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Snigaroo last won the day on January 6
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135 Jedi Grand MasterAbout Snigaroo
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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).
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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.
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Well you've described the point--players can take an alignment long enough to get their chosen prestige class then revert to neutral, but still maintain access to the tomb. I would be alright with gating it by level, but prestige class feels better to me personally, and nudges players playing neutral alignments to push themselves far enough LS/DS at least enough to get a prestige class before returning to their preferred neutral alignment. Removing alignment on the prestige classes isn't something I'd be interested in personally, although creating neutral-alignment prestige classes would be. I'm not sure if that's really feasible, though.
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Ideally there would be no aliens sitting next to one another who looked completely identical at all, and that's part of what I hoped would be fixed with eventual NPC Diversity. The Quarren issue was a separate standout because of the model problem, which is why I requested it separately. Just putting a different alien there would resolve it just as well though, yes. I'll admit I had forgotten about that mod, but in my experience my companions only aggro on that mercenary some of the time. More often than not, they seem to aggro directly to the turrets. That's part of why I wanted this request to move the mercs by the speeders further away as well (probably in conjunction with moving the merc in @Thor110's mod back further also) so there's less chance of the party aggroing onto the turrets too, since those can't really be repositioned. Sure, though just as an aside at some point before the next build revision we will need to coordinate on that mod and a build version will need to be produced, because there are parts of it I'm fairly sure will conflict with build content, and there are some parts I have questions on as well and might want reverted to vanilla behavior for the purposes of use in the builds. I don't think it would help to go over those specifics now because I imagine the mod will receive more updates before it comes time for the next mod build revision, but this just to alert you that I expect that it'll need two install options, one for the full package and one build-specific install. As long as you're good with that I'd say it's fine to put it in there, otherwise if you'd rather keep the collection purely your vision having this hypothetical mod as a standalone so the builds can use it would probably be best. Sure, that works. That's a good point, and I'd accept that as a valid fix for the underlying problem, though you raise a good point with the Duros assassin and now he's a problem. He's easier to fix though: just need to have the TSF take shots at him if he's in their line of sight, it's less of a pain since he just attacks you no matter what. I honestly don't think the default take is salvageable, so an AI recreation is viable. However where possible I would like to avoid using AI for brand-new voices or re-voicing extremely minor parts and instead get genuine human-acted lines. I imagine there might be some folks in the Discord who would be willing to do this just in exchange for being in the game, and I'd prefer at least exploring that route first. Her lips do indeed move, at least for some of the lines (for some the camera angle is far enough out that it's hard to tell). But the very first line is a closeup on her and she's speaking, which makes the whole "in your head" thing even more immediately weird for the player, because from the start she's shown to be speaking aloud. Yep, that's what I was thinking. The only potential hiccup is that the terminal is modified by one other mod in the mod builds (downloadable Ebon Hawk map), so any mod that tackles this by using that terminal would need to be compatible with that mod. Ah! Good idea, and that works perfectly fine. As you say, it would just need to be properly conveyed in dialogue that the bar started with much less deadly gas and that the cyanogen had been pumped in later. However you two would like to handle it is fine by me. I will say though, @Thor110, at some point I will probably want a compilation of your small standalone mods that are being included in the mod builds, just to reduce the overall amount of downloads & installs on endusers. That's not a pressing concern at this point though and would likely not be something to even need to consider until next Revision. Ooh, good idea. It didn't occur to me to use a splice there, but you're right that that's much better, both in terms of preserving vanilla content and the general flow of his dialogue. Good call! I'd appreciate that quite a lot, thanks. Are all the things that you've restored fully-voiced? And would there be any compatibility issues you could foresee with Kex's Visually Repair HK? I meant 1 health in the OP and just wrote 0 on autopilot, so that's my bad. Aside from that though you raise good points, none