Markus Ramikin

TSLRCM Crew
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Everything posted by Markus Ramikin

  1. I actually had a guide for beating Malak as a Consular written up. (I like to write things up that I don't necessarily share with anyone, I feel writing improves my thinking). Let me look it up. Ah. There we go. Uploaded it for you. http://markusramikin.webs.com/MalakK1.html Against Kotor 2 enemies and bosses it's more or less the same, maximise the DC and have a Force power ready for any type of save. Kreia's floating lightsabers are weak-willed, you can beat them with Horror + Force Storm spam That's a lightside guide btw. If you're DS, I suspect Force Kill is the way to go against Malak, as it'd be much cheaper. Then again, your DC will be lower if you're DS. Haven't really looked into beating Malak as a DS Consular, my DS playthrough was with a Guardian.
  2. Yeah I posted about it shortly before the old forums went down. It wasn't mysterious at all. I forget the details now, but Wookiepedia updated some policy, which happened to be relevant to the issue, and so they reviewed the decision in the light of that. If I remember right, it was that guy whom you all were hating on for being a Gizka supporter who restarted the process, too . And yes, that sub should be changed, it's a little... well, silly.
  3. Totally disagree. You can completely own Malak at max difficulty with the right Force powers, if you have a correctly developed Consular and a good strategy. No need for melee, no need for shields, mines etc, just straight Force Powers. He doesn't stand a chance. Same with Sion. And same with Traya, but with her you have to try and stay out of her range a bit more. But it's still very doable. You just have to know what you're doing. I love the Consular class btw as an idea, a concept. If I ever played a multiplayer RPG game of any sort that involved Jedi, I'd totally be a consular.
  4. You're not as funny as you think, Vogga.
  5. Markus Ramikin

    HK Factory

    I'd just like to point out the obvious, that you're playing HK-47 in the factory, not Exile, so whether your Exile is LS or DS has absolutely no bearing on anything because you're doing what HK-47 wants to do, not what the Exile wants to do. Kind of like when you take over B4-D4 on Telos CS. You can go on a rampage of blackmail and misinformation as B4 even if you're Exile is going Lightside, and it makes perfect sense, story-wise. That's what I like to do, too, on my Lightside playthroughs. My B4 goes nuts, my HK-47 keeps the 51s and I get to see Goto die. Best reason to get a restoration mod ever. Getting to see Goto die. Mm, sorry, got distracted.
  6. Hm, I don't understand your point here. I know all those things, and they are part of what I'm saying. Obsidian was busy trying to get the essential parts of the game finished, and they never finished working on this, rather minor, element. This means nobody ever playtested this part with the terminal inaccessible due to Slusk being alive. Which in turn means they never got a chance to hear from a playtester "hey wait a minute, this don't make sense...". My point being: if they had all the time they needed to ship out a perfect game, you don't know what the end result would be, because chances are they'd not leave it the way you made it. Yes, we can deduce what their next step in developing this element of the game would have been. But we can't know that it would be their final step. We can't know that this was what OE really would have "intended" had they had all the time they wanted: not just time to finish coding, but also for testing and evaluation. That's why I think you should use some discretion and some basic sanity checks ("does this lead to mind-boggling plot holes?") rather than restore everything blindly. Just because something can be restored doesn't automatically mean it should be. No thanks. If I just wanted to be personally pleased for my own playthroughs, I'd just stick to the existing Kill the Ithorian mod. I have the restraint not to abuse the infinite exp bug in it, and it also gives me the Darkside option which I like. The reason I'm posting this here is quite different. It is because, like you, I want to help improve TSLCRM. I like it, I think it's a great project and although I'm not one of the authors or "officially" involved, I've come to identify it to some extent. Hence I argue against what I think is a bad part of it. Sorry if it comes across the wrong way. I'm gonna stop arguing about this now. But I'd be interested what other people on this forum think. ExMachina already proved I'm not the only one who thinks the story makes less sense this way.
  7. See the rest of my last post, then, after the "even if". I mean, I suspected as much, about there just being unfinished code of some sort. But by "never got to polishing it off" I meant they didn't fix it, didn't get to see how it works and thus didn't have a chance to smack themselves in the forehead from realizing it makes the story have no sense. So again, why are you somehow obliged to "fix" it? It doesn't really "restore content" so one would think you can use discretion.
  8. Uhm... so? Just because OE never got to polishing this off doesn't mean we know for sure they meant it to be illogical like this. But even if, would that mean you have to blindly reimplement it no matter how little sense it made? I'd also like to point out that any benefit to suspension of disbelief is void because you can still loot his containers right next to the terminal. Not to mention there is that rather jarring captured Ithorian, whom you'd promised you'd look for a way to free him, still standing around in the cage... even though Slusk agreed to leave Ithorians alone... I don't know. Am I the only one whom this bothers at all?
  9. So to be sure I understand: if I make a deal with Lopak, I can't release the Ithorian? Even though the deal is, precisely, about leaving Ithorians alone... And how far do I need to go back after removing Stream's mod? EDIT: OK, I had a save right before entering the Bumani area and that did the trick, after removing the mod files. Yeah I'm a little disappointed that, after resolving everything peacefully, the captured Ithorian (whom they haven't fed etc) remains in the force cage... This is NOT an improvement over the vanilla game. Also, I miss the DS option to kill the Ithorian, but this is by the way.
  10. Uhm. What did you do with it? I have the mod installed. If I remove it, how far do I need to go back to experience your version? (I make unique saves all the time so that won't be a problem).
  11. Kill the Ithorian Mod Download, Knights of the Old Republic 2 Mods This is by "Deadly Stream", which is the same as this forum is called. What exactly does that mean? Is that someone separate from Zbyl and Stoney, and is that person around here? Just looking whom to provide feedback to, as it'd be nice to get a version of that mod that does not provide an infinite experience exploit... EDIT: sorry, should have posted in General. Don't see a delete button...
  12. Markus Ramikin

    We're back!

    Well, I'm using it. But I'm probably not appreciating it as much as you'd like (isn't that always the sad case?) because i'm the kind of a guy who, when told about the Peragus fix mod, responded with "what, there really were typos in the Peragus dialogues?"
  13. Markus Ramikin

    We're back!

    *nod* Found it since then. Is this officially part of the mod/project, btw? Or just something everyone is advised to use. Cool loader screen... this is promising
  14. Markus Ramikin

    We're back!

    *nod* I used http://swmod.com/mods/TSLRCM16a.exe . What dialogue.tlk? Is it another fix to the mod? This post http://www.deadlystream.com/forum/33-post1.html doesn't mention it... can't you guys just put up one (1) link that has everything necessary in it?
  15. Markus Ramikin

    We're back!

    All right! I finally found time to play this. Finishing downloading now, possible Markus Ramikin report version 1.6 in a few days. Bet Hassat is insanely happy. (kidding)
  16. Markus Ramikin

    We're back!

    I really should find time to play it and find out what you did with the crewmembers-in-cells thing on Malachor. *grin*
  17. Markus Ramikin

    We're back!

    Where do I set my custom title? can't find anything in the CP...
  18. Markus Ramikin

    We're back!

    So who do we murder for this? Honestly, should move to some reliable service. The Internet's the limit.