ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. Yeah, this mod would be better if it wasn't a monty haul mod.
  2. I wish this mod wasn't a forced part of the Community Patch. I understand the desire to improve Sentinels' lot, but IMO this goes about it in a completely misguided way and certainly isn't closer to the vanilla intent. "It always bothered me that the Jedi Consular had 6 class skills, more than the Scoundrel or the Scout, while the Jedi Sentinel had 3, the same number as the Jedi Guardian. It was also highly inconsistent with the other design decisions made towards the Jedi classes, and inconsistent with KotOR 2. It always felt like a mistake." It is a mistake, but so is swapping them. And swapping them isn't exactly consistent with KotOR 2 either. It comes off as a clumsy hotfix, and I think in some ways it actually makes things worse than vanilla - at least with vanilla, things are somewhat offset by the size of the classes' skill point pools (Consulars may have six class skills, but they only have so many points to pay into them; Sentinels meanwhile can more freely invest in cross-class skills due to having a lot of skill points). It kinda misses what the true problem is. Notice how the Jedi Sentinel not only has the same number of skills as the Jedi Guardian, they're the exact same three skills (the same three common to all Jedi)? Bioware screwed up (gee, there's a shock) and forgot to give Sentinels their own unique skill list! That's the real mistake: Sentinels didn't get their list swapped with Consulars, they got a redundant copy of the Guardian list. Every other class has a unique class skill list, yet here we have an identical pair - one of them has to change, and we know which. Swapping the Sentinel and Consular lists is effectively just trading having one messed-up class for having two messed-up classes (Even if Sentinels get some benefit from it); instead, it would be better to reconstruct what Sentinels' skill list should have been. Consulars having the skills they do makes sense, although balance-wise they do have one too many. They're not just the Force class - as shown by the class choice lesson and aptitude quiz on Dantooine, they're also the "alternatives to fighting" class. Computer Use fits because one of the main reasons to hack is to kill enemies from afar with room traps rather than directly engaging them, Repair fits because the whole point for non-droid characters is to fix up droids to fight enemies for you, and Demolitions fits because it's setting traps. Anyway, based on that same quiz we can also determine what one of Sentinels' skills should be: Security (which, weirdly and very conspicuously, isn't a class skill for any Jedi class in vanilla). The Sentinel-coded answer to one of the quiz questions is literally "Pick the lock," after all. Stealth is also a logical choice - it's the other missing class skill as far as Jedi classes go, and thematically fits with Sentinels. Obsidian noticed both of these things, and gave Sentinels both of these skills in TSL. They also fixed Security to run on Intelligence instead of (of all things) Wisdom, although idk how hard that would be for a mod to change in K1. That still leaves the matter of Consulars having one skill too many balance-wise. Obsidian fixed this by taking Computer Use away from Consulars and giving it to Sentinels instead. I would likewise make a transfer of one singular skill between the two classes, but I would choose Demolitions instead - I think it has better synergy with Sentinels gaining Stealth as a class skill. Which do you think would be better?
  3. Nice to have, although FWIW the dark side hit for bring party to bribery to fight a death match seems to be the ABSOLUTE TINIEST dark side hit in the game. It's no obstacle whatsoever to going max Light Side.
  4. I think that in the community patch, this should be optional.
  5. "he wasn't at Malachor, which means he wasn't there when Revan committed cultural genocide" True, but unlike the nameless Mandalorians you run into who are said to have fled the fighting before they got their butts kicked, Jagi was sent on a potentially-suicidal diversionary attack and presumed KIA. It's entirely possible (and indeed, likely) that his armor was FUBAR after Altheri. "he said he sent the call out to the surviving clans, so why shouldn't he bring them along?" I think you missed the point. Jagi also said he'd be there alone, that it would be single combat - so why should he bring two thugs along at all? He was lying. And if he lied about that, odds are good he also lied about telling the surviving clans about the battle in order to goad Canderous into coming. And even if he did tell them, why should they be party to his dishonorable attack?
  6. "When the player and the group escapes to Dantooine it feels weird as to why the Sith dont pursue them seeing as it is completely defenceless." 1. The Sith don't know where they went - it's not like the Ebon Hawk has a tracking device planted on it. 2. Dantooine does have a defence, in the form of the Jedi being there. That and being overlooked. 3. Your adding a Republic military presence actually raises further questions - why aren't the troops helping with the Mandalorian problem?
