ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. Actually, I would say that the Clan Ordo symbol makes the most sense, since Canderous talks about wanting to unite them all under his banner.
  2. Hmm... Based on Obi Wan Pere's screenshots, 3C-FD's browns seem very washed-out in this. And in the red emergency lighting aboard the Ebon Hawk in the prologue it ends up making him look less distinct from T3.
  3. Thank you for the confirmation. I have since used KSE to delete and replace the armors, and everything is good.
  4. I see. Of course, you can also settle for just copypasting to and from the AppData saves directory. A bit more tedious, but it works. Running KSE as an admin is indeed necessary in this situation. It does the trick. Turning off Read-only was not necessary - and thank goodness for that, because I've noticed Windows 7 has a major problem with forgetting you did so the moment you quit out of the Properties dialogue.😡
  5. About the "saves" folder in the install directory being empty: That can also happen with disc versions of KotOR 1. Seems to come up most often if the game is installed in "Program Files (x86)". The real saves folder will be in AppData instead. C:\Users\[Your Comp Username Here]\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Knights of the Old Republic\saves
  6. I had to reinstall K1R to fix a game-breaking bug in the Black Vulkar base (the Security Panel leading to the Garage Elevator was glitched and impossible to interact with). Because of how K1R works, that means I had to reinstall all the other mods I was using too. One of those mods was Kainzorus Prime's Clone Armors mod: However, the reinstall caused the armors in my possession on my existing save files to hilariously glitch out (they behave normally on a brand-new game started after the reinstall). They now show as one of three random models pulled from elsewhere in the game files (see attached); which model each armor shows as is consistent. Is there any way I can fix the ones I have on the existing files? I've tried stowing them in a container, that didn't work. Not even if I left the area the container was in, savequit, and then loaded and returned. Would deleting them from my inventory with KSE and spawning new ones via cheat console work?
  7. I regret making this thread. There's obviously a lot I have to consider and brush up on, and it's also the only thing I posted that anyone's paying attention to. @N-DReW251. I'm not actually asking anyone to make this mod for me. I was really just throwing the idea out here as a proposal to air what I felt would be improvements, try to develop said ideas a bit (which I thought counted as productive), and see if anyone had similar thoughts or similar schemes on chipping away at such an undertaking. 2. Some of the stuff you're talking about does make some level of sense. The Kavar-Vash exchange: By "Found" Kavar is talking about the Jedi who followed Revan having found a sense of purpose (in actively defending the galaxy). The enemy Lonna Vash speaks of are the True Sith who the Jedi Council suspected of pulling the strings behind the Mandalorian Wars (and, as Canderous reveals if you get enough Influence with him, they were) and who Revan ultimately went after. The Mandalorians on the Ravager: Yes, the Mandalorians destroying the ship is of benefit to the Republic. But I think the idea is that Canderous decided "This broken relic of our enemies dies now; No salvaging or recovery by the Republic, it's dead for good." It is a bit awkwardly-executed though. 3. "From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did". " Partially accurate. My issues are that A. setting Revan as Dark Side does not logically lead to the status quo in TSL without a whole bunch of extra legwork (which is not AFAIK present in either vanilla or restored) to justify Revan going from "poised to conquer the galaxy with the Infinite Fleet" to "Gallivanting off in the Ebon Hawk and leaving all their hard work to rot" (Especially if as TSL tries to claim Revan was building up their empire and the Infinite Fleet to combat the True Sith - why abruptly leave and self-sabotage all that preparation?) and B. Given that Revan's victory in K1's dark side ending has to basically be completely undercut for TSL's status quo to make sense, it kinda makes the choice feel hollow. It's the problem with making a direct sequel to a game that had multiple endings when by all rights each of those endings would result in a very different status quo afterward. Trying to let the player of such a sequel choose how the previous game ended is a "Have your cake and eat it too" situation, unless the sequel is willing to set up a suitably different status quo depending on which ending the player chose. At the very least, why the ending that should have led to Status Quo Y instead of Status Quo X needs to be solidly explained and justified. As for SWTOR... Screw that game anyway. I