ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. The vanilla situation is an artifact of KotOR 1, where upgrades were simple buffs and also in limited supply (as opposed to TSL, where you can just craft them), and upgradability was used to make unique weapons more special. Obsidian evidently neglected to change it like they did for melee weapons.
  2. Very nice. Any interest in correcting the Ebon Hawk's map, as well?
  3. Very nice. Speaking of the Ebon Hawk's map, I wonder how hard it would be to rip the graphic and correct the garage for TSL. Because I just noticed - or maybe re-noticed - that the map still shows the garage as having a swoop bike in it.
  4. Just goes to show how much the loss of rapid transit in TSL pissed people off.
  5. I had thought this was vanilla behavior. I will however say that medpacs - especially Life Support Packs - are not entirely obsolete for Force users. They come in handy if FP is low, plus you can use a single medpac for free from the inventory in the middle of combat.
  6. "-The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give the player lightsabers. " And that is awesome.
  7. I'm guessing that originally, Citadel Station was going to be called Peragus Station.
  8. This mod looks very interesting. I never was the biggest fan of the fact that the KotOR Mandalorians' helmets look more like a precursor to the Imperial Royal Guard helmets than a precursor to the Supercommando helmets (or a successor to the Crusader helmets seen in Tales of the Jedi, which do succeed in looking like an ancient precursor to the Supercommando helmets). Looking at pictures from the comics, I think they may have gotten overly fixated on Mandalore the Indomitable's helmet. Pity the armor's male-only tho.
  9. I want to say that in the Xbox version, he says the "I have come for the Jedi" line always. I might boot it up later this week to double-check.
  10. This sounds better to me than V2; this is on the edge of Monty Haul territory as it is.
  11. Might be because in vanilla, it is all one BIK movie. With an unfortunate error in the interior shot of the Harbinger's bridge.
  12. Thank you for making this, it always irritated me that they permanently took away your fast travel. And often, the ability to even fix the speeder at all. Nar Shaddaa is incredibly infuriating, design-wise. The threshold for the call from Visquis is way too low, especially given that you're railroaded once you get it and it dead-ends some of the quests for no good reason. And perma-sabotaging the speeder so that you can't use it to bypass Mira on your way to the Jekk'Jekk Tar - instead of oh, I don't know, putting Mira further down the docks - is just lazy and rude.
  13. Were they this bad on the Xbox version?
  14. It's... not really that baffling. While Khoonda is allied with the Republic, the militia there are civilian volunteers. Additionally, the Republic is a tad strapped for resources.
  15. I think actually, the biggest reason to prefer the TSLRCM in-engine cutscene is because the original movie has a major screwup: The corpses on the Harbinger's bridge in the cutscene are all generic when they should be Republic Soldier corpses. This screwup stands out all the more on the Xbox version, because (as with the first game) the Xbox version plays the trailer when it launches - and the trailer prominently features shots of the Harbinger's bridge and all the Republic Soldier corpses there. Ultimately, what we really need is a rebaked bink that combines the pre-rendered arrival footage with the corrected version of the bridge interior shot. Btw, Naelavok's cutscenes are also uploaded here. Thought you might like to know, since it's more convenient for members here to download them from here if they want them.
