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Snigaroo last won the day on February 26
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141 Jedi Grand MasterAbout Snigaroo

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What powers were you trying to use against him? Low WIS does not mean all Force powers instantly work, you need to use ones which actually have WIS saves. The Sion fight is absolutely trivial if you can stunlock him, which most builds not even designed for Force abilities can manage thanks to his critically low saves.
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Certainly I think this would be a better implementation.
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I'm far more worried about the differentiation between companions than I am balance implications, though balance isn't an entirely irrelevant factor. My main concern is making sure that some companions do have access to talents which are unique, and keeping Crush & Enlightenment wholly locked to the Exile is critical for me. I would be okay with being able to train Atton with Precognition, as his Echani training does make him predisposed to already having some basic understanding of it, as well as the Disciple actually (since Kreia praises him so much for his insight), but nobody else.
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I'd really like to know why I don't get notifications of responses sometimes... This I have no problems with. Here I have some issues though. Like you get annoyed when the game gives level-up powers for free, I get annoyed when the game gives you something pointless for free--Affect Mind and Dominate Mind are insulting to me simply because it's a waste of time for them to be given when they do nothing. I'm not so wedded to getting rid of them that I'd rage if they were kept in, but I would certainly prefer removing them. Force Sight, Breath Control and Beast Trick are fine. Battle Precognition, Crush and Enlightenment are a no-go for me, though--there need to be things that keep the companions (and the player) feeling unique. Force Sight is shown to be relatively easy to teach, but Battle Precognition is something that the Echani train their entire lives on and is simply not easy to pick up in a short period, which is precisely why the Handmaiden is so incredulous when she realizes the Exile is doing it subconsciously. As for Crush and Enlightenment, they are far too overpowered, them being unique to the Exile aside; giving them out to companions would just make the balance even worse for, IMO, no benefit in terms of flavor.
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Good deal, thanks Drew, I'll edit the OP accordingly.
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One new request has been put up in the Patches & Submods section (JC's Czerka: Business Attire & Dark Hope's HD Ithorians). EDIT: Fulfilled by SH & integrated (easy to do without waiting for a revision, since it's a single texture).
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It's also possible an older Windows version compat mode would work for you, there have been cases where different compat modes were needed for different users.
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If you're using 4x world textures, it's possible that the textures are large enough that they're causing spot save corruption in the module. That's really uncommon, I should stress that, but it's not impossible--there's a reason the builds refrain from using any of the very large texture sizes, because the engine can't really profitably render them in the first place due to most models' poly counts, but you also run the very serious risk of your game just breaking as a result of trying. With that said, however, I sort of suspect that isn't the actual problem here. Swoop races in particular are very buggy on modern game versions as compared to older hardware setups. Can you see if the issue still persists with the game's executable set to compatibility for XP SP 3?
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Not at all. I am still not super fond of the idea of a lockout in general, but this would at least solve most of the problems with it. Because I don't personally want to restrict access to Visas as part of the means of dealing with this issue, though, I would likely not consider any implementation of this kind for build inclusion. I am extremely leery of preventing the player having access to a companion, even when many of the surface problems related to that are solved as you've handled them here. At base, you're still locking the player out of having access to a party member which they're meant to have at the time, and that's a big deviation from vanilla progression. Eventually in the far future I do intend to make another set of builds which don't have the same current commitment to maintaining the vanilla progression (as would be needed for some of the big mods I've requested here, for instance, like reworking Malachor). But at present that list doesn't exist, and so the builds still try to stick as close as possible to vanilla where they're able. Since there are definitely more vanilla-friendly ways to handle this than a temporary companion lockout, I can't say I'd use the former latter unless it proved absolutely impossible to do a reasonable implementation of the former. Sure. I don't mind how it's done on the backend, as long as the cat is skinned from the perspective of what the player sees.
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You are, however I don't personally like the idea for several reasons. First, many players won't actually get Visas until they're level 15 already, which will generally prevent the problem being solved or even mitigated at all. Second (and feeding into the first issue), Visas is trivially easy to get influence with, so easy that it would be incredibly simple even at level 15 and two sparring sessions to get more influence with Visas than the Handmaiden--this also assumes that new players will actually go back and spar with the Handmaiden right at level 15, which is not super likely. And third and most importantly, I think locking the player out of access to Visas for a (to the player) arbitrary amount of time would seem extremely confusing and unfun; at best they might just be confused and annoyed that they have a new companion but can't use them, where at worst they may think they need to do something to resuscitate her and run around wasting a large amount of time trying to resolve her being unconscious. I am definitely open to alternate suggestions to resolve the underlying problem of the lockout, but I think this suggestion would create more confusion as well as not actually resolving the problem reliably.
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I have added a new request (Handmaiden/Visas Lockout Warning) which I forgot to add after completing the last test. This is actually very high-priority for me since I see this as a significant blind spot in the basegame and users (especially new players) frequently run afoul of this, so I am hoping that someone will take a stab at this one in time for the next revision.
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It would likely be faster for you to get support on the Discord, but I can try to help you here. The behavior with the door being locked implies that Trask isn't present, which is very very old behavior--Trask Without Tutorials, the new KOTOR tutorial mod I use, keeps Trask in the party and uses him for the door unlock, matching vanilla behavior. If you don't have him or he can't open the door, something is already quite wrong. Is he present for you? Regarding crashing on save/load, you may simply need to use the 4GB patch. Patching widescreen in and using it for stability might be totally unavoidable for your setup.
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Sure, although @Kexikus perhaps this is something you could address directly in an update? Sorry to keep piling all these bug reports on you. Auto-regen only applies to organic companions, doesn't it? Either way the mod builds as of next Revision are going to be using @offthegridmorty's regen .2da to basically remove regen from the game without standalone feats/items, which should mean this hypothetical mod would be fine for mod build use even if it wouldn't function ideally for default installs. Yes, that would be viable. I like the idea of visually differentiating the base areas more to be honest, to provide the sensation that the Exile is hallucinating throughout the entire tomb and not merely being transported to a sort of 'extreme' hallucination whenever she's reliving the events of the encounters, but I would also not be opposed to this method. Well, good to know it's not mod build related at least. I am, but I'm not on the Aspyr patch and have manually patched in widescreen, which desyncs the executable from Steam and the Steam overlay. I have to take screenshots the old-fashioned way, printscreen. In addition to? Absolutely. In fact I'd love that, there should definitely be more of an emotional weight placed on your old weapon being returned to you at the end, if you didn't get it at the beginning. But definitely not as substitution; for this request I really, really want that option to get it back early, to sort of re-bond with the weapon over the course of the entire game.
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Well, having two checks would work fine for my purposes, though if that's the route that's being gone I would want it to be either level 12 + strong alignment OR level 20. You can go in early if you're strongly aligned, and if you don't get strong alignment at any point you can go in later in the game, after you've completed about 2-3 planets.