hate basically everything it decided about the aftermath of both real KotOR games so much. Especially undercutting the poetic justice of the Promised Land sidequest. And the books... would these be the same stupid books that gave Bendak Starkiller a backstory that contradicts pretty much everything the actual game says about him and his timeline other than him having a death mark on his head? 4. Actually, the Trayus Academy is part of the bigger-picture threat in TSL - specifically, the Force Wound at the heart of Malachor that gives it its corruptive power is the threat. But my point is that tying it to Revan comes off as unnecessary - and, given what Atton establishes about it, raises questions about why the Dreshdae facility wasn't keeping a closer eye on its own students and disappearing stubborn or big-ticket ones off to Trayus. As far as it being abandoned and Traya reopening it goes... The timeline would mean that it can't have been abandoned for too long if Revan was using it. K1 sets the duration of the Jedi Civil War as 2 and a half years, 2 with Revan at the helm and half a year with Malak. And TSL is set a mere five years after K1. I also feel like tying Traya to Revan wasn't necesary, or at least not handled very well. 5. I am aware that it would take a crapton of new VO work for such a mod to not be silent.. TBH chunks of the K2 plot bother me enough that I would take silence over them as-is. Maybe I should be shooting for a fix-fic fan novelization instead of an outright game mod, idk. 6. I'll get back to you on the source of their corruption after I get to that point in K1 and experience the exposition for myself afresh (barring further K1R issues). For now I'll just say "tempted by power" maybe works. 7. It doesn't work as-is, though. Kreia says word for word "The shell of their armor on the shell of a man, all too easily slain by Jedi." A man. As if Jango Fett himself was all that remained of the Mandalorians by the time of the movies. Never mind the Mandalorians being established as still around in the Imperial era by the Marvel comics, never mind other surviving Mandalorians established post-AOTC, never mind Kal Skirata or any of the other Mandalorians from Karen Traviss' books... 8. The Harbinger sabotage timeline... Yeah, it's minor, but it does still stick out as a blatant instance of "People obviously weren't comparing notes here" and it's the kind of thing where if you're overhauling the writing anyway you may as well address it. 9. I do intend to provide rewritten samples... No promises on timeliness tho. I'm one of those people who can't resist having a million hobby projects going at once and this was always going to be a back burner thing... It's not the main KotOR thing I'm focusing on (that would be "Playing through K1 with K1R + some other choice mods active while planning some minor K1 mods of my own - current ideas are "Sith fighter base" and "make Gorton Colu spontaneously combust", and on-off reading tutorials on how to mod"). @JCarter4261. "It is by no means said in KOTOR 2 that Malachor is the only place to make Jedi fall to the dark side, or even the first." I. Never. Smegging. Said. K2. Claims. Malachor. Was. The. Only. One. Where the hell in all of my messages do you keep getting that idea from? Especially in the one you just quoted. Here is what I actually said there: "K2 seems to sell Trayus as the main, and stronger, Jedi-breaker though". "main and stronger" =/= "only". As for my evidence for it being presented as the premium Jedi-breaker? Offhand, there's loading screen exposition, and what Atton says about the place. Malachor V being the center of TSL's universe (what planet can TSL not shut up about? Malachor V. What planet do all roads in that game ultimately lead to? Malachor V) also gives that impression. Not arguing that Lehon isn't tainted enough to be suitable for Jedi-corrupting, I'm just arguing that the temple there isn't a specialized Jedi-corrupting facility like the Trayus Academy is; the temple's main function is acting at the ground-level control for the Star Forge's defenses. 2. The big problem with offering that choice is that, without a crapton of extra narrative legwork, only one branch of that choice actually makes sense for the smegging plot. 3. Again, I obviously need to brush up on stuff... 