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Everything posted by ZeldaTheSwordsman

  1. I'm amused that one of the signs seems to show a Flare-S Swoop. Overall I'm enjoying the mod, I felt it was very nice
    Excellent work. Your skin matches the artwork perfectly, and having that extra detail on T3-M4 makes for a pleasant visual enhancement while playing.
    I'm sorry, but in its current state I cannot recommend the mod. It's a tragedy, because M4-78 adds very vital content to KotOR II. But the current version of the mod suffers from questionable design choices, and annoying bugs. The initial "clear the radiation" quest has multiple instances of the character being abruptly teleported to elsewhere on the planet after exiting dialogue. There is no warning, no option to refuse, nor even a transition. It's a very jarring and disruptive mechanic that greatly detracts from the experience. Moreover, it's entirely unnecessary due to the planet already having escort droids for fast travel. It feels like a developer shortcut that got left in without testing how it would affect ordinary players. Said quest also has issues if one chooses to play as T3-M4: all of his responses to dialogue are untranslated droidspeak onomatopoeia. While this is consistent with his adventure in the warehouse, it proves somewhat problematic here. In the warehouse, his choice of response (when you had a choice at all) was of little consequence. That is not the case on M4-78 - what you say actually matters here, and the untranslated droidspeak thus reduces players to blind fumbling. Either his responses should be translated in-game, or players should be provided an external cheat sheet. Moving beyond that, two of the planetary sidequests are broken. The "Deadly Upgrade" quest will reinsert itself into the player's journal after completion the instant the player sets foot in the Research and Development area, with the journal entry acting as if the player killed the malfunctioning assault droid themself regardless of their actual choice (which, given the assault droid is an egregious damage sponge if the player fights it, was probably to fetch CS-28). The quest "Fixing Droids" on the other hand is missing a key item - the developers deleted the placeable where the item spawned, and did not set a replacement location for it. They have also yet to publish the item code, so currently you can't even work around that with Kotor Savegame Editor or the cheat console. I have yet to get this far myself due to the other issues, but the final combat encounter reportedly also suffers from a bug where one of the enemies fails to enter aggressive mode. So for the time being, I must unfortunately say to give this one a miss. If a patch or a v1.6 release is made that resolves these issues, that opinion will probably change. But right now, the rough edges are too sharp.
  2. how is i of all people won the day ever? im a stupid jerk with a tendency to perceive posts as hostile when they're not... an aparently i can be smug without even realizing it... i should be banned.

    1. JDub96


      It was the will of the Force.

    2. DarthParametric


      DS is mostly dead these days. I'm sure you picked up more than enough "downvotes" to win a day where nobody else was doing much.

