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Posts posted by Markus Ramikin
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Hm, there's an infinite influence+LS points exploit with Atton, on Telos, in Atris' academy. Probably a vanilla bug, but whatever. If you
1. question him about his Echani techniques,
2. try to persuade him to talk,
3. then restart the conversation and persuade him that you meant no harm,
then you can restart the conversation again and go back to that line of questioning again, ad infinitum.Gonna fix this presently.
EDIT: Done. I threw in all my fixes so far for 1.8.4, nothing terribly important but uploading in case anyone would like to have them anyway:
- Telos: The above infinite rewards exploit
- Harbinger: Kreia destroying whatever weapon you gave her before facing Sion. Improved compared to my fix for 1.8.2: now also remembers her secondary weapon slots.
- Telos: dialogue cleanup - you won't keep seeing the useless dialogue option about the illegal blaster after the smuggling quest is over.
Update Posted 13 August 2015 - 07:38 AM
It seems Suulru's dialogue reverted to vanilla for some reason, undoing the Kaevee-related changes. I didn't check if any other things reverted, too, but maybe you guys changed something in 602DAN between 1.8.3. and 1.8.4. and used the wrong base?
I just checked with a fresh install. In 1.8.4 when I gave him his modulator back, the option was "it was a salvager", just as in vanilla. In 1.8.3 you could tell him about Kaevee.
Update Posted 13 August 2015 - 02:15 PM
Also, in retrospect it's weird that we never fixed the Plague and Affliction bugs.
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Ooops, included an unnecesary file in the fixes. Just delete 203b4d4.dlg from override if you got the previous version.
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Hm, the minor bug where Kreia destroys whatever weapon you gave her when she creates a sword out of thin air to confront Sion still persists. Didn't I submit a fix like two versions ago...?
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You know how, when you start any kind of dialogue (or, say, open any of the medical logs at the start of the game), the screen narrows down at the top and bottom, making room for dialogue lines? Have you guys ever had this problem when this animation, this narrowing of the screen, happens really slowly? So that it takes a number of long seconds before you can actually see subtitles.
This is an annoyance, because I'm used to reading the subtitles and clicking through dialogues at a faster rate than the audio plays, but I can't do it that way now. And I typically don't get to see the subtitles for the first line of dialogue at all, which is going to be a problem when I start talking to aliens whose audio lines are in generic alienspeak.
Has anyone else had this problem and do you have any hints as to how to solve it?
EDIT:
Turning on V-sync made the issue go away.
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TSLRCM dumps a long list of files into Override. Suppose I created a subfolder, Override/TSLRCM, and moved all that stuff there before installing more mods, to keep things more organised. Would that create any problems?
(Assuming of course that I successfully keep track of and prevent duplicate files).
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it is nice to see the game getting a some Lets Play attention.
Eh, as far as I am concerned Scorchy did the definitive thing.
I still remember reading the whole original thread in one night, and feeling afterwards that it was worth the not-sleeping.
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Do link. (I claim research purposes.)
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I wouldn't, it's just a sore loser parting shot. If he does in fact upload again, crush him again.
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Hassat, I reported as well, and posted a comment.
Why is this still up? The owner (= something you are not) contracted you and wants it removed. You even originally had a disclaimer that you will remove if the owner wants that. That should be the end of the discussion right there.
This isn't abandonware. Nobody is prevented from grabbing the mod from DeadlyStream.com.
Even if we ignored the sheer issue issue of theft, there's the fact that Steam workshop doesn't work well enough to just dump mods made for retail Kotor 2 into it and expect everything to work. Any author who uploads mods to Steam Workshop has to tackle these problems and support their mod. And you're breaking that process. This is unfair to the authors, who don't deserve all the "this mod doesn't work" crap associated with their work that will inevitability follow.
And no, "then let them upload it themselves" is no excuse - no one is obliged to deal with Steam if they don't want to.Let's see if it gets deleted too. *grin*
Me, I've had my two mods uploaded to Steam by someone else, which a few of you guys helpfully let me know about (thanks again!). But the difference is, 1. I had allowed that all these years ago by putting a "distribute freely" disclaimer into the readme, 2. The uploader was respectful and offered to take it down when I contacted them and 3. The uploader didn't just dump the mod in a fire and forget mode, but is taking effort to support it.