  7. Have you considered a version that leaves Tanis' dialogue intact? If only because at least with him, the lines also serve the purpose of triggering some humorous responses from Bastila and Jolee Bindo.
  8. "Restored Carth lines to the Alien Apartment Sith Raid (Audio created with AI)" Expunge the audio. Best left mute until you can find a soundalike to help.
  9. Doesn't seem worth doing, considering how badly SWTOR handled Revan. Including the "That was never my name" crap.
  10. Interesting idea, though not strictly necessary. I always saw it as a tongue-in-cheek "This gizmo so happens to look like a future droid" sort of thing.
  11. Weirdly, I thought the game was already like this. I want to say the Xbox version is.
  12. I would like to argue for the removal of the Sentinel-Consular Skill Swap Mod. I don't think it should be forced down people's throats as part of the patch. Frankly, I see it as a tumor. The problem with the skill swap mod is that it while it may give Sentinels more things to spend their extra skill points on, it's still ultimately trading one Jedi class having the wrong skill list for two Jedi classes having the wrong skill list. darthbdaman's assessment that "The Jedi Sentinel and Consular classes appeared to have their class skill assignments swapped" is completely wrong and fundamentally misunderstands the actual problem with the vanilla game. The real problem is that the Sentinel class has a duplicate of the Guardian class's skill list, rather than having its own unique skill list like every other class in the game. The mod is therefore based on a gross misunderstanding, and screws over Consulars (as things stand in vanilla, Consulars having so many class skills and Sentinels too few is offset by the size of their point pools; the same is not true with the lists swapped, and Consulars decidedly get the worse end of the deal) in the name of quasi-fixing Sentinels. If one considers how the classes are described during the Jedi training and which answer in the aptitude quiz corresponds to which class... Guardians are supposed to be built around direct combat; they have a limited skill list, but get combat feats the other classes don't (including the automatically-given Force Jump). Consulars are supposed to be built around Force use and alternatives to direct combat (in other words, "there are alternatives to fighting") and have a corresponding skill list. Sentinels meanwhile are supposed to be a mix of "balance between the two" and "detective", and should have their own unique skill list that corresponds to that. For my money, Sentinels should have the following Class Skills: Demolitions, Stealth (which oddly and conspicuously, no Jedi class has as a class skill in the vanilla game), Security (also not a class skill for any of the Jedi classes in vanilla, yet the Sentinel answer to one of the aptitude questions is literally "pick the lock"), as well as the three common to all Jedi, and Consulars can lose Demolitions in trade to keep things balanced. This is very close to how Obsidian handled things in TSL, but they traded Computer Use to Sentinels instead. Both Demolitions (placing traps for the enemy rather than directly engaging them) and Computer Use (hacking into computers to kill enemies with room traps) could fit under Consulars' "alternatives to fighting" schtick, so Obsidian's way also makes sense, but I personally think Demolitions has better synergy with Sentinels (especially with them gaining Stealth) while Computer Use has better synergy with Consulars (given they have Repair). Either would be better than the swap, which is a clumsy ill-conceived hotfix that ultimately just trades off which thing is broken. But which is better between my list and Obsidian's is a matter of taste, and therefore should be a matter of options. So please, remove the skill swap mod. It's incredibly clumsy, it's based on a complete misunderstanding (which IMO negates the "closer to vanilla" argument responsible for it being included in the first place), and is arguably worse than just leaving things as-is; it's certainly too disruptive to be a forced part of an omnibus patch, and IMO is just as out of place as the custom "fat commoner" models. I think in the case of this particular problem, it's better to leave it alone and let individual players install the fix of their choice. Be it the clumsy hotfix skill swap mod, something more elegant, or even nothing at all. Also going to address some things I saw while looking to see if I'd already commented, and while going through the changelog. This is a good thought, honestly, both for performance and space reasons (especially important if someone is installing this on something other than a desktop computer) and the fact that any graphical tweaks beyond fixing mistakes from the vanilla game (including the extra mistakes from the PC versions) are a matter of subjective taste. Miscellaneous background NPCs using lite models specifically made for that purpose so that unimportant characters don't hog resources is not a mistake, it's an optimization. While that caters to the NPC models, Alice saying "For example" implies that's not the only graphical enhancement they think is causing issues. Mind you, it can be a right nuisance to find the list of included mods. And the mod list/bug list in the readme is kind of a mess that doesn't always make it clear what was changed or if it's just a reported problem pending a fix. "Changed the removal of the Dark Jedi corpse and its loot in Manaan Hrakert Station to a less intrusive implementation, refactoring the GIT's creature and placeable lists" Why was it removed in the first place, out of curiosity? Also wondering if it's really necessary to hide masks during all those conversations. And I think the "Unnecessary security UI" thing on so many doors may have been an intentional choice to tease the player? At least for doors that you ultimately open via other means.