  3. That would be appreciated, although it would also be good to post the results publicly since A. that will help more people than just me and B. I already worked around it on this playthrough so my own need isn't urgent. The "levitating swoop" bug is higher up on my personal concerns list right now. That one's causing a bit of a hold-up for me, it makes competing on Telos and Onderon impossible and since you only get one normal visit to Onderon (and are locked into the Dxun-Onderon line once you start it)... Kinda don't want to head to Onderon until there's a solution. Has anyone seen that bug before, or have any idea what caused it?
  4. My point was that you might have to make a Dark choice if your Strength and Persuade are too good, IIRC. Or does telling them you can't pay the toll not bring up a Persuade check? I can't remember for sure, and not sure I still have a save where I can readily check. I could swear I tried leaving and coming back to her when I ran into the problem on the Xbox version, and it didn't help. Do you have more details on this trigger point? Although it's a bit moot for me personally, since I long since reloaded and did things the way I knew worked. Oh, I got absolutely everybody - no ifs ands or buts. There wasn't a single guard left alive anywhere, I did a full circuit and checked absolutely everywhere (both to fill out the map and to loot the place), and they all go hostile if you've killed Saquesh so it's not like they wouldn't have attacked if I got close. And yet, the "Intergalactic Reunification" quest did not recognize the gate guards (the only ones who count for the quest) as dead. This is a vanilla bug, and I know it's a vanilla bug (because it happened to me on the Xbox version as well). "Refugee Woes" acknowledged the Exchange goons as all being dead, but as far as "Intergalactic Reunification" was concerned the gate guards were still alive (even though they very clearly weren't); that screenshot of the Aaida conversation was taken after I'd killed every last Exchange goon and made sure. Obsidian seems to have royally screwed up the flags for that quest. Luckily, I was able to get around it by loading an older save and killing the guards right off (l was able to aggro them without taking a Dark Side option, thankfully); on this reload-and-replay I also avoided the "phantom depletion" bug with Atton's powers by not making him a Jedi until after the Red Eclipse were dealt with. Does anyone have any advice about the "Levitating Swoop" problem?
  5. Hmm. I don't know that I agree with you about the computer panel positions, they seemed reasonable to me. Perhaps some comparison screenshots to highlight the difference are in order. I have some important questions: 1. What was the reason for reverting the Industrial Zone to a single module? 2. Does this fix the issue of one of the key items for the "Fixing Droids" quest being MIA in v1.5? 3. Does this fix the journal bug with the "Deadly Upgrade" quest?
  6. As a temporary workaround, can someone with v1.3 provide the item code for the IS-58 part in question? It's a key item, so it'd only show up in KSE's list if it was actively in one's inventory. That code is probably also going to be necessary for any attempt to re-inject the item. @Thor110 Which part for the communications quest were you unable to find? If it was the relay itself, I know I found it. I forget where exactly though... Might have been on the remains of the rogue assault droid, might have been in a container.
  7. If my reasons weren't your problem, why did you say the following? Those gave me the impression that my reasons were, in fact, one of your biggest problems. Now, I could certainly have worded my statement better. But at this time I stand by the idea of pointing people towards v1.3 (which hopefully will have an installer made for it soon so that it can be hosted here instead of a personal website and the inherent instability thereof) and my opinion of an update from the modders or an outside patch being unlikely by this point (lovely though that would be). You can say "A patch could possibly be made in the near future" all you like, but based on the time and what I saw in the bug reports thread the odds of that are very marginal. The modders are burned out on it, and the remaining bugs (which are noteworthy) are all day 1 bugs for this version that no-one else has addressed in the intervening time (almost a full three years). Based on that, it seems more useful to me to warn people of the bugs and direct them to a more stable prior version (something that already exists and has been proven not to have the bugs in question) than to just express hope for a patch for this one.
  8. It doesn't seem to be written in the journal, no. Just the "Recent Messages" log, which Obsidian shortened for some ungodly reason. And yes, the mod does account for the droids you had to shoot when you're entering the code. You're right, it does... And being overdefensive is a bad habit of mine... Would it be constructive to offer my perspective at the time, as well as some background? 1. I play M4-78, a mod I was super-excited to get to, for the first time ever. During the first leg where you're clearing the radiation, I end up getting abruptly yanked around by conversation flags without so much as a transition scene (never mind asking me if I wanted to be teleported). On top of that, I end up feeling like I'm blindly flailing during some of the conversations, because I chose T3-M4. I make a mental note to comment about these issues, especially the super-jarring teleportation, somewhere future players are likely to see them and be forewarned. 2. Past that point however, I'm having a good time exploring the planet, learning lore, etc. Then I set foot in the R&D zone, and immediately encounter a bug with the "Deadly Upgrade" quest. 