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Everything posted by Snigaroo
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I'll be testing it when I start work on the next Revision.
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Sure, it should be a valid choice, but I don't think it should be a choice which casters should be making lightly. Armored robes should be items which are more obvious choices for melee-focused Jedi, with casters having to carefully consider whether the defensive benefits gained from them are worth the offset (in my view). I also personally disagree with your conclusions about the defense nerfs. Your examples are valid, of course, but are also of a very specific scenario: a Jedi who invests overwhelming priority into DEX, which is often not the case. It should absolutely be possible for Qel-Droma robes to be better than armor, but the player should have to build towards that in order for it to be the case, which is where it currently stands. For most players the armor is likely going to be better--as it should be--but it shouldn't be so much better, with no penalties to casting, that it's an obvious go-to for almost all build types that aren't specifically min-maxing robe defense bonuses.
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Sure, that works fine for me. Yes, since the builds are going to use For Mandalore! in cut-down form, I would want that out of the changelist. Looking at the mod now, what I'd like to keep is: 1. Droid warfare/battle upgrade prereq change (though for the Snigaroo Cut I would probably want the method of this to be tweaked so that those items aren't usable on T3-M4 or G0-T0, rather than removing the prereqs) 2. Changes 1, 2 and 3 to the Harbinger 3. The alignment and race changes (to display masks) for the thugs who attack with the hold-out blaster, but nothing else 4. Corran Falt soundset fix 5. Giving the TSF Lieutenant a pistol 6. Giving Corran Falt the blaster pistol when tailing him 7. Ithorian dialogue about bachani plant being silent 8. Luxa soundset fix in the Exchange module 9. Replacing the Telos surface warbot weapons with repeating blasters 10. The HK-50 health fix 11. Fixed Mandalorian bark lines on Nar Shaddaa 12. Reskinned Bith arm placeable 13. Removing the drops and XP from the Twin Suns fight 14. Kath Hound vitality reduction (though I'd be curious to know how you determined how much to remove) 15. Fixing Dillan's militia armor appearance 16. Suulru blaster rifle fix 17. Mercenary head change to hide DS transitions 18. All the Dxun tomb changes 19. Soldier VO fix for the terminals on Onderon 20. S-0D3 fix 21. Fixing the Vaklu soldier barks 22. Onderon Palace loot fix 23. Talia health fix 24. Kreia appearing inside the Academy on Korriban after beating Sion 25. Giving Malak his own soundset 26. Both Ravager changes Changes that I would not mind having in an entirely separate mod or second separate install option, not directly in the Snigaroo Cut of the bugfix collection (I figure users may want to utilize these, but they are more subjective changes and I would like this to be a separate option so users can choose to have it or not): 1. Mercenary soundset changes 2. Mercenary armor adjustments 3. Changing the head of Coorta's thug to not use the dock officer head 4. Changing the Republic Trooper in Sion's escape cutscene to the medical officer 5. Swapping the appearance of bay control and the TSF lieutenant for Samhan's quest 6. Restoring the "sir, we have some visitors" line for the Chodo Habat scene 7. Giving the mercenaries on the surface player heads so their mask items are visible 8. Swapping the sentry droid appearance on the surface 9. Swapping Davrel's Republic blaster for a Mandalorian Blaster 10. The clothing changes to Kiph's girlfriend and Jonna Far Reupload permissions and the authorization to edit the texture and reupload it, but not to use the texture in anything more complex than a straight texture mod. The verbiage of the readme is a bit imprecise, unfortunately, but my understanding of it would be that my request here would not be in line with the permissions. A new worn-out skin would probably need to be made.
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Could you possibly release that change as a standalone? With no insult intended, there are a lot of changes in the bugfix collection which I view as being subjective and wouldn't want to have in the mod builds, so while I'd love to have the health fixes for Talia/the HK-50s and a few other miscellaneous parts of the fix collection, I wouldn't want users to be required to use the rest of it due to it being an all-in-one Holopatcher application for the mod.
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I believe you're correct, but not everyone is going to use that mod, and I'd also like the alternative option to lock it even further behind the first Master encounter, as part of my general objective of allowing the player to experience the game's content more gradually, instead of being able to talk to everybody about everything all at once.
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The KOTOR 2 test for Revision 12 was completed earlier today. With just a few exceptions which need re-testing next revision, almost every submitted mod was integrated--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP. As with the KOTOR list I have thought of some more things I'd like as well, so there are some new requests also. They are, in order of appearance: -Ravager Difficulty Increase -Nerf T3's Shock Arm & Infinite Shield -Consular-Sentinel Skill Sanity -Remove Poison Immunity from Valor -Lightsaber Rarity and Construction -Delayed Story Cutscenes -Move Meditation Envy -Bostuco is Invisible? -Miscellaneous Minor Dialogue Adjustments (including several earlier requests which I have folded into this category) -Kreia Wants to be Forgiven -Kreia Doesn't Crush -Different Peragus Doors -Dialogue Delay Integrated with Kexikus's Visually Repair HK -Unknown Incompatibilities with 222TEL Sojourn Cutscene -danil-ch's Extended Enclave Dialogue Rearrange -Balanced & Stabilized Assault on Dxun Mandalorian Base -Gammoreans are Dumb, but not that Dumb -Expanded Text for Enlightenment & Crush Unlocks As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while.
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- 8 comments
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- mods
- sith assassins
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Yes, the entire purpose of the K2 test this time around is to integrate C3-FD.
