5 steps like that you'll know which mod does it.

    Much quicker and more convenient than adding 1 mod a time.


  5. Yeah, please do.

     

    One wonders what the Exchange would even want that base for. They're not pirates, so not a naval base. They're not Czerka, so not gonna mine planetary resources. They're a crime syndicate; they need populations and economies to exploit. Dantooine has little of that.

     

     

     

    Had to think about that a lot for my Nar Shaddaa Rewrite mod (currently on hold since I'm working on modding tools).

     

    I don't think I managed to come up with a good answer.

    Now that I think of it, it might be as simple as that she wanted to sell the Exile to the Exchange for the bounty. If the Exile just met with Visquis, no bounty for Mira, so she was just inserting herself as an intermediary, thinking that if she captured the Exile and only she knew where she'd hidden him, she could dictate terms?

     

    Still feels dumb as hell when you watch Visquis turn the lightning trap on her. But that may be hindsight bias, since we know Visquis had betrayed Goto, and Mira hadn't known that before that scene.


  6. For those of you who feel deeply knowledgeable about the details of the story Kotor 2 tells, here are some things which I am not 100% sure I understand. Maybe I forgot too many details over the many years of my knowing this game. But I wanna hear other people's take on these:

     

    1. What was GO-TO's plan for the Exile? He didn't want to release him because of the Exile's tendency to cause destructive incidents like Peragus. And yet he wanted the Exile to save the galaxy. Like, how, in GO-TO's model of reality, was that going to work?

     

    2. What was Mira's plan when she went to meet Visquis? What was she hoping to accomplish?

     

    3. Who was paying Azkul to attack Khoonda, and what was their motivation?

     

    4. Why was the Exile on the way to Telos before the game began? Y'know, as a passenger on the Harbinger, what was he trying to do, what were his goals and plans? And what was the Republic hoping for when they gave him diplomatic priority?

     

    (Where appropriate, please assume every question also ends in "... and how do we know that?")

    • Like 2

  7. I haven't the faintest, as I don't know most of those mods.

     

    What I'd try is to remove all the mods (or just backup the Kotor 2 folder by renaming it, and reinstall the game+TSLRCM cleanly), see if the game still crashes on that save. If it doesn't, then add half the mods, check if it crashes, then add/subtract 1/4 of the mods etc so in 4-5 steps like that you'll know which mod does it.

     

    At least this is what I've done in the past in situations like that.

     

    Another thing possibly worth trying even before the above, is get a clean savegame from one of the collections in the download section, just in case those KSE changes messed something up (unlikely, but might be worth a shot), and see if it makes any difference.


  8. 1) When did the problem begin to occur?

    On the Harbinger.

     

    2) Did you install the latest version of the mod?

    Yep

     

    3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?

    GOG, English version

     

    4) Did you update your game as required by your game's region?

    N/A

     

    5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file?

    Fresh

     

    8) What other mods did you have installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)

    Retested without any other mods. (I keep a clean TSLRCM install for this kind of stuff).

     

    9) Can you be more specific about the error? At what point did it happen?

    On the Harbinger it's possible that the sound of Sion breaking out of his cage will be heard totally out of the blue. Obviously doesn't prevent me from playing, but still, buggy.

     

    It seems to happen after I load a savegame. Tried two different savegames.

     

    I'm attaching a save which tends to produce the problem if I load it. Wait about half a minute after loading.

     

    10) Have you tried re-downloading the mod?

    Nope, though see question 12.

     

    11) Have you tried using a different save game?

    Yep

     

    12) Have you tried starting a new game?

    Not exactly, but I believe I remember having this in my 1.8.4 playthrough too, so this should count as a new game.

     

    13) What Operating System do you use? (List Virtual Machines as well if you are using them.)

    Windows 10 home.

    000008 - Game7.zip


  9. Hm, that's unfortunate.

     

    Tried this? "Locate the atigktxx.dll and atioglxx.dll file, change their names, move them to a different directory or delete them. Now check if the issue persists. If you are able to open the main menu, but the game crashed when you press Play. Please go to the options menu in the Graphics options go to Advanced and turn off Frame Buffer Effects."