3. Having encountered a definitive bug, I come to DeadlyStream to file a report about it... and discover by reading the bug reports thread that v1.5 is riddled with bugs and unlikely to be fixed for the foreseeable future because the creators are burned out. I also discover that version 1.3, the much-more-stable immediately-previous version was only ever officially released for Steam, and is only available offsite because it never had an installer made. Said offsite link is provided within the bug reports thread for the mod. 4. Reeling from the discovery and still a bit rattled by the teleportation, I hustle to the comments, wanting to both air my complaints (since to my thinking, feedback is the main purpose of comments sections) and warn people to use v1.3 instead. I admittedly did so badly, emphasizing the gripe about the teleportation too much, and the bugginess of the current version too little. 5. The reaction I get to this is a message that, in its original form, seemed to be telling me I'm not allowed to complain because of the elapsed time since the release, as if that somehow invalidated my having a problem with the teleportation or meant my experience couldn't possibly perspective. That's how it came across to me. To me, that felt both hostile and dismissive. 6. The edited version of said message, and the reply to my response (which was to the original version of the message) both accuse me of promoting a pre-TSLRCM version when a quick look at either the current M4-78EP bug reports thread or Pa3PyX's website would show that to be incorrect. 7. Furthermore, these messages act as if I'm promoting this earlier version purely because of my gripe with the teleportation. I may have done a poor job at emphasis, but my initial comment nonetheless indisputably cites "everything in the bug reports thread" as a reason. People skipping over key information clearly mentioned in my posts (or in other people's posts in the same forum thread) is another thing that tends to feel hostile me; at best, it seems dismissive. It certainly doesn't come across as helpful... But I'm not going to dig up my argument with AmanoJyaku. While I feel I might be able to have a civil discussion about it with them now, this isn't the place. ** As an aside I just fully processed that Malkior seems to have accused me of posting the complaint in "a thread that last updated over a year ago" when A. this is a comments section, and B. the post before mine is from April of this year. For reference. Probably doesn't excuse what I did, but I hope it at least makes it comprehensible. @AmanoJyaku Complaining about a deliberate design choice isn't a bug report Also, it was actually the bug reports thread (which I hope it's obvious by this point I'm well-acquainted with, it was how I learned about v1.3 being more stable in the first place) that motivated the last part of my initial comment. That thread made it clear that v1.5 is riddled with bugs and unlikely to be fixed soon, and that for a more reliable experience one would have to download and install v1.3 instead. And I wanted to present that information here in the comments section (which is more immediately visible to people downloading a mod) to give some advanced warning and recommend the more functional version.
  9. Well, this was... something. It seemed like it would be a good something, but now I just don't know.. I'm going to start off by saying that, contrary to zbyl2's assumptions, I find walking immensely preferable to being abruptly teleported around without warning. That was so jarring and disruptive that I was tempted to report it as a bug. It actually took me til the second instance to realize it wasn't one. Was that change playtested by anyone at all before release? That did NOT make for a good gaming experience... Also, given the existence of the Escort Droids for controlled fast-travel, it's completely and totally unnecessary. It was fundamentally a bad idea, in my opinion - throw it out the window and never look back. Second, I played the "You have to use a droid" portion as T3-M4 and I have to say that under these circumstances the dialogue choices being unintelligible to the player ends up feeling rather awkward. It's one thing in Vogga's warehouse, where the choices don't actually matter much at all; in that context it's funny. But here, where they actually have significance, it made me feel like I was flailing around completely blindly. I think that either you need to ditch the concept for that portion of this world, or publish a translation sheet. Third, I think the number of currently-active droids needs to get added to your journal. Because you can only ask the droid once, and it's all too easy for it to get scrolled out of the Messages log (and I'm guessing the Messages log being so short in TSL is backend idiocy that modding can't fix). I mean yeah, you can write it down, but it feels like the in-game handling should be better. And then there's the bugs.. I was super-excited to play M4-78 and finally be able to experience a more complete TSL story that actually gave Lonna Vash her due. And, after getting past the janky introductory segment, I was having a good time with the place. Then I set foot in the R&D zone and had "Deadly Upgrade" suddenly inject itself back into my Active Quests list (and the entry didn't even match how I'd actually done it). I came here to report that... and discovered just how broken version 1.5 is and continues to be. That was disheartening to learn. I implore you to either return to the project, or at least make an installer for the more-stable previous version (1.3) so that that can be hosted here.