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Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing. I appreciate you pointing me to it, however I will probably wait until it's in a 1.0 state as with the K1 version and go through it all at once, making any notes about potential changes I might want at that point. I know that might be more of a headache on your end, and sorry if it is, but first and foremost I don't want to interfere in your development process and making the mod version you want to make, and secondly there's a lot I won't be able to tell "feels" off until I'm seeing it ingame. Though I think that for the most part any changes you make will be fine, and any change requests I might have will come down to a handful of characters who the player interacts with more directly that I think should retain a vanilla or close-to appearance. Having said the above, though, I am glad you brought this up because this is a bit more than a face swap and does merit some input from me I think. I personally am against removing the TSF patrols, because that feels like altering the scenario as established in the vanilla game just a bit too much. The TSF has manpower, but not much; they are underfunded and understaffed but are at the same time still a major player on the station, because they have the benefit of legal authority where all the other players are extra-legal actors. They can only afford to patrol a few modules, though, and effectively have to let the rest go unaddressed. I think having the TSF react to the mercenaries killing the Bothan (even if they're reacting ineffectively) is a good change, because it shows that they at least have some small measure of influence (let's not say control) as you approach their compound. But I also think being able to basically wantonly murder people in residential like you can now is a good thing, because it shows that the TSF has basically no power projection: outside of modules where it can actively put boots on the ground it simply doesn't have the resources to act, which implicitly informs the player that the TSF is weak and that siding with Czerka might not be as dangerous as they would otherwise imagine. In other words, from the perspective of the mod builds my ideal is a scenario is basically where vanilla is now, just with the TSF responding to the assault on the Bothan (and maybe the player not being able to extort the Bothan right after that). Yes, he built it at my request and I'm very glad he got it done in time. I had forgot to mark it fulfilled in the OP, however, so thanks for reminding me.
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It's close, but I don't want it to flow directly to exiting the ship upon the end of the sequence without any player input, because that could cause interference with other mods I've requested. Warping to the shuttle but still leaving the decision up to the player as to when precisely to leave is the objective with that request.
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If you're asking how to use it alongside the mod build, that information will be in the next Revision. And if that is what you're asking, no offense but please keep similar requests off of this thread. This thread is specifically for requests, not troubleshooting or support.
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In the sense that other users here might not be aware of it, yes. I just confirmed the issue myself during my test, although I can't be 100% positive it's not build interference with something. Still, I use vanishingly little that impacts Taris so I think it is likely a legitimate bug. I wasn't aware that K1CP was addressing geometry issues first-party. I've mostly seen Wildkarrde handling those in isolated releases, although I know some of their work was integrated into the K1CP. That looks very encouraging. Not as such, no, but I'm wondering if there might be a workaround. I know LDR uses interactable transitions to switch between modules in Crashed Republic Cruiser. I was wondering if it might be possible to attach the same behavior to conventional module transitions so that the player can switch modules just by interacting with the transit area regardless of the party's location on the map. I'm just not sure how that would play with onenter scripts and the like, which is why I mentioned compatibility. If that's not possible, then a function to warp the party to the player would be the next-best thing, but not ideal from the perspective of the builds. That doesn't preclude him from having forces guarding the Star Maps. Hell, regardless of whether he considers you a threat or not, he sets multiple ambushes for you on the way to the maps as it is, with instructions to kill you but take Bastila. Forces guarding the maps would be complimentary to what he's already doing, not interfering with it. You can tell a garrison to spare Bastila just as easily as Calo or Bandon. Huh, so it's not entirely a false memory.
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The KOTOR test for Revision 12 has just been completed. With one exception which will need to be re-tested next Revision, every submitted mod was accepted--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP, so now only active requests are present there. As always, I have thought of some more things I'd like in the course of this playthrough, and we have some new requests too. They are, in order of appearance: Swoop Overhaul CHA Items for DS Players Buffed Dueling Twitch is Hard Sentinels With Skills I'm Within Milliseconds of Winning Screw You Sith Armor Allows Force Abilities Party at Davik's Carth and the Player Both Require Sith Uniforms Tusken Aren't Blind Yuthura Opens Up Zaalbar and Chuundar Geometry Problems Enemy Diversity No, I Don't Want to Gather My Party Before Venturing Forth Altogether, not an insignificant amount of new requests! I hope they inspire some of you. As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while. Thanks all!
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Good work Drew, thanks a lot! I am still on good schedule for testing, so I should be able to give you feedback by mid-September or thereabouts.
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This is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely within the first two weeks of August, so anyone who wants to have their content tested for the next build revision can treat mid-August as the rough "deadline" for testing inclusion for K1. Thanks all! EDIT: I've also included a new request to fix some Rodians with invisible Pazaak decks and an Aqualish drinking nothing, courtesy to @Salk for catching the problem!
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This is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely either the last week of August or first week of September, so anyone who wants to have their content tested for the next build revision can treat the end of August as the rough "deadline" for testing inclusion for K2. Thanks all!
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We thought about that during the design phase, but came to the conclusion that it would be very difficult to design a Sentinel version. Part of that is because the Consular and Guardian versions already have fairly reasonable melee/Force overlap (Guardian, for example, has many buff powers but also several offensive abilities, while Consular has some melee feats in addition to its Force abilities), and part of it is because we didn't believe we could actually achieve reasonable difficulty on a setup where the character is fully balanced between melee and Force. That's not to say that a Sentinel version isn't ever in the cards, but it's not in the cards right now. I would want a functional, updated Improved AI mod first so that the AI would make more logical decisions about the abilities it's using, and then that could be leapfrogged into a Sentinel setup which focuses on combos and the like rather than individual abilities. But that's in the far future and not an active project.
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I, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
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Thanks a lot Drew!
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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.