ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. 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.
  2. Out of curiosity, is the "glass" effect over the greebling intentional?
    I'm happy to say that my worry from the screenshots about 3C-FD ending up insufficiently-distinguished from T3-M4 in the Ebon Hawk's emergency lighting proved false. These are very well done, and it has been a treat to play through the game with this extra detail for the utility droids. Of course, it doesn't change the fact that T1-N1 is no taller than a refresher bowl.
  3. Well, that answers that. And means the "Force Points: 6" I saw in KSE was a complete red herring wrt the problem I was having with Atton being Force-depleted with his Force points full. Thanks for your help.
  4. I didn't mean to be antagonistic.. I was just frustrated.. Thank you for the clarification. Does the same hold true for the Force Points value?
  5. Okay, I guess the pics didn't speak for me enough. Whoops. And I don't think that you actually bothered looking at all the pictures. Picture #3, which I will repost here, is the one that goes with those character screens. Picture #4 is of a couple different files that I made for testing. Please pay close attention to "Hit Points" and "Force Points" for both the PC and Atton, vs. the corresponding Max values. I know what the readme says. But as stated in my post, I'm not trying to mess with the Max Hit Points value in the first place, I'm trying to find out what the Hit Points value (as in, the one not labeled Max) actually means. According to that very same readme, "Hit Points" is current hit points (at least, based on it saying you can edit both current and max HP). And yet, I don't think that can be the case. Looking at the character screen pics and the relevant KSE view (reposted above), I at first thought I was dealing with a weird bug of HP and Force Points being stuck below their maximum despite the game (as seen in the character screens) showing them to be full; the Max values themselves match what's seen on the character screen. This was backed by getting a "Force Depleted" message whenever I tried to use Atton's powers, despite his Force meter being full. But then I made a new character for testing purposes. I did two saves as them, one before leveling up and one after. I checked those saves in KSE, and that's when I got really confused. The initial save shows a "Hit Points" value of zero. What even? That alone calls into question the idea of it being the character's current health. So then I thought, maybe it's really how much additional HP you gained from leveling up. But the view of the post-levelup save shows a "Hit Points" value of 10 and a "Max Hit Points" value of 51, 13 higher than before leveling up. So that can't be it either, unless there's a constitution bonus that's not recorded in the gain. Does that clarify my issue?
    These are indeed a nice improvement! They add a welcome bit of shine to the droids, especially nice in the case of B-4D4. It's not perfect; the trick used to give the metallic shine sometimes instead makes the droids - especially B-4D4 and the Ithorians' droid - look like they have a glossy wax or glass coating instead of metallic as such. But it's a welcome improvement on the vanilla dullness all the same.
  6. Okay, I am thoroughly confused as to what's going on with the Hit Points value vs. the Max Hit Points value. Hit Points is supposedly current Hit Points, but... Well, look at the pics. Current mod list: 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
  7. Well, that's a problem. 😟

    I hope someone can help me diagnose what caused this mess.

    ZTS_K2_00364_AttonForceBroken.jpg

    1. Show previous comments  1 more
    2. ZeldaTheSwordsman

      ZeldaTheSwordsman

      Quote

      The thing here is that if you were using KSE you should have taken note of every change you were making.

      Thing is, the only actual change I've made with KSE was inserting your Ebon Hawk Armband into my inventory. That's it. All I used KSE to do here was look at the save file under the hood to try diagnosing the problem. With no luck.

      Some testing and discussion with TamerBill has revealed that the "Hit Points" and "Force Points" values seen in KSE are misleadingly named. They don't store current HP and FP, but rather how many HP and FP you've accumulated from subsequent hit dice and Force dice (and they only store the pure dice total, not any bonuses from Ability Scores or feats); this is why they show as zero for a level 1 character.

      So, that's a red herring for whatever's going on with Atton.

    3. ZeldaTheSwordsman

      ZeldaTheSwordsman

      UPDATE:

      I at least have something of an answer now. For whatever reason, at least with my current cocktail of mods, making Atton a Jedi before dealing with the Red Eclipse infestation seems to bug and break his ability to use the Force. I wound up having to reload a save from before I set foot in the Refugee sector after discovering that the "Intergalactic Reunification" quest is still bugged, so I decided to experiment.
      I tried holding off on the conversation to make Atton a Jedi until after the Red Eclipse situation had been taken care of to see if it would make a difference.

      And it did.

      Why that's the case, I don't know. Could be mod issues, could be a vanilla bug (would not surprise me in the slightest). But at least I found a workaround.