  10. And why, exactly, is it invalid to give my feedback, negative or otherwise, in the download's comments section? Feedback and questions are the entire point of even having a comments section. This is a serious question and the reason I downvoted your post. Since you're done responding on this page, feel free to answer in PM. I'm not suggesting people go offsite just because of the gripe, I'm suggesting they go offsite because Version 1.5 is substantially buggy and unlikely to be fixed for the foreseeable future. Version 1.3 is the last stable build, and is unfortunately currently only available offsite (and possibly not even there, right now). And that, to me, seemed all the more reason to post here in the comments section where people are more likely to see it and be warned in advance that this version is buggy (instead of finding out the hard way like I did).
  11. 1. If downvoting isn't a valid way of expressing discontent, then why the crap is it even allowed? 2. To respond to the edited version of your first post... You would think, but not in the initial "clear the radiation" quest (which is what I'm assuming is meant by "droid quest"). You get abruptly teleported from spot to spot at certain points in that, including getting suddenly warped to the Central Zone near the computer. 3. Excuse you, but version 1.3 came out in 2017. "pre-TSLRCM build" my foot. It was just never hosted here because the modders never got around to making an installer of it for non-Steam versions. 4. Allow me to quote a very important part of my first comment that you seem to have skipped over: There are multiple significant bugs with version 1.5, including some broken quests. Version 1.3 was put up on Pa3PyX's website and linked in the bug reports thread as a more stable alternative. Although now that download seems to be broken anyway... WinRAR says the archive is corrupt, and I'm willing to believe that considering the .7z file is only 9.6MB when it should be closer to 560MB.
  12. Because I wasn't active on Deadlystream at the time 1.5 was released, and on top of that I didn't have a PC copy of TSL until June of this year. So I would not have been aware of this change or able to experience it firsthand at the time. And it's not like the announcement itself makes it clear what's going on; it just says "Fast travel in droid quest - no more running trough(sic) the planet multiple times". That doesn't give any indication whatsoever that certain dialogues will suddenly warp you - you'd have to watch a video or play the mod yourself to find that out. You can bet I would have complained back then had I been in a position to know about and experience it at the time, though. Because it's extremely jarring - no warning, no transition, just SUDDENLY LOADSCREEN and you're somewhere else. It took til the second instance for me to realize it was deliberate rather than some sort of warping glitch.
  13. Well, that's... not good. Is this problem still present?
  14. Did you try talking to the droid the part is for?
  15. Sorely tempted to report the "fast travel" (read: abrupt teleportation) during the droid quest as a bug, because it sure feels like a bug from how jarring it is. I'll refrain, but I do have other issues. 1) During the game, when did the problem begin to occur? (List a general description of the issue.) A. On arrival, it became clear that every loadscreen has loadscreen text from the Battle of Telos. Not sure if this is a full bug, or just a limitation of "new planet" mods B. The end of the initially-locked-down part of the Industrial Zone (where you find that zone's Maintenance Droid) seems to have some issues. When I'm running into there from elsewhere in the zone, the game tends to suffer a brief lag stutter (might have something to do with my using Master Speed, not sure). C. As soon as I set foot in the R&D zone, the "Deadly Upgrade" quest (which I had completed by fetching CS-28) suddenly showed up in the Active quests, acting as if I had killed the malfunctioning assault droid myself and recovered the module from his remains. 2) Did you install the latest version of the mod? (We are only covering issues concerning version 1.3 - the latest edition.) Yes, I installed the latest version (1.5). The updated upload from this May, even. But based on this thread, going with 1.5 at all seems to have been a mistake. 3) What version of the game do you have? (Steam, GOG, 4CD, or the KotOR Collection?) What region is the game designed for if it's the 4 CD version? GOG 4) Did you update your game as required by your game's region? (Update is required for 4-CD version only. If using a Steam, KOTOR Collection, or GOG version, put down "N/A") N/A 5) Did you use the TSLPatcher, if provided? Yes 6) Were there any errors in the TSLPatcher installation? No 7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) Here's the list, although I'm pretty sure it's irrelevant. https://deadlystream.com/files/file/1004-alternate-revan-romances-updated/?tab=comments https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/ https://deadlystream.com/files/file/416-tsl-clone-wars-armors/ https://deadlystream.com/files/file/1374-harbinger-hull-fixes/ https://deadlystream.com/files/file/1275-peragus-administration-level-room-model-fixes/ https://deadlystream.com/files/file/1773-k2-star-forge-robes-in-ebon-hawk-container/ (Initially incorrectly) https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/revan-s-robes-star-forge-robes-for-tsl https://deadlystream.com/files/file/8-peragus-tweak/?tab=comments https://deadlystream.com/files/file/202-hi-resolution-skin-for-ebon-hawk-tsl/?tab=comments https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/?tab=comments https://deadlystream.com/files/file/971-refurbished-astromech-droids/?tab=comments https://deadlystream.com/files/file/759-tsl-origins-telos-overhaul/page/3/?tab=comments https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/ Saedhe original head component, Kreia-Atris reversion component https://deadlystream.com/files/file/897-tsl-origins-harbinger-overhaul/ https://deadlystream.com/files/file/1515-hd-hk-upscale/ https://deadlystream.com/files/file/1760-delayable-message-from-the-exchange/ https://deadlystream.com/files/file/1881-ebon-hawk-armband/ https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/realistic-nar-shaddaa-skybox 8 ) Can you be more specific about the error? At what point did it happen? (List a detailed description of the issue.) A. Loadscreens talk about Nihilus, Nihilus' ship, and the Sith Fleet attacking Telos. What more needs to be said? But again, not sure if this is a true fault or just a limitation of not being able to inject custom loadscreen text pools for "new planet" mods and instead having to recycle. ...This particular loadscreen text pool also includes tutorial info about the Charisma bonus that probably belonged in the early-game Telos loading screens (instead of them having info about the prestige classes), but that's a base-game issue. B. Not sure what else to say. It's just that when I run into that spot of the Industrial Zone, the screen temporarily freezes before jumping to catch up with where my character actually is. Fairly typical lag stutter. C. After taking care of much of the work in the Central and Industrial Zones (except for buying replacement legs and fitting the control collar), I decided to check out the R&D zone. I had completed the "Deadly Upgrade" quest by telling CS-28 about the rogue assault droid (because not only is it an annoying damage sponge to try and fight - not helped by it not taking proper damage from Destroy Droid - I was hoping that telling CS-28 might lead to it being spared; didn't work out that way, but at least it skipped the fight) and gotten the Assassination Upgrade that way. But as soon as I set foot in the R&D zone, suddenly "Deadly Upgrade" was back in my Active Quest list and acting as if I'd killed the rogue assault droid myself. 9) Have you tried re-downloading the mod? No, because based on everything I've read that won't do smeg to help. I might however chuck it and replace it with 1.3.😡 That or trying to cheatfix my way through the mod with KSE (anyone know the item codes for the missing stuff from "Fixing Droids" and the right values for the "Deadly Upgrade" quest?) 10) Have you tried using a different save game? No. And I don't think it would help, based on this thread. 11) Have you tried starting a new game? No. 12) What Operating System do you use? (List Virtual Machines as well if you are using them.) If you're a Mac user, please note that here as well. Windows 7 64-bit Update: Here are a few extra questions to include as well. All posts (after the one following this one) should include all 16 questions and your answers to them. 13) Can you confirm that you see the TSLRCM logo on the the main menu screen? Yes 14) What language is your game set for? English 15) Which language of TSLRCM are you using? English 16) Are you playing this on a laptop or a desktop computer? Desktop I think the mod's file page needs to be edited with warnings about the problems. EDIT: The 1.3 download on Pa3PyX's site seems to be broken. Wonderful.
  16. This was stupid and should go away. The so-called "fast travel" is actually being abruptly teleported during the droid quest by conversational triggers. Being abruptly yanked to elsewhere on the planet with no warning isn't a convenience, it's a disorienting disruption. What made you think that was a good idea? I have some other issues with the droid quest. One is that there really needs to be a cheat-sheet for what T3 is supposed to be saying, because having it presented as beeps in the text reduces it to blind flailing under the circumstances. The other is that it can be easy to lose the 4-digit part of the security code if you don't write it down, because if it getting scrolled out of your messages log. And you can't ask about the number of active droids a second time. Based on dodgy decisions like the teleportation, and everything in the bug reports, this version isn't worth anyone's time and you're better off downloading version 1.3 from Pa3PyX's website (you might have lag, but the mod's not broken). Or holding out for the by-now-unlikely event of a 1.6 release or someone else making a fix pack for this mess.
  17. So, as I progress further towards what will likely be my indefinite stopping point in TSL, I find myself thinking about G0-T0.
    1. Big sign that Mr. "I ams teh epitome of cold, rational, and logical" is in fact CCFP and in denial: He favors the Dark Side stabilization options on Dantooine and Onderon even though a child could spot the ways in which those would be worse for the Republic's stability. Does the game let you throw that fact in his face if you have high Influence with him, or are you denied that satisfaction even then?
    2. It's annoying that he doesn't seem to acknowledge your hooking Telos up with a replacement fuel source. Does having high Influence with him make him recognize the fact, or does he still go "WAAAH YOU BWOKE PEWAGUS AND DEWE'S NO FUEW!" (despite your having brokered a deal with Vogga to fix that) even then?
    3. Speaking of annoying... It would be INCREDIBLY cathartic if you could bash him in when he refuses to stop blaming you for Peragus. I'm aware that TSLRCM lets you blow him away during the endgame, so please nobody point that out.
    Here's the deal: Because a very significant portion of the trouble there is HIS fault for posting the smegging bounty, I find his insistence on laying all the blame for Peragus at your feet incredibly annoying (all the more so because the script refuses to let the Exile, normally quite handy with counterarguments to defend themself, make that blindingly-obvious one). Annoying enough that it would be oh-so-satisfying to skip the wait and just bash him in there and then (after throwing the trouble his stupid bounty caused in his face). I don't care that it would mean skipping part of the endgame, it'd be worth it. This isn't a mod request, btw, this is just me venting about him (and a little about TSL's tendency to railroad certain bits by mentally gagging the Exile when it comes to obvious counterarguments).