  16. While DP is the one who made the compilation and presumably who chose to include it, the skill swap mod was not originally their idea or design; it was darthbdaman's creation. You're right that I shouldn't have used the word "tumor" to express my frustration with the skill swap mod's inclusion. And I apologize for that. Based on my own analysis of the game the skill swap seems like a clumsy hotfix that's not really as close to Bioware's intent as the team have convinced themselves it is, and it's an extreme change from vanilla gameplay; I feel its forced inclusion spoils what is otherwise a fine omnibus patch. Funny you should mention Strategy Wiki, looking at that is how I realized that the core problem is two classes having a duplicate list. But no. What I propose is that the K1CP team remove the skill swap as a forced component and let players choose how to fix the matter. I did describe my idea for what I think would be a more elegant fix (and by the way, it's not random; I made it with consideration to everything the game tells us about the classes, what Obsidian did with TSL, and what I think would synergize well), but I fully realize that my idea is subjective. Which is why I said the fix used should be left to individual players. Maybe YOU should engage in this little thing called "Careful Reading". Except that that pattern is not the full picture; it's just looking at numbers between the three Jedi. It overlooks that every other class has a unique skill list, making the fact that two classes share a list seem odd. It overlooks that Stealth and Security are conspicuously missing from the class skills of Jedi as a whole. It overlooks what the class choice lesson and quiz on Dantooine - the things that literally exist to explain to the player "Here are the three Jedi classes and what their deal is" - tell us about Bioware's intent for the three classes, including the fact that one of the Sentinel-coded answers on the quiz is "pick the lock." I don't see how people can look at that and not think Sentinels were intended to have Security as a class skill. Obviously, installing another skill mod on top is a solution for my personally not liking it. But the reason I spoke out here is that between it being an extreme change and seeming to be a hotfix, I don't think the skill swap should be a forced part of the patch to begin with. Well, here's something the team should consider: System performance and storage aren't subjective. And even nowadays, plenty of people are stuck with worse. Replacing the Lite assets from vanilla neither fixes any bugs, nor addresses any design or logic issues; it just looks prettier at the cost of taking up more system resources. That's fine for those of us installing the mod on a sufficiently beefy desktop computer, but it's the kind of thing that can definitely cause issues on weaker systems. That kind of extra fluff should be optional at installation, rather than being automatically included and requiring a separate patch to remove if it causes performance problems. This is hardly unprecedented in the software world (indeed, it used to be the norm) or even in the modding world. And it would be a more streamlined and accessible approach. They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them. Not the list I was thinking of - I swear I saw a list somewhere on the website, hidden under a spoiler, that listed the included mods and only the included mods (and mentioned each only once). But I couldn't find it again, and maybe my brain was conflating a similar list on another mod's page. I read through that entire readme before making this post, it's not the same as having a concise (well, relatively speaking) list of just the mods - it mentions some multiple times because it refers back to them for every individual thing, and it's also a list of assorted things the patch fixes (or intends to fix) directly. That's part of what I meant about it being messy. That's where you have to use something called "Common Sense". There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues". 1. I actually looked at the GitHub before posting, and some of the things mentioned in the current readme are still open there. Such as the backface culling issues in the Vulkar base, and some of the Vulkars not equipping weapons when they aggro; those were the two quickest to find again, but I believe there are more. 2. I was also talking about inconsistent presentation between individual members' sections of the readme. Some explicitly state that a problem was fixed, while some just state the problem. Because it's a Dark Jedi inside a top secret Republic research facility? A top secret Republic facility... that we know the Sith suspect exists. And perhaps this particular Dark Jedi went down to the bottom of the ocean to investigate the Progenitor's psychic scream - that seems like something Force Sensitives might have noticed, even if they don't know what it was - and met their end at the hands of the crazed Selkath. Not arguing for it to be reverted, just offering a way it can make sense. Know what sure as hell doesn't make sense though lol? Xor's second encounter when it takes place on a liberated Kashyyk. He somehow manages to conjure up a couple Czerka goons, and the Wookiee guards have zero reaction to him or them. His first encounter is questionable enough on a liberated Kashyyk, but the second one really takes the cake. This is on my mind because in my current playthrough of K1, which is on Switch, I had to fly to a different planet to trigger Xor's second encounter because it's broken on Tatooine. And on a whim I chose Kashyyk, somewhere I'd never dealt with him before (I think in the past it's always been on Manaan; might have happened on Korriban once). And now I find myself wondering if he can spawn on Dantooine.