Unfortunately, the person you're dealing with does not have that kind of class...
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How on Earth did I manage to miss that...
Thank you.
(LOL. So that Sith Master in the Rakata Temple really has a tuk'ata hide. Genetic engineering is evil.)
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Hey guys, does anyone have an idea where I can find the property that gives creatures like tuk'ata their force resistance? I can't seem to find anything like that in the utc file.
What about Canderous' regeneration in Kotor 1? I see he keeps getting health back, but I don't see any item on him that would be responsible, and again, can't find anything in the utc file.
Thanks.
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Trouble getting past the main menuI told them the main menu needed a nerf. Either give it lower stats, or lower the weapon damage.
DisableVertexBufferObjects=1
Yeah, I'd definitely try that. I've had Kotor 2 on 4 computers by now and on each one I had to add that change to the .ini before the game worked right.
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Haha
Yes, eventually. I'm still fixing other stuff, and I don't wanna make a ton of small uploads. Or to make individual tslpatcher installers for them all.
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you're right, teleporting would be a better solution. I'll work on that.
Done:
(Guys, remember to use ErfEdit and merge this with 602Dan.mod - do not just put it in Override).
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Hm. I'd say to have him vanish completely is not preferable to having him show up with new items, but you're right, teleporting would be a better solution. I'll work on that.
Why do you say it'd be "against OE's wishes"?
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Yeah, I wasn't really serious about that.
New bug: if I save during the Atton-Sion fight, I can't reload that save. (Even if I run out of sight and wait till I'm not in combat before saving). The loading bar stops part of the way through. The game isn't frozen though; I can still get the game exit window to show up if I do alt+F4.
(Windows 7, fresh TSLRCM 1.8.3, movie DS transitions, WCA, Invisible Headgear, Kill the Ithorian, all the fixes I posted on Staff)
EDIT: I determined that it's not due to anything done by k_atton_scene or any other script in 909mal. Anyone have any other ideas?
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HK factory:
It's pretty great. But are those 2 HK-50s I fight right before going to the second level supposed to be 4 levels above me? And, I'm curious, how was that even accomplished?
Pre-Malachor:
What was the rationale behind sticking the stuff from pcdead2.dlg after the Carth and Bastila scene? Wasn't that dialogue meant for an earlier scene, where the crew would be despairing over the apparent death of the Exile? As the filename suggests.
I found it somewhat jarring to hear Atton wish that he'd never met the Exile, when in my playthrough they're best buds, 100 influence, and Atton was only just thanking the Exile for everything he'd taught him (after facing the temple on Dxun).
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I think it's because it's set to kick for inactivity. Or so I presume. This means you can't just hang out in there while doing something else until more people show up. So if there's a setting for this, it might be worth changing.
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Could someone please give me a savegame of a female character in early Onderon, before solving the cantina murder case? Dxun will do too. Must have Disciple in party already.
Thanks.
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What causes the issue, then? Just so I can try fixing it on my own.
Various NPCs are removed for the battle, then the post-battle script recreates them, but Adum is omitted.
Dug up my fix. No TSLpatcher yet, of course, so be sure to integrate the .ncs file with 602DAN.mod (using ErfEdit). Do NOT put it in Override, or you'll get other problems.
EDIT: updated file with improved version. See later post.
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I see this constantly too. Doesn't matter which side you take, he's always gone afterwards.
Yup, I found the problem and submitted a fix. Hopefully we'll see some sort of an update or patch in the future.
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Yes, that also works.
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[NR] Atris exposition - According to writer Chris Avellone, Atris was supposed to have two other cut-scenes in between planets.
Hm. Is this still NR? I did get some extra Atris cutscenes in-between planets. Or was there supposed to be even more?
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Hm, am I the only one for whom Adun Larp, the merchant inside Khoonda on Dantooine, disappears after the battle with the mercs?
Another possible bug.