    4. Thor110

      Thor110

      That's good then, yeah the classes can cause some funny things to happen.

      As can messing around with KSE, since we don't know how the back-end works it is often left down to trial and error to figure out what caused the problem and then from there it's possible to speculate as to why the back-end might result in such a thing.

      This is also part of the reason I avoid KSE personally as I find it much easier to dump stuff into a container and go from there, however it definitely doesn't offer you as much freedom as KSE.

    5. Show next comments  3 more
  8. Pictures that I find silly or cool enough to hopefully be worth considering (or at least give folks a good laugh, in the case of the former category)
  9. From the album: TSL Silliness, and maybe some cool moments

    Gee, that's not suspicious or anything, what are you talking about?
  10. From the album: TSL Silliness, and maybe some cool moments

    Move over Loppak Slusk, B-4D4 is the new exchange boss on Citadel Station.
  11. Details? That's very interesting news.
  12. Got a couple different ones to report: A. Short swords that let you try to add a cell B. Kodin selling redundant HK part C. IT-31 getting stuck outside the repair shop (strongly suspect vanilla issue) D. The swoop bike in the Nar Shaddaa race being stuck hovering in the air as soon as the race starts and not coming down til the end UPDATE: This affected Telos too. EDIT WITH A NEW PROBLEM: E. And now Atton's brand-new Force Powers are broken out of the box, saying "Force Depleted" when his Force meter is full. It's worse than I thought: The Vitality and Force meters are broken. Or maybe not? I can't make sense of what's going on with the KSE readings for HP and FP... ** UPDATE: Discovered what gives with KSE HP and FP values, red herring for the Atton problem. F. Adding to my woes, Bonus Mission: Intergalactic Reunification has not been fixed. 1) When did the problem begin to occur? A. First time I got to a workbench and tried to upgrade after getting an energy cell. B. On Nar Shaddaa, when I checked Kodin's stock. C. Same planet, the second time I did the Droid Retrieval sidequest. D. All attempts thus far at racing on Nar Shaddaa. UPDATE: Telos too, except on a pre-departure save E. After making Atton a Jedi, although I didn't notice it until I was aboard the Ebon Hawk to fight the Red Eclipse Having discovered the true nature of the problem, it actually happened a lot earlier. I was killed oddly quickly by the HK50s encountered in the Telos dock module after returning from the polar academy despite being at full life, and the problem may have set in even earlier than that. I've had other instances of this too, like when fighting Cahmakht aboard the Ebon Hawk. Nvm, the KSE thing was a red herring. It was a weird order-of-operations bug. F. After wiping out Saquesh and all his goons. 2) Did you install the latest version of the mod? Yes, for both TSLRCM and M4-78EP 3) What version of the game do you have? (Steam, 4CD, 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? N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? Fresh install 6) What other mods did you have 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!.) At the time of discovering the short sword weirdness? 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 Since then I have also added: 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 I discovered issues B-E after adding all the above to the mix. Well, DMFE and the armband might not have been installed at the time the meters actually came up. Idk. F is an unpatched vanilla bug. 7) Can you be more specific about the error? At what point did it happen? A. When using the Workbench in the Peragus dormitory (the first workbench I had access to after first coming across an Improved Energy Cell), and at every workbench since then. When dealing with a short sword, it lets me select the cell slot and try to add a cell, but of course the sword won't actually accept it. But from what I hear it shouldn't even get that far, the slot should be completely inactive. B. I opened Kodin's store and was able to buy an HK part from him (the control cluster) even though I already had all parts but the processor you get from the HK-50s in Vogga's warehouse. That's not supposed to happen, right? Sorry for not taking a picture of this. C. I reloaded a saved game to re-do the Droid Retrieval sidequest, because I forgot to find out about the shield beforehand. This time... Atton wound up being positioned in IT-31's path as he tried to leave, causing him to be stuck until he suddenly warped himself up and over Atton and back onto the ground. This seems to have screwed with his movement distance, because he did not make it all the way back to Tienn Tubb's shop. He acts like he's in there, but he's stuck in place just outside it. Leaving the planet and returning has not fixed this. D. Every last swoop race attempt on Nar Shaddaa, I have suddenly been stuck hovering (as if in mid-jump) as soon as the race begins and do not touch down until the end of the track. E. After the requisite encounter with the Twi'leks in the Refugee quad, I was able to make Atton a Jedi. However, when I boarded the Ebon Hawk to wipe out the Red Eclipse I noticed something was wrong. When I tried to make