Markus Ramikin

TSLRCM Crew
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Everything posted by Markus Ramikin

  1. I didn't use the persuade/intimidate option. Maybe it's a result of using the positive speech? That would actually make some sense, as in, now the militia has a morale advantage. But instead of giving a negative mod to mercs, why not give a positive one to militia? Not that saves make much of a difference in normal melee/ranged combat, except against special weapons that stun or something. Normally they just affect Force Powers. So maybe there should be a mod to defense/attack instead.
  2. Hm, yeah, come to think of it, why was it done this way? Hassaaaaaaaaaaat!
  3. Right! I would sometimes look at Obsidian, when Deadly and/or Gizka were down, that's it. Kotorfiles has so much... junk in it that I never really wanted to sift through for the gems. I just picked up the AI mod there because I thought to myself "hey I bet that exists", and it did
  4. I envy you that feeling of usefulness you must be getting from that
  5. Remind me not to use it So are you planning to put all/more of your mods here? I keep hearing about various ones that I can't see. For instance you supposedly have a Peragus fix that is different from Ulic's... I feel like by joining these boards I've entered an ongoing conversation, everyone seems to know stuff I don't .
  6. Oh, it's not? I posted about it in 1.4 and 1.5 I'm pretty sure... I don't even know if I dislike it, it's just different from other parts of the game (except I guess Korriban where you get the opposite of this) so I figured I'd make sure it's intended. And the issue was the healing of Bao-Dur after capturing by Handmaidens. It doesn't work if you just tell him to go to the ship. It works only if you pick him for your party. It'll be on the list, too. I'm on my second planet atm.
  7. Well yeah, though Scorchy's Consular was a shooter.
  8. Well never mind about "supposed", what I would like to know is how they do work. According to whoever implemented them/can see the script. Hm! I just noticed that Atton, when he learns something, gets a message about it. "Atton has learned Force Affinity" or something like that. I like that. A lot. So I guess that could be done for Bao and the others as well? However, the first thing I tried to teach him resulted in "I can't use that!", and I never got to know what that was. Guess it was something Consular- or Master-ish. Also interesting is that Bao's dialogues are all 3 visible immediately, whereas Atton only got 1 at a time and I had to go through them sequentially. But I think I was able to try and teach him two forms that way (one failed). So basically we're heading in the right direction, but it all still strikes me as unpolished and that it could use someone sitting down and taking a long look at it.
  9. No idea then. I never tested this very thoroughly, I just always go to the HK-51 console first. Maybe the modders might be able to clarify.
  10. Did you try reloading a save and going through it again? Just a suggestion in case it's a temporary glitch, from the vanilla game. If that doesn't help, I'll have to leave it to the knowledgeable people.
  11. He gets 3 dialogues where you offer to teach him, after he's been jedified. You offer to teach him "techniques", "forms" and "fighting techniques". Can someone from the mod team please explain in detail just what exactly each of these does? How do they work? Do they do different things? Also, does it pay to wait until you have more forms/abilities/whatever is being transfered? Like if I use these dialogue options immediately, will it deprive Bao of possible gains later? I know one of them transfered Force Sight from Exile to Bao Dur, but beyond that I'm confused. It's not at all clear from the game itself. I even tried to look it up in Kotor tool, but while I found the dialogue lines themselves, I couldn't see what script is being fired for each. Maybe I just suck at this.
  12. That's not what we meant. You can resume production on the first floor immediately. On the lower floor, however, if you want to do things with the HK-51s, you need to go to the HK-51 console first (on the right) and not to the HK-50 console (on the left). If you've been to the HK-50 console and downloaded the HK-50 programming into yourself, I'm pretty sure the HK-51 console won't work for you, or at least you won't be able to get them on your side.
  13. Hm. At this point I'm not even sure whose peragus mod I had used. I didn't know there were two.
  14. Hassat, can you tell me if that -20 mod to saves that mercs have in the Khoonda battle is intended? And if it is, what's the reasoning behind it? ___ Wooohoo, more Kreia dialogue. <3 this version.