  17. 1. I am aware of the problem existing in the vanilla game, and actually addressed this in my review. I said that in the Droid Warehouse, it doesn't really matter, but on M4-78 I think it does. Because on M4-78, the conversations are not railroaded to the extent that the warehouse is. There are key conversations that have multiple outcomes, some of them hostile IIRC (while others fail to advance things). I seem to remember having to reload the game a couple times because of that. 2. Obviously HK-47 and the fat one don't have this problem. But why should playing as them be required to not get reduced to blind trial-and-error? 3. In the movies, we know enough from other characters' responses where it matters. Also, movies aren't interactive media that require player input to proceed; a game is. Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now? And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest. If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal. 1. It was vague because I hadn't touched the modded game in a few years, so my memories of the details were hazy. 2. Yes, it's the exact same problem that I had three years ago, causing me to put my playthrough on hold while I looked into a solution (And then more important concerns took my attention away from KotOR altogether for a while). Three years in which AFAIK nobody ever got back to me about either the item ID or the older version of the mod. Three years in which the mod has not been updated, nor has anyone else made a patch to fix the issue. So what good would it do me now? It would let me finally finish the stupid sidequest, that's what. It would also help anyone else stuck on the quest, and make it easier for someone to make a patch that fixes the quest more properly. 3. You get the "Fixing Droids" (that's what it's called in the journal) sidequest from the Maintenance Droid in the maintenance shack in the Industrial Zone. He wants you to help him fix some droids overdue for repairs in exchange for upgrading your droid characters for you. Having booted up the PC version of the game for the first time in ages to double-check some of the details... There are three droids you need to fix: two in the central zone and one in the Environmental Zone. IS-58, one of the two in the central zone, needs three parts: the Droid Collar, a Main Processing Unit, and a Battery. The Droid Collar is perfectly findable (and in fact was already in my inventory), as is the battery, but the Main Processing Unit seems to be nowhere to be found. From what I read back when I originally learned about the problem, apparently the placeable containing it was deleted by accident when clearing up some excessive clutter. Found more issues while playing through the mod to check things: The droids and turrets in the Environmental Zone's Outer Defense Region aggro and attack you through the wall when you're at the 4th Recharge Station, paying no attention to the fact that you haven't even opened the door yet and cannot see or target them. If you resolve the Environmental Zone without killing him, Kaah spawns in the Industrial Zone to help you with the door even if you've already opened it. And in fact, a new copy of him will spawn every time you re-enter the zone. Seems like the "Kaah should spawn" script is a tad triggerhappy. See screenshot. The game doesn't realize that you've already picked up I1-02 - each time you return to the Industrial Zone, he'll be at Diagnostic (with the door shut) as if you never picked him up. Even if you've spoken to IS-24. This actually creates an infinite XP glitch! Both "That should be interesting" and [Say nothing] cause the same reaction from IS-02 when I1-02 is asked about replacing M4-78's memory during diagnosis. The "Reactivate M4-78" Journal entry does not update after talking to IS-24, at least if you talk to ES-05 first. The "Feedback" tab of the Messages log shows an insulting comment addressed to zbyl that I'm pretty sure nobody but the mod devs were meant to see. The vitality of a number of entities, namely the Guardian Droid and War Droids in the Environmental Zone (also a droid from one of the sidequests, which I already commented on in passing in my review), seems excessive. The Guardian Droid might be even more of a damage sponge than the Drexl Larva. Two of the Sith Assassins in the core didn't turn hostile. Probably something to do with Sith Assassins being neutral on spawn. The computer in the Environmental Zone that lets you tamper with the Conspicuous War Droid's power supply only gives you one chance to do so, but the wording of one of the options - "[Do nothing for now]" - implies you can come back to it. Either the option text or the event flag needs to be changed, probably the former.
  18. That and the first encounter with Xor isn't an ambush per se, only the second one. Xor is a shady type, so one could also argue that bumping into him on Yavin Station makes sense. And in any case, it can't possibly be as awkward as running into him on a liberated Kashyyk - especially his second encounter, where he still somehow has Czerka thugs with him for the fight and the Wookiee guards don't react at all. Adding messenger spawns in general (Xor was the main one on my mind because I had just dealt with him in my current K1 playthrough, and had to fly to a different planet - I think you can guess which lol - to trigger his second encounter because it's broken on Tatooine) would help Yavin Station feel more complete as a destination.