  10. Don't buy old games from Steam. GOG is for that. Steam versions of old games tend to be poorly packaged, unpatched, and generally I trust them not at all. I'm not the first to observe this, either - it was quite gratifying to run into a vid by TotalBiscuit (which I cba to find right now) talking at length about the poor quality control for old games on Steam.

     

    Hell, Planescape Torment recently got released with a modern Enhanced Edition on both Steam and GOG at the same time - you'd think it'd be an equally good deal? Nope, the GOG version included other downloads - most importantly, the classic version (the one that community mods work with), Steam's did not.

     

    At this point I just don't buy games from Steam unless it's a heavy discount or I need it to connect in multiplayer.

    • Like 3

  11. Bastila Romance Scriptfix


    Bastila Romance Scriptfix
    for Kotor 1 (GOG/retail)
    by Markus Ramikin
    version 1.1

     

    *******************
    Readme contents
    *******************

    I. The bugs (SPOILERS)
    II. The bugs - technical description
    III. Installation
    IV. Other mods
    V. Old savegames
    VI. Changelog
    VII. Disclaimers and permissions.

    *************************
    I. The bugs (SPOILERS)
    *************************

    After you've kissed Bastila, you can have a final conversation with her where the romance gets put on hold "until Malak is defeated". Two later dialogs potentially have lines that bring up the romance. These dialogs have bugs:

    First, confronting Evil Bastila on Temple Summit, on Rakata:
    - if you've had that post-kiss conversation with her, the game will not recognize the romance, and you will miss out on certain dialog options.

    Second, the final confrontation with Bastila on the Star Forge has an opposite problem:
    - If you've sunk the romance completely, for example by saying "Sorry, Bastila, that starship won't fly", the game will mistakenly give you the romance dialogue option.

    Of course Kotor 1 players have known for years that Bastila's romance is buggy, and several attempted fixes already exist. But these modify Bastila's dialog file from the Ebon Hawk conversations, so 1. they don't fix the second situation, on the Star Forge, and 2. they don't help a player whose savegame is already past the kiss+conversation part.

    This modification fixes both situations directly. Now you will get romance-related dialogue options on Rakata and the Star Forge regardless of whether you've discussed the kiss with her afterwards, but you will not get these options if you've shot her down.

    *************************************
    II. The bugs - technical description
    (you may safely skip this)
    *************************************

    The romance is controlled by the variable K_SWG_BASTILA. Once you've completed Bastila's plot it should have one of these values:
    K_SWG_BASTILA = 12: kissed Bastila = romance active
    K_SWG_BASTILA = 13: kissed Bastila AND talked afterwards = romance active
    K_SWG_BASTILA = 99: romance sunk (or unavailable because the PC is female)

    The Temple Summit dialog only recognizes the romance if the value is 12, which is why common advice to players is to not talk to Bastila after the kiss.

    The Star Forge dialog only recognizes the romance if the value is greater than 12, which means it will mistakenly recognize it even if it's 99, and may fail to recognize it if you didn't talk to Bastila after the kiss.

    To further complicate things, some of the Temple Summit dialog's endings run a script that sets the value to 13, even when it was 99. This mistakenly restores a killed romance for players who wanted to just stay friends.

    My fixed scripts recognize the romance at values 12 and 13 in both dialogs, as well as prevent the mistaken reactivation when it was 99.

    ****************
    III. Installation
    ****************

    Unzip, copy the files from Override into your game's Override folder.

    *****************
    IV. Other mods
    *****************

    Compatible with any mod out there that doesn't modify the same script files, or redesign the romance too much (i.e. the K_SWG_BASTILA variable behaves the same way).

    Compatible with K1R. At the time I'm writing this K1R contains a different Bastila romance fix, but that simply becomes irrelevant if my mod is present. Its changes to Bastila's dialog file neither hurt nor help.