  15. Yeah that one's a good candidate too. I don't personally use it because last time I tried, I had a problem with T3 not showing up in the fuel line. (EDIT: Ok that might have been Ulic's.)
  16. Pretty sure you need to go to the HK-51s console first if you want that part to work... if you downloaded the HK-50 programming it may be too late. Hope you have an earlier save.
  17. Yeah during the assault, that particular flatworm is acting as if nothing special's happening. However, since I imagine no content exists for this, I'm really not sure what exactly I'd change about him, if we want to avoid adding non-restored content. Not a big deal... though some things that will make it into my report are hardly bigger. So someone think of something clever.
  18. Do you guys test your fixes after putting them in? I already found one change from the changelog that didn't really work...
  19. Was just reading the changelog * Added reward for doing Visas training * Sullustan and other quest-related NPCs are now removed from Jekk'Jekk Tarr when bounty hunters attacks you * Added heal script for party members when entering Goto's Yacht * Added HK-influence-decrease script to speeder bike convo * Kreia now removes her hood on-screen * Fixed bug, when sometimes Sion would stop attacking Atton * You can no longer ask Kreia about the future of dead party members * Fixed Atton's dialog at the ending if he loses his battle with Sion I have motivation to find time to play again! * Added missing Exile's gender check What's that about, Twin Suns? But why, maybe they're bi?
  20. I'm writing up my 1.6 report, can you guys wait up a little I'm a little busy but it should be there in a few days.
  21. I use: - The improved dialog.tlk file that is also hosted here. - Rebalance. Among other things, it lowers the Basic Attack Bonus of Consulars like Kotor 1 did. It makes Guardians useful again that way, as they also gain two extra feats. And it removes the arbitrary limitations on class skills, which makes the game more fun for me. I don't use the npc.2da file from that, though. That one (unintentionally?) leads to NPCs having more exp than you. - Improved AI. This leads to, for instance, Hanharr using his Wookie rage against Mira, which is a good thing, makes him actually do damage. That's it. I don't count "new cool stuff" mods like force powers or added content of any sort to be essential.
  22. I'm not sure I agree with ttlan about just what makes Kreia great. Her impact on the Star Wars universe is not what really interests me; anyone who has creative control over a work can write a character that one-ups anything others have done. Also, Kotor 2's interpretation of the Force is questionable (though interesting). And within SW, to say that LS and DS are mere sides and the narrow view, and instead try to place yourself above both, is, as writing goes, a cheap trick. Anyone can do it, when presented with two sides of a conflict, say that both are wrong/incomplete. What's really interesting is writing that actually does show one of them as the right answer, because that's actually harder to do right. No. What I find great about Kreia is the way she is written as a person, aside of Star Wars themes. She's a great female character - you don't get a lot of good female characters in games. She's got a strong protective mother theme, for instance, but it's so twisted and insidious, I love it. As Scorchy said in his epicly great Let's Play Kotor 2 , she lies and lies and does it so well that even after the game is over you're still probably not aware of some of the thing she said and what they really meant. This is partly because so much of the story is disclosed to the player by her, so she's more in control of what you know about everything than one initially realizes. And I love her approach to moral choices. In Kotor 1, it was so childishly simple (though correct in SW terms). You give money to a beggar = LS points. Idiotic. In Kotor 2, that's still there, but on top of that there's Kreia's approval - and for that, it doesn't really matter if you're LS or DS, but if you're cunning, foreseeing and mindful of consequences. For me, part of the fun was beating the game with max LS points AND maxing Kreia's influence at the same time.
  23. Oh, and for me, Kotor 2 is vastly better than K1. K1 is a nice, well rounded, simple Star Wars game. It's good, but it's nothing special. Kotor 2 is an unfinished, unpolished gem. It has something that makes it stand out: the writing, the characters, the more serious themes. I mean it even has Kreia, the best written character in history of computer gaming. If this game had been properly polished off, it would have been another Planescape:Torment. But then again, combat is pretty secondary for me in a game like this.