Location: Duxn, Mandalore's command bunker. I'm trying to sneak in his quarter to "poke through the crates", with a PC that has 33 Stealth skill points. Problem is, Mandalore speaks to himself. Says something like "All scouts, report-in.". Whenever he says that, for some reason, I am de-cloaked.
I don't think anyone responded to this, but this is something scripted to happen randomly. Unfortunately, Mandalore's speaking out counts as a "conversation", and that automatically decloaks you. I don't think there's anything anyone could do about it.
Not a problem, though. Once you're past the trigger spot (the one where Mandalore spots you and forces you to go back down the ramp), decloaking doesn't lead to getting called back, unless you step on the trigger area again. Just recloak and proceed.
Maybe it's even intended. I mean, you're sneaking behind Mandalore's back, all tense, and suddenly he speaks out - this startles you out of your stealthy stance.
I don't mean to whine, but Nar Shadda is way too hard in this mod. It's always the planet I go to first, and my characters just aren't developed enough to go through all of that. Would you consider settling some of the new encounters down? Particularly the one after T3 steals the codes and you have to go through all the Gand. Having the HK units aboard Goto's Yacht killed me too, since after them you've got to fight through waves of other droids.
Yeah, that last fight, with the Zhug veteran, is kinda hard even though I have Atton jedi-fied by then. If both Atton and Mira are still level-saving, then I suggest the following T3-oriented strategy.:
Prepare T3 before the whole Visquis sequence starts and you can still use the workbench. Give him Agrinium armor (50% blaster absorption), make sure you have a few Construction kits, build up his Repair skill for efficient self-healing. Give him the best blaster pistol (2 pistols if you could spare feats for 2-weapon fighting) you can craft, with best +damage and +attack upgrades (but if this is your first planet, the shock arm may still be a good option too).
Switch Atton and Mira to ranged weapons too, so that they don't rush into melee and trigger the Zhug Veteran's melee weapon - you want him firing a blaster. T3 with agrinium armor can absorb huge amounts of blaster fire, as long as you self-repair as needed. If you get low, after the first self-repair duck behind a corner to give yourself time for a second repair. And earlier, vs the melee Gand, fire from maximum distance and backpedal between shots.
But this stuff is why I first go to Dantooine, to get a couple lightsabers and some INF hits to jedify people. Even in the unmodded game, there are encounters on Nar Shaddaa where your companions need to stand on their own instead of being carried by the Exile. Like the Twilek assassins, or Goto's yacht. (Having NS be the second planet also lets me gather enough materials to make a crapload of adhesive and plasma grenades, to cheese my way through Hanharr with an unlevelled Mira.
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Shields are another item with can become absolutely vital, as some of the HKs have a one-hit kill, if they hit with a critical.
Retinal combat implant is your friend. I never leave home without it.
Well, if that's true, it's definitely not intended.
If HK is there, there should be no HK-50's...
In the files as they are, there's a faulty condition that's supposed to stop them from being spawned in the first place, and instead this issue is patched by destroying the HKs later. In the typical case, this leads to the HKs visibly vanishing in front of the player, which - I hope we can agree - is not ideal.
But based on how delayed object-creating and -destroying scripts can sometimes be, in my observed experience, I wouldn't be surprised if for some people it didn't work in time to stop the combat at all.
Fixing the condition of spawning should guarantee solving both problems, so submitting a fix to Staff forum. (Funny thing is, I submitted it already in 2010. Guess it got lost.)
What do you hate about TSLRCM?
in TSLRCM
Posted
Hm. On second thought, you could be right. I don't remember ever having that problem in vanilla, but I haven't played vanilla in forever. Looking at the original dlg and hawk script, it does look like it though.
I guess vanilla was stupider than I thought.
Well, this is easily tweaked. For my own installation, I made it so that she won't stop giving you a chance unless her influence is <50 (besides the other conditions) - the cutscenes will happen, but the "we're through" dialogue won't unless you've actually done something to make her dislike you. This'll still happen in my darkside playthrough, but not the one where I'm nice to both of them.
handmaiden.dlg