    For authors of mods that allow a female PC x Bastila romance: I provide a version of my fix that removes the gender check. "Use it well. Use it for good." ;) Players should note that this does NOT automatically make my fix compatible with such mods - it depends on how these mods are written. Consult the authors to be sure.

    The mod was tested with the GOG version, and I expect it'll work fine with the old retail/CD versions too. I will not be testing the Steam version, and I make no guarantees about it at all. (PSA: Don't get gaming classics from Steam, kids - good old games are the speciality of Good Old Games, duh.)

    ********************
    V. Old savegames
    ********************

    Compatible with pre-existing savegames, including past the kiss+conversation on the Ebon Hawk, up until the Temple Summit confrontation with Dark Bastila.

    Savegames from past the Temple Summit may fail to benefit from the fix fully, especially if your character's relationship with Bastila is supposed to be platonic.

    *****************
    VI. Changelog
    *****************

    1.0 -> 1.1:
    - Players who were deliberately NOT romancing Bastila could still sometimes get romantic lines in the second confrontation, on the Star Forge. This is properly fixed now; there was one more offending script to take care of.
    - [by request] added a variant without a gender check, so that this fix can (potentially) be used with mods that allow a female x Bastila romance.

    ************************************
    VII. Disclaimers and permissions.
    ************************************

    The usual stuff applies. The mod is provided as-is and with no guarantees; by installing it, you accept it may melt your computer, cause nuclear war, and hasten the heat death of the Universe.

    Distribute freely, including incorporating it in your mods, as long as you give credit.


    • Like 6

  12. (I'm playing Kotor 1)

    After all these years I've finally tried out Improved Energy Resistance. Now I'm in a situation where my main PC has it permanently on. It's supposed to last 120 seconds, but it lasts forever.

     

    Now this has happened before with other powers, generally if I enter a new area or reload a save with something like Force Speed on. But in that case, all I need to do is recast Speed and wait out the timer, and it disappears. That doesn't work with Energy Resistance: even if I recast it, then wait it out with a stopwatch, it won't turn off no matter what.

     

    In the immortal words of Hamlet: Wat do?


  13. (Specifcally, I'm looking at Kotor 1 right now).

     

    Like Dominate Mind or Force Sensitive, these abilities are only handed to the protagonist, not any of the companions. Where is that controlled? I looked at feat.2da and spells.2da and I don't see it. Suppose I wanted to make another spell or feat work that way, how do I do that?


  14. download

    Same as the other mod for JK:DF2, but works for Mysteries of the Sith. Can be used with MotSE.

    I did some work on the MotS-specific powers, too. Chain Lightning chains through enemies the way it should, Push is stronger and has an AoE effect, and thrown lightsabers reliably return to your hand. Kinda proud of these! And having fun with them.

    I'm not even going to bother to try to salvage Project or Farsight, though.

    Readme for version 2.0:
     

    Spoiler

    Markus Ramikin's Single Player Campaign Rebalance
    Mod for Mysteries of the Sith

    version: 2.0
    Developed together with the 2.0 version of this mod for Jedi Knight.

    Table of contents:

    I. Concept
    II. General changes
    III. Force Powers
    IV. Enemies

    ==========================================================
    I. CONCEPT
    ==========================================================

    This is meant purely for Single Player, as the balance in multiplayer is much different.

    I'm addressing the following issues:

    1. Force Powers

    New to MotS:
    - Chain Lightning often fails to chain to nearby enemies. It also cannot target droids (why?), and cannot be used continuously.
    - Saber Throw is slow and unreliable; the lightsaber doesn't return to hand.
    - Protection is useless in the last few missions due to not absorbing physical damage.
    - Push is much too weak to be useful, most of the time.
    - If you want self-healing, you have to sacrifice your only free Tier 3 selection for Heal. Having a lifedraining power in Tier 2 and Tier 4 each should add flexibility to the player's selection of Force powers.