him use his new Force powers, it said "Force Depleted" despite his Force meter being full. That's... problematic. I thought it might be due to weirdness with the "Red Eclipse Battle" version of the Ebon Hawk, but the problem persisted afterwards. I have an idea as to a possible cause - turning him into a Jedi while he had a pending levelup - but I'll have to test that. Nope. Tried a save before I converted him, used the pending levelup, then leveled him up again. Still had the problem. UPDATE: Discovered the true problem: The in-game Force and Vitality Meters, including the number displays on the Character screen of the menu? Are broken. They display as full and FP AND VP cease to recharge - the game is so sure they're full that it won't let me use medpacs - but looking at the save files with KSE shows the characters' current Force Points and Vitality Points to be below the actual maximum. In other words, the game shows me as being at my true maxes... but for some reason I'm actually artificially capped below them. That's no good at all. I'll have to see if I can fix this, or if this affects a new file... Advice would be appreciated. Assuming those "Current HP" and "Current FP" entries are even what the readme claims them to be. UPDATE 2: Subsequent testing and discussion with TamerBill has revealed that the "Hit Points" and "Force Points" values seen in KSE are misleadingly named. They don't store current HP and FP, but rather how many HP and FP you've accumulated from subsequent hit dice and Force dice (and they only store the pure dice total, not any bonuses from Ability Scores or feats); this is why they show as zero for a level 1 character. While it's good to know what's going on there, that does mean what I was seeing in KSE was a complete red herring for whatever broke Atton's Force powers. UPDATE 3: It seems to have something to do with converting Atton before dealing with the Red Eclipse. I was forced to reload a save from before setting foot in the Refugee Sector to deal with problem F (detailed below), and this time I held off on making Atton a Jedi until after I cleansed the Ebon Hawk of Cahhmakt and his gang. Which seems to have done the trick - he could actually use his powers afterward on this file. F. Because Obsidian's programmers were sloppy and also rushed, some of the sidequests are fussy messes - including Bonus Mission: Intergalactic Reunification. Basically, to actually complete the quest Light Side, you have no choice but to kill the guards at the entrance of the Refugee Quad when you first encounter with them (and depending on your stats, you might have to goad them in such a way that you take a Dark Side hit to actually start the fight). If you don't, the game doesn't allow you to tell Aaida that they're gone - even if not only those guards but Saquesh and every last Exchange goon in the area is dead as a smegging doornail. 😡 You still get the option to lie that they're gone at that point (even though again, they're for-real stone smegging dead), which triggers a Dark Side outcome, but you can't truthfully tell her they're dead (even though they couldn't be any deader if you landed the Ebon Hawk on them). It only counts if you kill them at that first encounter. And apparently either TSLRCM overlooked fixing this bit of Obsidiocy, or another mod I installed re-broke it. ** There might be some other way to get them to register as dead for the quest's purposes, actually, based on a vanilla vid I saw while researching something else. But idk if there's a guide detailing it, and the quest not realizing they're dead is still an obvious bug. 8 ) Have you tried re-downloading the mod? No. 9) Have you tried using a different save game? For the short sword thing? Technically yes. For the others? No, not yet. I reloaded the same pre-race save to test the swoop thing, but not a different one. UPDATE: I had an idea that it might have something to do with not having raced on Telos. I went back to that pre-race save again, and this time returned to Telos instead of trying the Nar Shaddaa track; I had the "hover" issue on the Telos track too. However, I then loaded an older save on Telos from before I even left for the Restoration Zone. On that save, the swoop race behaved normally. I am now left with a questions: Is the swoop races being broken by not racing on Telos before ever leaving Citadel Station a vanilla issue, or caused by a mod? If the latter, which mod? Is there a way to fix them with KSE? I did try different saves for Atton, but it didn't help. I'll see if things turn out any different on the current file, because I wound up having to reload a still-earlier save because of the bug with Aaida. UPDATE: Holding off on the conversation to make Atton a Jedi until after the Red Eclipse were dealt with seems to have done the trick. 10) Have you tried starting a new game? No. But I'm going to. Yes, and it allowed me to find out that KSE has some labeling issues and what I was seeing with KSE was a red herring. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7