4. Kreia just saying "You were right" isn't the same thing as the Exile actually tendering a rebuttal to her. Especially when she follows it up with a spiel that expands on Thing B she said previously while potentially but not necessarily contradicting Thing A she said previously 5. Well, actually TSL seems to lean more on "Revan's plans and the Exile and Bao-Dur's actions" than "Revan's actions". But here's the big thing: In that paragraph I was quoting from, Canderous also describes how the battle of Malachor V went. Briefly, sparse on details, but still in a way that it contradicts TSL's presentation of the battle. That highlighted sentence is what makes it clear he's specifically talking about how that specific battle went, not simply the war in general. Let's look at the whole paragraph again. "I still remember that final battle in the skies above Malachor V. The two fleets filling the space around it, outshining the stars...It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed. Your strategies and tactics defeated the best we could send against you. Even Mandalore himself was taken aback by the ferocity of your attacks, the tenacity of your defenses and the subtleties of your plans. You fought us to a standstill and then began pushing back. We didn't really have a chance. It was by the actions of one person, the Jedi Revan, that you prevailed." First off: Gee, I can't find any mention of Revan's forces using an apocalyptic superweapon that destroyed them almost as badly as it wrecked the Mandalorians in there. Can you? Kinda seems like the kind of thing that would have been comment-worthy, don't you think? Second, let's break this down for a close look: I. "I still remember that final battle in the skies above Malachor V. The two fleets filling the space around it, outshining the stars..." Canderous is clearly talking about the final battle at Malachor V. II. "It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed." This makes it clear that he is continuing to talk about Malachor V specifically throughout the paragraph. III. "Your strategies and tactics defeated the best we could send against you. Even Mandalore himself was taken aback by the ferocity of your attacks, the tenacity of your defenses and the subtleties of your plans." Mostly Canderous fanboying over Revan, but it still paints a picture of the Republic forces under Revan giving as good as they got and then some. Also of Revan actually being there, but I forget if it was TSL itself or an outside comic that said Revan was late to the party. IV. "You fought us to a standstill and then began pushing back. We didn't really have a chance. It was by the actions of one person, the Jedi Revan, that you prevailed." The key part here is what's underlined. That portrays Revan and Revan's forces as turning back the Mandalorian onslaught and then overpowering the Mandalorians. And again, part II makes it clear that this is specifically referring to Malachor. And that portrayal is completely at odds with what TSL portrays, which is that Revan's Republic forces were getting their butts handed to them by the Mandalorians and would have been defeated if not for the Mass Shadow Generator. 6. Oh, I'm not accepting the connection. There's a reason I said it made partial sense, not total sense - I can see where it came from based on existing EU content at the time, but it doesn't actually fit.
  8. Is there a way to manually uninstall the mod? I wound up having to reinstall this mod because of having to reinstall K1R. And on the save files where I already had the armor, it... caused an interesting (and in one case, hilarious) result. Each of the armors ends up showing as one of the following 3 models instead. I tried dumping the armors in a container to see if that reset them. No dice. Even if I savequit in an area separate from the one where the container was located and then went back to it. The issue is only on save files where I already had the custom gear from this mod; on a fresh file, the armor worked fine. Any idea how to fix this?
    At least for me, even installing this thing in the first place is a matter of luck. I have gotten the TSLpatcher installer to run a grand total of three times; every other time, Windows has suddenly decided to take it issue with it creating temporary files and folders in the K1R directory in the middle of installation. And every time, the offending file is one of the ones pertaining to the Pazaak tournament on Manaan (enter_paz.ncs, if you're curious). This makes reinstalling in the event of a problem extremely frustrating. It makes me think that the Pazaak tournament should be made an optional submodule like the Vulkar Base Sublevel, or that there should be a manual installation guide. Or both. Speaking of the Vulkar Base Sublevel, having it installed softlocked me. In my case, the Security Panel in the first area of the Black Vulkar Base is broken, giving a node error mesage and asking me to contact a designer. I'm trying to reinstall the mod to fix, but see the first problem.
  9. How common is it for the K1R TSLpatcher to be abruptly denied permission to create a temporary folder in its own directory while in the middle of installation? How common is it for it to be one of the Pazaak Tournament files that sets this off (for me it's always enter_paz.ncs)? And is there a more reliable way around this than "Run as admin until you get lucky"? Second, how common is it for the Black Vulkar Base to softlock in some way or other (usually involving a glitched terminal somewhere along the line)?
  10. Good news: I got K1R to install without breaking the ability to load save files. I don't know if it was replacing my base swkotor.exe with the editable executable or luck, but it happened. Bad news: I ran into two commonly-reported bugs. One was a minor one (Rukil's amnesia), one is a real problem: The infamous bugged Vulkar Base Security Panel. There was also a minor journal entry bug I haven't seen in the other reports. 1) During the game, when did the problem begin to occur? Inside the first level of the Black Vulkar Base. 2) Did you install the latest version of the mod? (1.2) Yes 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Star Wars: The Best of PC (The version a lot of these lists seem to forget exists), but with the original swkotor.exe replaced by the editable one. 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh Installation 6) 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!.) https://deadlystream.com/files/file/392-k1-clone-wars-armors/ https://deadlystream.com/files/file/1314-crossguard-lightsabers/ 7) Can you be more specific about the error? At what point did it happen? In the order they were encountered: I. After discovering that I needed papers to reach the Undercity, the attendant "The Search For Bastila" journal update read as: "Taris: [Completely empty space below]". Side note, the Light-side ending for Largo's bounty quest is missing a line break after "Taris:" II. After recovering all the Promised Land journals I had to go through the whole spiel with Rukil before I turned them in. This happened both times I went through is. III. I entered the first level of the Black Vulkar Base after killing the rancor monster in the sewers and the guards at the elevator. After dispatching the Vulkar cook and one sentry droid, I attempted to use the Security Panel. And I got the "Node Error. Please contact a Designer" message blurb. 8). Have you tried re-downloading/re-installing the mod? Not yet. Since I end up fighting Windows every time I run the installer for it, I'm reluctant to. 9) Have you tried using a different save game? Not yet, although I have a save file prepared at the point just after killing the rancor. 10) Have you tried starting a new game? No. And if that's the only way to fix this, I'm just plain chucking K1R at this point. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit. 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A EDIT: I bit the bullet and reinstalled K1R. This took several attempts at running the installer; Windows took issue with it making a temp folder for enter_paz.ncs every bloody time until after I restarted my computer (and I don't know whether that helped or if it was coincidental). However, it resolved the issue with the Black Vulkar base. I did run into some minor notation hiccups in the sublevel, though: * This one is before getting to the sublevel itself: the elevator to it is labeled as "Turbine Control" on the map of the main level * The map notes for the Spice Lab and one other location (I think the mechanics' bar, but I'll have to double-check) were lines of dialogue instead of the correct location name. Update: It was actually three locations. The Spice Lab is labeled on the map as "[Persuade] I'm the new lab tech Brejik hired," the room with the heating control panel is labeled as "Sorry, I'll be going now," and the room with an airspeeder in it is labeled as "[Persuade] I just want a quick look around. Will 20 credits calm you down?" * The description for the Maintenance Bay keycard is instead the elderly mechanic's dialogue (I'm assuming) fessing up to the heating system being disabled. Also, not clear what the keycard unlocks. Assuming "Maintenance Bay" is even the keycard's correct name. * At least one "Inside the Vulkar Base" journal entry for this area showed "[Trask Battlecry #3]" In report format, for completeness' sake 1) During the game, when did the problem begin to occur? While exploring the Black Vulkar base sublevel 2) Did you install the latest version of the mod? (1.2) Yes 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Best of PC patched with editable executable 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh 6) 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!.) Same as above 7) Can you be more specific about the error? At what point did it happen? Hopefully I was specific enough above 8.) Have you tried re-downloading/re-installing the mod? No. These were just small hiccups; they didn't get in the way of progressing, so it didn't seem worth the trouble. 9) Have you tried using a different save game? Didn't seem worth bothering with, since I wasn't barred from moving ahead. 10) Have you tried starting a new game? Again, didn't seem worth the trouble here. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit. 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A ===Impressions so far=== * The extra bit with Carth before the first vision is a nice addition. * I like that it's "Save the Bek spy and go to the party" instead of one or the other * Talking to the Duel Announcer doesn't really add anything, since all he ever says in the cantina is "Talk to Ajuur, he's in charge here" even after you kill Bendak. * Having the Lower City be populated with more than random Black Vulkars, the Hidden Bek lookout, and the Bounty Hunters in Javyar's is nice, makes it actually feel alive and makes sense with the Taris Citizens who talk about Javyar's Cantina being busy. However, I've noticed a couple rough spots with the Lower Taris Citizens. One is that they don't properly loop through their dialogue sets like the denizens of the Upper City do; they'll say the same thing multiple times in a row and the order they say things seems a bit random. The other is that their dialogue doesn't update for after the swoop race - they. If a lack of VOs is to blame, and if amateur VOs are acceptable, I'll gladly record appropriate new lines. And record my own reads of their existing lines for consistency. * Being able to go to the Swoop Platform is a neat touch, but it seems to exist in a state of temporal flux. The Janitors and Loitering Swoop Fans have the same issue as the Lower Taris Citizens of their dialogue not updating after the swoop race. Meanwhile, the Sith troopers there have they opposite problem: they're always talking about "that riot after the last race" even before it's happened. It also feels a bit awkward for the ones marching around to be saying the line about closing off the swoop track; that seems like it should maybe be limited to the ones standing by the door to the swoop pits. For the troopers at least, there's an easy fix: Prior to the race, give the ones by the doors the same line as the one by the Upper City Cantina door and the ones marching around the same "Out of our way, citizen" line as the ones marching around Upper City North. I'm guessing fixing the fans and janitors would require replacement VO work. * A lot of the Hidden Beks' dialogue feels like it could be bubble dialogue instead of "cutscene" dialogue * Noticing some typos here and there despite copying over the updated dialogue.tlk. Examples that come to mind: several instances of "Vulkar's" instead of "Vulkars'," and the sublevel bartender saying "alcohol-depraved techs" when he should be saying "alcohol-deprived techs." * Why only add a bartender to the Upper City Cantina? It makes the absence of a bartender at Javyar's stand out all the more. * A number of added NPCs like some of the extra Hidden Beks and the Duros bartender on the Vulkar base's sublevel don't always stop while talking even though they're using "cutscene" dialogue. This is a bit awkward. * The restored glow rods don't really have a purpose, at least not in the sewer (they might help in the Kashykk Shadowlands though). Perhaps some rooms in the sewers should be darkened, maybe littered with placeables to prevent just moving in a straight line; I realize that's custom content, technically, but it would give the glow rods a purpose. * Getting to do the Vulkar Base sublevel was fun, but at the same time I can see why they decided to cut it. Taris has a lot of content to it: a wealth of sidequests spanning all levels of the city, the Lower City and its different apartment complexes practically being a dungeon, the Undercity and the sewers (Which are themselves a mini-dungeon directly leading to the Vulkar base), the Vulkar base itself, the Bek base if you betray Gaddon, the Sith military base, and Davik's estate. Speaking of which, some of the sublevel feels quasi-similar to Davik's estate. I wonder if maybe Bioware decided to use it as a base for the estate after cutting it. ==Further Impressions== * Forgot to mention earlier: The Sith officer you run into outside of the apartments has a gruff voice instead of the whiny one I remember him having. * Shuma adds a nice bit of flavor at Dantooine, provides a bit more exposition about the destruction the Sith unleash upon worlds. * Taree'lok and Garrum make the Jedi Enclave feel more complete. * The Iriaz are a nice addition to Dantooine, even if flavor is all they add. Seeing them also highlights a frak-up of the Prima guide - the brief introduction to Korriban on Page 19 (under the "Zones of Interest" section) features what I originally thought was a weird beta Tuk'ata art, but I now can tell is very obviously an Iriaz. * On Tatooine (which I rushed off to to get HK-47 to see if he had unique dialogue for when you get the Lost Droid quest), I noticed a lingering reference to Sharina Fizark's early surname of Nal in the dialogue choices when you talk to Gurke. The Gamorreans' own dialogue uses the correct name, though. * It's fun to see the handful of roving Jawas in the desert, and hear what they say. * The random encounter Sand People in the Dune Sea are dropping their clothes like they're supposed to (but apparently don't do in most PC versions of the game). I didn't see this listed in the restorations and fixes included in K1R, and I seem to recall it happening playing it on PC in the past, so I'm assuming it's a fix native to the Best of PC version (Correct me if I'm wrong). However, they never seem to drop their Gaffi sticks, which I think they did on the Xbox version. Only weapon they've dropped for me is blaster rifles. * One bug to report: The "Dwindling Supplies" quest didn't show up in the journal after hearing about if from Zaalbar despite getting a "Journal Update" popup, it only showed up after I actually checked the supplies. Since the previous update I have installed Human Xor Restoration and Juhani Romance Enhancement. Nothing further to report right now, because shortly after talking to Sasha I decided to tinker with a short lightsaber I got off one of the Dark Jedi trio and in the process I discovered a bug with Sithspecter's Crossguard Lightsabers mod and came here to report that. ==Update 1/24/2021== * I discovered an oversight with regards to Yavin. One of the things K1R restored is the option to ask for Juhani's commentary on the places you visit. However, asking her while aboard Yavin Station causes an immediate exit from the dialogue - this is because every party member except for Carth is actually supposed to have that option turned off while there; they have nothing to say about the place. Carth does, but it's just "I don't know much about this place, sorry," which I'm pretty sure is recycled from somewhere else in the game. * I also encountered a glitch on Yavin Station; my character somehow glitched out of bounds through the viewport while I was walking around to fill out the map. Luckily, switching characters fixed the problem. Is this a vanilla bug with Yavin, or is it something to do with the mods? * After Yavin, I went to Tatooine to buy HK-47. While I was there, I noticed I was seeing Taris info blurbs on the loading screens. I don't know if that's connected to the glitch I encountered at Yavin, or what. * I discovered a feature I'm not sure I knew about. If you board the Ebon Hawk while controlling a character other than the PC, and then leave the ship with that same character in your party, you will be controlling that character again when you exit. * After buying HK-47, I went back to Dantooine. Lena was there at the Jedi Enclave docking bay, but her messenger cutscene didn't automatically trigger. I had to go manually talk to her in the store... at which point I was teleported back to the landing pad for the cutscene to occur. I don't know if that's to do with the mods installed, or if it's a vanilla bug caused by exiting the Ebon Hawk while in control of a character other than the PC. ** Speaking of Dantooine and the store, that reminds me. There's a small inconsistency in TSL that needs to be fixed if TSLRCM doesn't fix it already. The log about the faulty Protocol Droids in the Enclave Sublevel says that they were supplied by Czerka. However, K1 shows the Dantooine Jedi Enclave as doing business with the more ethical Aratech as far as droids are concerned. * Luur Arka Sulas' dialogue always starts from the beginning. I think that might have been a vanilla issue though. * This isn't really a K1R-specific thing, but it was funny to see Luur and Sasha getting temporarily impeded by Gizka on their way out of the Ebon Hawk. No further mods installed since the previous update. ...At what point is it okay to start making new posts for these updates instead of editing? ==One more thing (discovered 1/25/2021)== * A missed inconsistency fix. Bolook is not his proper green from the Xbox version. And I know the Xbox color is correct, because dialogue from one of the investigation results if you do an incomplete job has Rickard refer to Bolook as a green-skinned nerf herder. Yes, that does make for quite the abundance of green Twi'leks on Dantooine (especially with Garrum and Tar'eelok restored), but given that Bolook's skin color is spelled out in a voiced line...
  11. You should probably also check in the options menu to see if Frame Buffer Effects is set to on or off, same for Soft Shadows (you'll want both to be off). I was getting crashes after character creation until I turned Frame Buffer Effects off - fun times. I wonder what it is about how Bioware coded the effects that doesn't play nice.
  12. So, I've been playing through KotOR and I've been experiencing a couple minor annoyances that I'm not sure if are caused by a mod or not. I had thought overwriting the original swkotor.exe with the editable fixed them; I guess I was wrong. One is an odd "sticking" issue, where the main character gets stuck in place after either ending combat or looting a container (including remains). Has yet to happen on Taris, but so far the only combat I've done on Taris is the forced encounter when exiting the apartment and (in my pre-K1R file) killing the two Davik goons outside the entrance to Upper City North. Switching characters does nothing. However, I have noticed one improvement between when I ran into this on my pre-K1R file and when I experienced it again after starting over for K1R: Before, I never seemed to unstick on my own. Now, I eventually get loose. I don't know whether to attribute it to K1R, the executable replacement, or luck. Another is some the first set of subtitles for some dialogues (mostly auto-triggered) being skipped. Always the same ones: * Carth contacting you when you reach the Starboard Side * Carth warning you about the troop-filled room ahead * The subtitles-only dialogue when you first exit the apartment * The subtitles-only dialogue triggered when you first interact with the Workbench. No others so far. Mods installed: First run I encountered the issues on, I had the above three. For the current run, add this: Anyone know what the deal is?