    Old JK issues:

    - Low mana regeneration. If you rely on offensive Force powers, you kill 1-3 enemies and then have to wait a long time.
    - Force Pull is much too fast, cheap, and convenient, making later Force Powers obsolete against anyone with a gun.
    - Protection is practically godmode against people with blasters.
    - Persuasion lasts too long and has no cooldown.
    - Bosses are unnecessarily immune to Grip and Deadly Sight.
    - Sound effects for Force Seeing and Force Protection are annoying.

    2. Enemies

    I also make Jedi enemies more aggressive and dangerous, make them use their powers more, to balance the increased spammability of offensive powers.

    Droids (and Dianoga) can now be targetted by Chain Lightning and Push.

    Vonskr can now be targetted by any power (previously untargettable by anything that required lock-on).

    ==========================================================
    II. General changes
    ==========================================================

    1. Force capacity and regeneration

    Mana maximum and regeneration are constant, independent of your Jedi rank (somewhat like in Jedi Academy). This helps balance the cost of earlier abilities (especially Pull and Push) against later ones.

    Mana regeneration = 24 per second, 6x faster than maximum regeneration in the unmodified game.

    2. Cooldown icons

    Several abilities have a cooldown, a period you have to wait before you can use the ability again.

    Some of these cooldowns have their own icons. They are based on the enlarged icons from jkgui mod, so if you want all your icons to be the same size, get that mod too.

    Channelled abilities with new cooldown icons:
    - Persuasion
    - Absorb
    - Protection
    Single-shot abilities with standard icons during the cooldown:
    - Push
    - Pull
    - Saber Throw
    - Chain Lightning
    - Destruction

    ==========================================================
    III. Force Powers
    ==========================================================

    1. Tier 1 powers:

    * Speed
    - Mana cost changed from 20 -> 400/Jedi Rank (400 at Initiate, 50 at Jedi Master).
    - Duration set to 10 seconds regardless of rank in Speed.
    Higher ranks still give you higher speed, of course.

    * Jump
    - Mana cost changed from 20 -> 400/Jedi Rank (400 at Initiate, 50 at Jedi Master).

    * Seeing
    - Mana cost changed from 20 -> 400/Jedi Rank (400 at Initiate, 50 at Jedi Master).
    - Turned off the annoying channelled sound. Now you can listen for footsteps as you check the map for enemies!

    * Project
    - Mana cost changed from 50 -> 400/Jedi Rank (400 at Initiate, 50 at Jedi Master).

    * Push
    - Mana cost 20 -> 160.
    - Can target anything, including droids.
    - Force increased by 50%. At 4 stars can be used to kill medium-mass targets like stormtroopers if close to a wall; not so much heavier things like Noghri or Vornskr.
    - AoE effect: nearby targets get thrown too, but with less force, depending on distance. Area of effect depends on rank in Push.
    - Disorients all affected targets. Heavier targets suffer shorter disorientation. Examples: 2 seconds for stormtroopers, 2.25-3.14s for various Pirates, 1.5s for Probe Droids, Vornskr and Noghri.
    - Interrupts Dark Mara's Deadly Sight and Dark Kyle's Grip.

    2. Tier 2 powers:

    * Pull
    - Mana cost 20 -> 160.
    - Cooldown increased from 0.6s to 2s.

    * Saber Throw
    - The returning saber returns to your hand: chases you even if you're dodging enemy fire.
    - The saber travels twice more quickly, both ways. Slows down when close to you.
    - Mana cost changed from 100, 80, 60, 40 to 200, 160, 120, 80, depending on rank in Saber Throw.
    - Cooldown lowered from 5.5 seconds to 4, 3, 2, 1, depending on rank in Saber Throw.

    * Grip
    - Longer range, equal to Pull now.
    - Crushes life out of the enemy and gives it to you. You gain 1-4 health per tick, depending on rank in Grip.
    - Mana cost: 50 -> 80.
    - Always lasts 4 seconds (and ticks 8 times) instead of depending on rank.
    - Cooldown reduced from 4.5s at max rank to 2s (it's absurd to have a longer cooldown at higher ranks).
    - Works on enemy Jedi and Vornskr.
    - Against enemy Jedi and massive targets (Vornskr, Noghri, Swamp Wampas) costs 200 mana, does half damage and gives you half the healing, and doesn't stop Vornskr or Noghri leaping if in range.

    * Farsight
    - Mana cost 50 -> 160.

    3. Tier 3 Powers:

    * Persuasion
    Modified. Now more of a brief advantage rather than an "Ai=off" cheat:
    - Duration lowered from 10, 20, 30, 40 seconds to 4, 5, 6, 7 seconds, depending on rank in Persuasion.
    - Added a cooldown after it ends: 20, 15, 10, 5 seconds, depending on rank in Persuasion.
    Note: Persuasion no longer fools droids in MotS. This is not my change.

    * Heal
    - Heals 5 * rank instead of 20 * rank, to partly offset the increased mana regeneration.
    No longer a good panic button, but it's more convenient to heal small wounds.

    * Blind
    - Can't Blind the same enemy until the first Blind wears off. (Solves a bug with re-blinding bosses that existed in the unmodded game too.)
    - Mana cost 100 -> 80.
    - Against bosses (Jedi and Vornskr): mana cost increased from 100 to 200, and duration lowered from up to 20 seconds to up to 8 seconds.

    * Chain Lightning
    - Chaining much more reliable now; chains to targets in your view and range rather than your victims'.
    - Can target anything, including droids, vornskr, and dianoga.
    - Can be cast continuously at a rate of about 1.25 shots per second.
    - Range increased to match Pull.
    - Damage lowered from 25 to 10. Additional damage to single targets lowered from 30 to 5.
    - Mana cost lowered from 100 to 20 per shot.

    4. Tier 4 Powers:

    * Absorb
    - Always absorbs 100% Force damage, otherwise having less than 4 stars would be useless. (Stars still affect duration.)
    - Added a sound effect when the power is active, so you can still know when it stops and goes into cooldown.
    - 10 seconds cooldown after it ends.
    - Mana cost lowered from 200 to 40.
    (Smaller cost than in the Jedi Knight version of this mod, because in MotS Absorb lost some utility: it no longer helps you use conventional weapons against enemy Jedi.)
    - Mana regeneration drastically lowered when this power is active. Absorb enemy Force attacks instead!

    * Destruction
    - Unchanged. Benefits from increased mana regeneration.

    * Protection
    Heavily reworked. Now a bit similar to its equivalent in Jedi Academy.
    - Reduces all damage by 20%, 30%, 40%, 50%, depending on rank in Protection. This includes blasters and physical damage.
    - Lasts 8 seconds. Once it runs out, it turns off completely, without leaving misleading visuals.
    - Costs 300 mana.
    - Followed by a 10 second cooldown.
    - Lowered the sound volume. It's high-pitched (compared to others) and was kinda loud.

    * Deadly Sight
    - Drains life from all the enemies you see. You gain 0.5-2 health per tick per victim, depending on rank in Deadly Sight.
    - Works on enemy Jedi and Vornskr.

    ==========================================================
    IV. Enemies
    ==========================================================

    1. Vornskr
    - Grip, Push, Chain Lightning, Deadly Sight work on them.
    They're too heavy for Push to do noticeable damage, but still suffer disorientation. And Grip doesn't stop their jump if they're in range!
    - Health increased, base: 200 -> 250 (on Hard difficulty it's 240 -> 300).
    Still require two strong saber attacks to kill, but now they can survive a bit more Force damage, to partly offset the increased mana regeneration, and the increased variety of spells that work on them.

    2. Dark Mara
    - Casts up to 3 Lightning at a time.
    - Also uses Deadly Sight from time to time.

    3. Dark Kyle
    - Casts 2-6 lightning at a time.
    - His grip lasts longer and has no minimum range. However, it is now interruptible by damage, Push, and Blind.

     

    • Like 1