  13. Posting this here to avoid making a million new threads.. So, I'm currently messing around on Nar Shaddaa. And a few questions have come up. 1. Not sure how well reverting Fassa to Toydarian works. I don't think the "Supposed to be Quello" speculation holds up, since Andrew Secombe gives Quello a different accent (I was slightly surprised to learn it was him) while Fassa's voice is nigh-identical to Watto. That being said, I think both his Toydarian and Twi'lek forms could use an overhaul (as could the Twi'lek Domo he shares his vanilla appearance with); "Bleached Watto with intact dentition" (same skin as Quello) and "plain brown tunic" don't exactly seem fitting for his position; I think there might be a mod for the vanilla appearance, but I haven't seen anything for the TSLRCM form. The Twi'lek form could use either armor or a fancier outfit, the Toydarian one could use adornment and a more normal coloration. 2. On my savefile where I got all the available quests at the flophouse, I screwed up and saved again after blowing the chance to investigate the G0-T0 bug on the swoop droid by backing out of it. I decided to try editing globals with KSE to restore the chance rather than go through the slight inconvenience of re-getting the quests. Possibly a mistake, since it opened a slight rabbit hole and I haven't got anywhere with it. I didn't see anything in the Booleans that seemed it could possibly affect this, the only things I found that looked likely were in the Numerics. I first tried resetting 000_Goto_Swoop to 0 (it had been set to 1 after I backed out of the opportunity), to see if that would do it. No dice. Checking with another save made after getting the codes from Borna Lys but before checking the droid showed that while 000_Goto_Swoop was set to 0, 301NAR_Goto_Swoop was set to 1 (it was 0 on a save before getting the codes, and on the save made after blowing the chance to check the bug). I thought maybe 000_Goto_Crimes might be the culprit, since it was higher by 1 on the save made after the botch, but checking showed that not to be the case; 000_Goto_Crimes incremented immediately after getting the codes. With this information in mind, I tried changing 301NAR_Goto_Swoop to 1 on the post-botch save. Still didn't show the "[Awareness] Check the droid for oddities" prompt. A save made after successfully examining the bug shows 000_Goto_Swoop: 0 and 301NAR_Goto_Swoop: 1, the same as before checking the droid (but after you get the codes). So that didn't help. What am I missing that determines whether or not you're allowed to find and examine the bug? UPDATE: Noticed that 300NAR_Exchange_Favor was 255 instead of 0 and that 300NAR_Exchange_Gap had incremented from 3 to 4 on both the file where I found the bug but backed out of messing with it, and the file where I examined it. So I tried reverting them to the state they were on files where I hadn't messed with the bug (that is 300NAR_Exchange_Favor: 0, 300NAR_Exchange_Gap: 3), yet still I don't get the "Check the droid for oddities" prompt. So obviously, I'm still missing something.
  14. Might also be worth it to gate off the landing pad, I often have someone go charging up the ramp right after killing the main group of mercs. Even though the enemies there should be out of their line of sight most of the time.
  15. Time for me to see if this works if installed after boarding the Hawk at the Polar Academy. SCIENCE! Update: Yes, yes it does. A few of things to note. 1. The instructions could be better-worded, and need to make note of an important step. Perhaps something along the lines of "Before starting, back up globalcat.2da and spells.2da from your Override folder if they exist there. After backing them up, start the install by running the TSLPatcher first. Then depending on whether you're running TSLRCM alone, TSLRCM + M4-78EP, or TSL vanilla, copy over the globalcat.2da from the appropriate folder to your Override folder." 2. You forgot to update the info.rtf; it's still based on your Reveal Map armband. 3. This doesn't replicate the "Return to Ebon Hawk" feature from K1 exactly; that feature warped you to the module the Hawk was parked on and spawned you a short distance from the boarding ramp instead of directly aboard the ship. Would it be possible to achieve this in a future version? In any case, this difference might bear noting in the mod info.
  16. That's concerning. I was tempted to install this because I had the .bik version of the scene play without sound, but if it's going to misbehave...
  17. Totally understandable to me. Well, there you are then.
  18. Funny you should ask that I did indeed do so. Hence my changing the thread title again and editing the first post again. About the KSE globals.. I did some looking into that myself. The one for the Restoration zone would seem to be 231_Killers_Spawn. 202TEL_Killers_Spawn is the control for their spawn in Lorso's office (even though that's actually in 209TEL; modules were evidently relocated and sectioned more, but Obsidian never relabeled the globals to match).. I couldn't find a Boolean for the docks encounter, so either it's either controlled by the numeric version of 202TEL_Killers_Spawn or my memory really has been playing tricks on me this entire time <.> I'll keep older saves around to try sciencing with.
  19. There's a reason I said relatively. I consider using KSE to forcibly activate the encounters that are supposed to happen anyway to be less of a cheat than using an exploit that doesn't actually resolve the quest; the killers appearing at the docks and then confronting you in the Restoration Zone is legitimately supposed to happen if you've done the prior steps in the quest, telling Grenn Although I would rather not have to resort to KSE either. KSE is a last-resort option. Good news, I won't have to take it because the situation wasn't as bad as I feared. But I might have a bug to report about the quest anyway. It can, although most of the ones I'm using are graphics mods that would be rather unlikely to affect Telos' event flags. And people can at least point out what was or wasn't changed regarding this quest by TSLRCM (which might be better suited to a topic in that section, which I was on the cusp of making before my recent test.) Yes, I know that and this is what had me concerned. I'm 90% sure you're supposed to actually see them in the shuttle bay after they've run off, which is what opens the "tell Grenn you killed them" exploit in vanilla; both that and the legit "Tell Grenn you saw them there" option have him respond that it matches the security footage. However, in this run they did not spawn there. I had them appear in the Lorso's office and run away as normal was able to have the conversation about that (where Grenn says he needs more solid evidence, but not the "matches our security footage" line), but no matter what I did or did not do to further advance the main quest after running into them in Lorso's office they never appeared in the shuttle bay. And so, I assumed the quest had once again borked... My attempts earlier in the year left me rather paranoid about this quest. Out of desperate hope I loaded the game to see if maybe they'd spawn in the restoration zone despite not seeing them at the docks, and they did... Which was a relief, although now I'm confused and wondering if the docks encounter is my memory playing tricks on me... 😵 It may be from 11 years ago, but that thread is one of the first things you come across when Googling the issue. I wanted to warn anyone else who finds that thread that even with the recommended steps it's still not 100% reliable (because TSL is the Sonic '06 of Star Wars games). In response to your reaction here, I deleted and re-did the comment to better get that across. I currently lack the skills to do anything more than adjust globals with KSE (which it turns out I didn't even need to do). My being a compulsive multitasker plus the busy semester I had has meant I've gotten basically nowhere in developing my skills, although I do hope to rectify that over the summer.
  20. I tried Googling back in January when I had the quest break on me in the Xbox version, (where they didn't appear on Telos' surface as they should even after catching them in not only Lorso's office but also the hangar, and telling Grenn about it); I was helping the Ithorians that time too. What I found was of decidedly limited use, with a lot of disagreements and maybes. And naturally several of them just say to use the "lie to Grenn" exploit, which is not helpful; I want to complete this stupid thing legit (or at least relatively so). Some people insisted you had to work with Czerka for it to work (which I knew couldn't be true, I'd run into them on at least one prior playthrough and I always go Light Side). But I got some conflicting orders of operations of what you supposedly have to do when while siding with the Ithorians for them to spawn in the Restoration Zone. I followed a recommended order found on I think GameFAQs - which required basically restarting Citadel Station from scratch - and they still failed to spawn in the Restoration Zone. At that point I gave up. That would be why I said this quest is my archnemesis The most concrete thing I got from my searches at the time was a note that the global for their Restoration Zone appearance was apparently improperly linked to conversations with Chodo; this is listed on the swkotorwiki wiki on fandom, although I think the place I found it mentioned the specific global by name. And the thread you linked doesn't even mention the problem I had this specific time - them never appearing at the docks after catching them in Czerka's offices - or even the encounter at the docks at all (or is my memory playing tricks on me about that even existing?). I asked here for three reasons. 1. Hope that people at this place would have either something more concrete for me, or confirmation that there was no reliable order of operations. 2. I'm playing with TSLRCM installed (which I at least thought was obvious from the first post <.>), so I had no idea if orders of operations given for vanilla would be any good anyway. 3. Hope that as this is the KotOR modding hub, someone would know relatively offhand what things I'd have to edit in KSE to force them to spawn as they ought (both for the docks encounter and the Restoration Zone; I think the latter was spawn_killers but I'm not sure). Thank you for your time all the same.
  21. I wound up updating WinRAR instead.
  22. You explained... but five months ago - a lot of time for someone to forget in, especially if they have, say, a busy college semester. And it was on a completely different file, so it's not like looking at this one would have reminded me. And evidently a lot of people still aren't using this new compression method, because I've downloaded and opened archives that were made this year with my copy of WinRAR (which is version 4.10).