of which I thought of. The droid warehouse is particularly damning as you're absolutely right, it requires the use of T3 no matter what. That makes the best way to do this by just making him damaged and letting the player restore him to full HP via dialogue, but you're also right that most people will have given him his unique equipment and it would simply regenerate him to full. Is it possible to forcibly unequip all items from T3 during that sequence, so he won't have his implant equipped and thus if he's set to 1HP he will remain at minimum health until the player intervenes to heal him (preferably via a dialogue option as discussed in the request)? I think the stunt module way of handling it is better--it's not the end of the world to have a load and party banter at the end of the encounter, and I think it would be much less immersion-breaking than the people you just entered the ship with already being knocked out. @JCarter426 do you have any additional insight? Though even asking that I am not wedded to what was originally intended, since it was cut along with so much other content on Nar Shaddaa. Unless there's enough leftover dialogue and the like to actually make a restoration here reasonable and fit into Nar Shaddaa's progression well, it would probably just be better to return to the suggestion that Tienn offers a discount if he meets Bao-Dur, and Bao-Dur tries to protect Tienn if you attempt to screw him over. Once again a good call, I think that's a better option. Swap the lines and then remove the dialogue once the question has been asked once. "Fall!" would definitely make much more sense in context. Either way it just needs to be traded out--even if you can't add more, the existing ones can be edited, right? As it is now, the line is just way too short and too nonsensical. I'm not sure how it would sound if it was cut to just be "Fall!", but otherwise some other word or phrase Kreia says just needs to be nabbed and tossed in in the place of Fallen. It's been a hot minute since I used BOSSR so I don't remember the sequence you're speaking of, but I'm not entirely opposed to jumping to stunt modules if that'd be an easier way to execute the mod. I just checked to see if I had any saves nearby and unfortunately I don't, hopefully someone else can grab a shot. Anything involving them being on the floor is a no-go for me--it's a small shuttle, after all, doing an atmospheric entry and landing. Even without the A-D towers it's not very reasonable to just be sitting on the ground for that, and I also get the impression that Kreia, who is mistrustful of machines to begin with, would not trust enough in a shuttle to just passively sit on the floor of one, entirely unsecured. The Ebon Hawk is large enough for that to feel reasonable, but not a tiny shuttle. I think seat placeables or cut it, personally. Alright, #3 can be dropped then. As for #4, I think @Leilukin's icons are great and that would work fine for me, if she's amenable. This one I thankfully did keep a save right next to, here's a screenshot of the issue and where on the map it is: I do have a save near this one but unfortunately I wasn't able to get a screenshot--screenshots are tough for me to grab, I have to tab out, tab back in, take the screenshot and then tab back out again for it to grab the screen. That means I can only do it for stationary objects, I can't really grab something that happens as quickly as a blink. Hopefully others have the same issue I do and can get a shot. I am aware yes, but my frustration is contained to not being able to get it early. By the time you get it at endgame you don't even care anymore, you have your custom sabers that you've built over the course of the game and there's no special attachment you would have to your old saber any longer. Which is its own sort of statement, I suppose, but that's why I want to have this option included: to let players get attached to their old lightsaber by making it the first one they receive back, if they do indeed choose to go that route. Regarding her attacking you immediately, I don't see how that would even kind of work. Do you have any specific ideas related to that?
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Oh good, that's very helpful. Just let me know when it reaches rough content-completion as we've talked about previously, since there would be difficulties integrating such a large mod with regular content updates. In the meantime I will put down that the NPC Diversity Pack fulfills the request but is untested with the builds as yet.
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This adds different textures for the Quarren which differentiates them? Because while the request might sound like it's just fixing the Quarren being the low-poly model, the issue is differentiation in this case--in conversations with @JCarter426 he thought that the low-poly model was used there specifically because it looked different to the other Quarren also sitting at the table, to avoid the impression of multiple identical Quarren being next to one another. I tend to think he's right in this case, which was why I was aiming for texture variation in addition to the model improvement.
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I've just approved it, thanks Thor! I've also marked that request as fulfilled in the OP.