-
Content Count
523 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Markus Ramikin
-
Kotor 2 story questions
Markus Ramikin replied to Markus Ramikin's topic in Knights of the Old Republic General
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. 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. -
That's why I suggested the binary search approach. You said you tried that? And what happened, couldn't you isolate which half of the mods the problem's in, etc.?
-
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?")
-
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.
-
Cannot view or download TSLRCM 1.8.5 (and ONLY TSLRCM)
Markus Ramikin replied to Cav377's topic in TSLRCM
See, kids, reverse psychology works. Huh, what's the rationale? -
Am I the only one thinks the dlg when you get the
is strangely derpy? Had Avellone taken a nap and Kotor 1's writer snuck in for a minute? -
-
Not familiar with that either. The area script fires when you load a savegame, or what? I never really looked into that.
-
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
-
Remove Speed Blur Only (TSL MOD)
Markus Ramikin replied to Siberian Wolf's topic in General Kotor/TSL Modding
Interesting. Now if only I didn't need to turn frame buffs effects off in order for TSL to even work... -
Go ahead, I'm fine with either method.
-
One planet's very like another, when you're head's down over your workbench, brother.
-
KOTOR 1/2 Steam not working on Windows 10
Markus Ramikin replied to ZimmMaster's topic in Knights of the Old Republic General
I know you do. Wouldn't stop me from trying it anyway, since "mysterious are the ways of the Machine". -
KOTOR 1/2 Steam not working on Windows 10
Markus Ramikin replied to ZimmMaster's topic in Knights of the Old Republic General
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." -
KOTOR 1/2 Steam not working on Windows 10
Markus Ramikin replied to ZimmMaster's topic in Knights of the Old Republic General
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. -
View File 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. Submitter Markus Ramikin Submitted 05/18/2017 Category Mods K1R Compatible Yes
-
Version 1.1
11,604 downloads
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. -
I finally had a chance to review your work at length. Pretty good! Definitely a good idea removing all those ridiculous exclamations and general idiocy. Of course the quality is a bit uneven. An intention seems lost on occasion, e.g. some of the threats lose force. And you overcompensated a little towards unnatural, pompous dialogue. For example, you seem to think replacing verbs with nouns is automatically an improvement, e.g.: "If you resist me, Carth, I'll destroy you" -> "Resistance will only lead to your destruction, Carth" Overall, though, a good effort.
-
-
-
-
-
(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?
-
(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?
-
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: