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Everything posted by evil q
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Are you installing in XP SP2 compatibility mode as an admin as HH suggested? This means running the setup.exe in that mode; not just setting the swkotor2.exe to it after installation has finished. Why are you even trying to install TSLRCM on an unpatched game?
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I agree. No need to kill him off at all. With what little there is to work with, I think that keeping him alive would actually work out better. At this point, anything's better than just having him fall off the face of the galaxy like he does in the vanilla game. I think that this had something to do with each party NPC having their own personal quest; i.e., Handmaiden becoming better than her sisters, and with Kreia possibly being her mother; Disciple and the holocrons; Mandalore gathering the clans; HK-47 and the mystery of the HK factory; T3M4 and the Droid warehouse (and possibly more); Mira and Hanharr (possibly more here, too); Visas and Nihilus/ coming to grips with the destruction of her homeworld; etc... There was obviously supposed to be quite a bit more meat to this game; Obsidian just didn't have the time. I'm pretty sure that saving Telos was supposed to be Bao-Dur's personal quest.
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That'd be great. I'd have done something like what we've been talking about myself years ago, but, aside from simple item tweaks or hacking someone else's scripts, I can't mod for ****.
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^Even better. He's unconscious, so that could account for the remote's instructional holo triggering and sending him on the mission to activate the reactors. It ties up that loose end rather nicely, and I don't think that it could be done any simpler than that. Not really cut content, so it's not within the scope of TSLRCM, but it would make a good mod that anyone familiar with TSL would appreciate.
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I'd be willing to settle for something simpler, like having him captured with the rest of the party on Malachor. There's no VO for it, but it could be done with a little creativity. Maybe he gets separated from the rest of the party and Sion and his assassins capture him in a little cutscene with the appropriate music but no VO; or maybe he is with the group when they confront Kreia and he simply has little or nothing to say. He is sort of the quiet type, after all. The above would be far simpler to do and less awkward than having him die on Telos, since we have no clue how that's even supposed to happen, and that gaping plot hole would still be filled. And SH, please don't use the word "snarky". You sound like Jae Onasi. [/barf]
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W00t! A warm-hearted congratulations and thanks to all of you!
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Sorry about being late to the party, but you can add me to the pile, too. Thanks for listening. EDIT: LOL, Something very wrong happened when I tried posting this last night.
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Same here. I'll also add that the Nihilus theme is a grating, predictable and downright DREADFUL piece of music, which is very likely why Obsidian chose not to use it in the released version of the game.
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That looks freaking great.
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More like 4 years, and it would only count if it's 2 years of actual work + 2 years of lying to and trolling your fanbase.
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Corrupted grass & missing objects on Dxun
evil q replied to Kloppstock's topic in Knights of the Old Republic General
AMD/ATI (DAAMIT) cards have a long and colorful history of sucking with the KotOR games. -
Very cool. Can't wait until this is ready.
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So the rare stuff that wasn't showing up actually has a chance to, now? I think that the previous fixes had something to do with the PC's level.
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Random loot's been "fixed" before, I think. How will 1.8's fix be different?
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Start with the second post in this thread. Also, for any mods using the TSLPatcher, I set the installer's compatibility mode to XP SP2 and check "Run as administrator" just like the guide says to do with "setup.exe" and "swkotor2.exe".
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Stop beating a dead horse.
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No, but you should be OK just using the autobalance.2da file only.
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OK, I'm just about ready to start testing, and I have a couple of questions regarding the USM. There a number of dialog fixes and the random loot fix as well. Will I need these? I'm thinking "yes".
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As in sometimes its scripts don't fire and stuff like that? What I'm saying is that I've played the game with it enough that I can probably recognize something like that as a problem with the vanilla mod and not with the patch. But, then again, I'm just hypothesizing.
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Count me in. It's been a while since my last playthrough and it's about time that I contributed something other than good will to this project. I'm also very familiar with the USM and its quirks.