  19. Thanks. And best of luck on those other things. All else fails, it would be good to at least have the item ID of the stupid quest item so that it can be console-spawned or save-edited into one's inventory. EDIT: The specific quest item is a memory core, one of three parts a broken droid by the Industrial Zone entrance needs.
  20. Whoever decided to add the hologram overlay in TSLRCM was wrong - having the overlay undercuts the "flashback" feel the scene is supposed to have. It could make sense to have an overlay for the part you weren't there to see, but overlaying just that bit would doubtless be a massive pain in the butt.
  21. An interesting concept. If I wasn't out of reacts, I'd click "Like". I don't think it suited Bendak, but as its own thing it's not bad. Did you consider also coloring the visor plate of the helmet (akin to the Episode II Clone officers' colored visor borders), for the colored versions?
    Overall, a fantastic mod. The suits all look great (the black flightsuit does a lot to set Twitch apart from all the other Rodians, Ice's suit goes with her hair amazingly, Marl's looks classy as befits a seasoned champion...) and I think the new heads work as well, especially Marl's (having that beard suits the grizzled vet). It's also neat to be able to buy replicas - being denied unique NPC gear can be grating. The only thing I question is Bendak's new look in Part B. At least to my tastes, using the yellow-paldron variant of the whitened Mandalorian armor ends up making him look drab and stand out less than his vanilla appearance, which seems to run counter to the mod's purpose. That and I don't think unadorned white plays nicely with the Neo Crusaders' Royal Guard-esque helmets. But that's just my opinion, not sure how others feel. If one wants to pick and choose who gets more than a new suit, it seems like it would be possible to do some texture finagling in the Part B folder. But I haven't messed with that yet myself.
  22. It feels like they wanted to spice things up a bit but were very sloppy about how they did it (*cough* Xor *cough*). The worst part about Davik's guards is the droids, where they clearly did not properly update the creature type! The PC version also has some bugs the Xbox version doesn't, from what I've found. As an aside, I think "NPCs all wear combat suits" is a tad overgeneralized, plenty of 'em wear tunics. Gods, can you imagine how the Upper City dwellers' snob remarks on your outfit would seem even more obnoxious if it was literally true?
  23. An interesting idea and certainly of use to a lot of players, although a couple of things stuck out to me. "Why? Ultimately the Dormitory is a big shaggy dog story. The motivation to go there is to get a code to unlock the turbolift to get to other levels." I actually started a new playthrough of KoTOR 2 to double-check this, because I was pretty sure you were either misremembering or misunderstanding something. You're not going there in search of a code to unlock the turbolift, that's something you only start looking for after you get trapped there. What you're going there to look for is a code to get past the stupid forcefields separating the fuel depot from the hangar (and thus stopping you from just waltzing down to the Ebon Hawk). I've attached screenshots of the dialogue transcript as proof. While it's still a shaggy dog story insofar as you don't succeed in gaining an override for the forcefields (necessitating the trip through the Harbinger), your idea that the reason for going to the dormitory "becomes circular" is in fact incorrect. "Also, the additional Light Side motivation - to rescue any miners that are still alive - makes a Light Side PC seem naive, since it's very clear by that point that they're all dead." Not necessarily - for all you know, someone could still have holed themselves up in a closet a la the crazed survivor in Hrakert Rift Station in the first game (or managed to isolate themselves a la the two sane survivors in the same). It's a faint hope, but not beyond reason. In any case, your misunderstanding of the initial reason to investigate the dorm doesn't make the mod any less useful to people who want it. I understand the desire to skip the dormitory, especially given how annoying the room with the fire suppression turrets can get. Although I do have one question: Did you boost the XP rewards from the remaining encounters and puzzles, to offset losing the XP from the dormitory?