  13. My guess would be that the cutscenes in question, as well as traveling to planets, temporarily disable your control inputs. And then when re-enabling control... the game was finding the joystick before it found the mouse.
  14. Welp, looks like it's unfortunately time for me to be my complaining self again. A lot of the changes listed are objectively good, like all the tidying up of wonky camera-work, misaligned textures, etc. And the more logical clothing choices, and correcting Bolook's skin color, and so on and so forth. However, the readme, the changelog, and the description give no indication that this is anything other than an all-or-nothing patch. And because of one of the changes, "Swapped the class skills for Consular and Sentinel", that unfortunately makes it a complete writeoff in my eyes (unless someone's made mods to revert that and some of the other subjective stuff?). That's not only a major warp of the gameplay, it's also a subjective one: not everyone agrees with the notion that "Zomg they mixed up the Consular and Sentinel class skills" (I for one have no idea where the actual hell people got this from, and I think those who preach it are straight-up wrong; personally I think it would be better to give Sentinels Stealth and Security as class skills instead; by default, no Jedi class has those as class skills and the Sentinel getting them would be in line with the Sentinel answers to the quiz questions - especially Security). That change is not a "fix", it's a subjective opinion, and it should therefore be an optional add-on rather than forcibly lumped in with everything. Lesser subjective things include removal of the screen blur when using Force Speed (some people actually like visual flavor like that, and it's not like this is a competitive PVP shooter so idk why anyone was moaning about it enough for it to be worth removing in the first place), and speeding up the spacewalk and the seafloor walk (I will withhold my opinion on the people who asked for this, and instead simply say that not everyone minds the slowness; for my money, it adds to the immersion). There's probably other things I missed on this first pass of the changelog that probably shouldn't be all-or-nothing, but those are what particularly stood out at this time.
  15. 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 - there are a couple of conversation choices where what you say can actually have a different outcome, and the untranslated droidspeak thus reduces players to blind fumbling to progress. I believe that for this occasion, either his responses should be translated in-game, or players should be provided an external cheat sheet. Or at the very least there should be some sort of bracketed tone cue. Yes, you can play as one of the other droids to avoid this problem, but it's still annoying that T3 is needlessly awkward. 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 one of its key items, the Droid Memory Core - 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 ID, so currently you can't even work around that with Kotor Savegame Editor or the cheat console. The code that spawns a key NPC to open a door for you in the Industrial Sector if you resolved the Environmental Sector peacefully doesn't care if you've already opened the door or if he has already been spawned there, meaning multiple copies can spawn whenever you re-enter. The game does not make it clear that you only get one chance to sabotage the power supply for the Experimental War Droid - in fact, the exit prompt saying "Do nothing for now" gives the opposite impression. The spawning for the industrial sector droid you have to rebuild is also buggy, with redundant spawns being possible. The in-game event log shows a comment calling zbyl the r-slur that I'm pretty sure the devs didn't mean for non-devs to see. The main quest journal fails to operate once the cooperation of both Archons has been secured, meaning the player has no reminder of who they're supposed to speak to next. And one of the enemies in the final confrontation tends to fail to aggro at first. Probably has something to do with the fact that Sith Assassins are neutral on spawn.
  16. 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

      JDub96

      It was the will of the Force.

    2. DarthParametric

      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.

  17. 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?
  18. 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?
  19. 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?
  20. 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.