    ...I'm not too fond of G0-T0. I wish I could shot-put him through time and space to end up as GladOS' newest test subject.

    1. DarthTyren


      I personally would have given G0-T0 more time to develop on Nar Shaddaa, then have him die there as the planetary "final boss" (don't think I would have put in an actual boss battle, as he would absolutely suck). I don't know of many people who are fond of G0-T0, he is very much the black sheep of all the companions between both games.

  18. It occurs to me that my save files might help people with diagnosing, so here... ZTS_Saves_as_of_Jul9th2021.rar
  19. A very welcome mod, particularly since TSL's vanilla cockpit skyboxes are decidedly worse than K1's (which weren't great, but they're at least tolerable; TSL's on the other hand... Korriban is especially bad). Extra props for the version using Sharen Thrawn's Nar Shaddaa skyboxes. Note: If you're also using Kexikus' TSL Backdrop Improvements mod, you will have to choose which mod's 003EBOq.mdl and 003EBOq.mdx files you prefer.
  20. The uninstall instructions are... questionable. They're blatantly a copypasted generic template that wasn't properly adjusted to the details of the mod. Step 1 is all but useless as a result - it says to open the Overide folder and delete the files listed above under the "Override" heading... when there is clearly no "Override" heading above and none of the files modified by this mod are in the Override folder. On top of that, you got the name of the file for "LIPS" wrong - it's actually 351NAR_loc.mod. Oh, and the template says "insanitation" where it should say "installation" 😆 And misspells "Override" in the address. Allow me to provide tailored instructions: 1) Go to the game directory (this will depend on your version of the game - and your version of Windows, for the disc versions; the default address for the disc versions is ""C:\Program Files\LucasArts\SWKotOR2" but on Vista or 7 it will be in Program Files (X86) instead) and open the "Modules" and "lips" folders. 2) Open the "backup" folder created during installation. Copy 351NAR.mod from that folder to the Modules folder, and click "Copy and Replace" when Windows asks you what to do; if that fails, delete the 351NAR.mod currently in the "Modules" folder and replace it with the one from the backup folder. 3) Repeat the process with 351NAR_loc.mod and the "lips" folder. Now that that's out of the way... I think installing this might break T3's movement sound, but then again uninstalling it didn't make his movement sound come back so maybe not. All I know is that I installed this mod before heading to the JJT, and when I got to the Droid Warehouse section of Nar Shaddaa: The Interactive Movie... T3's movement sound wasn't playing and hasn't played since.
  21. As I await response in the TSLRCM bug reports thread, I'm planning what order to finish the planets in (Onderon is currently kicked to last because of the swoop bug combined with only getting the one chance to do stuff in Iziz - thanks so much Obsidian grumblegrumble) and being amused at the Exile's ability to make airspeeders phase through fencing:ZTS_K2clean_00008_airspeederdocks.jpg.42b2f5118aa94e58b142dd0fb0308688.jpgZTS_K2clean_00022_speederclipping_docks.jpg.74eab4ce14c98a4527e610f733650d46.jpgZTS_K2_00406_Speederclipping_landingpad.jpg.cecc88af111bbecd7111cb345580496e.jpgZTS_K2clean_00007_speederswoopdeck.jpg.959ca51852d7b5f0ea3ba46d3e126b4a.jpg

    1. ZeldaTheSwordsman


      For those wondering what I mean by swoop bug...


      Basically, as soon as a race starts the swoop gets stuck hovering in mid-jump. It affects both Telos and Nar Shaddaa (haven't tested Onderon yet, because with how Onderon is handled in this game I don't want to go through the rigamarole just to test... I suppose I could use warp codes tho), and seems to have been caused by something amongst my cocktail of mods, and not racing on Telos before first leaving it.

      More details and mod list here.

  22. More observations to share, including some done with the help of an unmodded install. 1. On further reflection, Fassa getting changed to a Twi'lek seems sketchy - it reeks to me of being done to avoid paying Andrew Secombe more royalties. Still think the Toydarian appearance could use an overhaul. 2. Regarding the Twi'Lek Domo... To go into more detail, here's what he looks like when you meet him in the cantina to be recruited as a dancer: A plain brown tunic, making him identical to Fassa's vanilla appearance and the hapless Twi'lek spice trader who gets gunned down by thugs who think your blundering onto the scene is an ambush. That.. really doesn't seem right for a majordomo. And it would seem to be a mistake, at least to my thinking. In the Jekk'Jekk Tarr, you run into this fellow - also a Rutian Twi'lek and also identified as "Twi'lek Domo". Perhaps they were meant to be one and the same (although that has timeline issues if you don't do the dancing until after the JJT). In any case, he has a much fancier outfit (aside from the suspiciously jeans-like pants) that actually looks the part. Giving this outfit to the one who hires you to dance seems like a good idea for a mod, I might actually see if I can do that myself. 2. The airspeeder parking is... bugged. In the loading screen for the docks (which defies screenshots), you can see the airspeeder parked in the air beside the Pylon 1 walkway, neatly lined up with the gap in the railings, with the "repulsorlift forks" (as I think of them) pointed towards the main walkway. However, when you actually take the speeder to the docks in-game... ...it ends up misaligned. It's pointed the wrong way, slightly over the walkway, and not lined up neatly with the railing gap (these last two leave it clipping through part of the fence). It likewise overhangs the walkable area and clips through fencing in the parking spot in the landing pad area. Maybe a little less blatant due to how the positioning of the speeder body overlaps the fence, but definitely noticeable. The issue is at its most subtle in the Refugee Quad, enough to be ignorable. Is the speeder parking something we can fix with modding? 4. So, about the holograms. Turns out those shimmer lines weren't due to frame buffer effects being disabled after all. That means the paler tinge and the shimmer lines were caused by a mod, not sure which. 5. I wonder how tough it would be to give the refugees the Outcast rags from the first game. It would help them look more like they're in the rough shape the story says they are, help distinguish them from the commoners.
  23. Out of curiosity, is the "glass" effect over the greebling intentional?