  13. 1. I inferred that alignment might be a reason you thought the sensitivity was a giveaway. 2. How are they obviously not slaves? What makes the deception weak? 3a. You could consider it a threat, or you could consider it an opportunity for more converts (possibly even seeing these slaves as potential levers against their supposed owner) 3b. Alternate explanation: Revan's own power distracts from Jolee and Juhani, aided by their own abilities at concealment, whereas Bastila's power shines a wee bit too brightly to be hidden thus. And either way, I think fear of temptation is just as much a factor in her wanting to stay aboard as fear of being recognized. 4. K1 Korriban as a whole kinda relies on Sith Arrogance, though - it's how you're able to get away with murder (or for Light Side players, how you're able to get away with lack of murder ). 5. How would you propose setting up separate gatekeeping for who you can bring into the Academy proper vs. who you can bring into the Dreshdae spaceport? That's another thing that occurred to me. Uthar potentially seeing through the deception would only be an obstacle in the Academy itself, whereas Bastila's worry about being recognized applies to both the Academy and the settlement. Well, Malak would know from Calo Nord that Bastila escaped aboard the Ebon Hawk, so there's that. And Dreshdae so happens to be the port where the Ebon Hawk is recognized, so there's that too. Explanation I currently favor is Malak not wanting someone who doesn't directly report to him to deal with Revan and Bastila (last thing he needs is a potential usurper getting their hands on Bastila or Revan stirring up division).
  14. I wonder how hard it would be to fix the spelling.
  15. Other things TSLRCM injected that I think rightly belong on the cutting room floor are Toydarian Fassa and Visas taking Kreia before Nihilus. Visas taking Kreia before Nihilus seems unnecessary when there's the scene with Col. Tobin, and baiting Nihilus through Tobin is much more in line with Kreia's preference for manipulation. Fassa speaks in smooth-voiced Twi'Lek Huttese in the vanilla game. Unless there are alternate rasp-voiced VOs for his lines, I think the change to a Twi'Lek was a deliberate "How it's supposed to be" type of change. Do you have any interest in fixing these errors as well? Or a Cinematic Battle of Khoonda restoration?
  16. I don't think the version of the base game matters for this particular issue, because TSLpatcher is trying to create the temporary folder and file in the K1R directory, not KOTOR's own directory. I've had the same issue trying to install for the Best of PC version. It's some sort of stupid conflict with Windows' security arbitrarily treating the directory K1R was extracted to as Read Only in the middle of installation. The solution seems to be "Run as admin and hope for the best" So... The last time I tried installing K1R, it broke the ability to load save files. This time around it didn't happen. I don't know if I just got unlucky during the previous try, or if there was something corrupted in the swkotor.exe that installing K1R broke even worse (in between, I overwrote the swkotor.exe installed from the CD with the editable version because after installing Kainzorus' Clone Armors mod I was having an annoying bug - the main character getting stuck in place after ending combat or examining a container - that I hadn't run into before installing that and kept having to save and reload to fix, and hadn't run into the bug again yet after the executable replacement).
  17. By "If anyone still cares" I mean "if anyone still cares to see content from me, because I feel like I've gotten on everyone's nerves by this point" No, I have not played TSLRCM yet. I would love to, but I need to buy a PC copy of TSL. I only have the Xbox version. I also despise going with Dark Side stuff in the first place; the only Dark Side point I deliberately get in either game is the one for doing the deathmatch against Bendak Starkiller. I am currently doing a fresh playthrough of K1 now that I have it running again, though. I do think it would be good to have justifying exposition that wasn't influencewalled. What I've read about K2 exposition in both vanilla and repaired says that Light or Dark, Revan went to hunt for the True Sith out in the Unknown Regions at the galaxy's edge, taking the Ebon Hawk to do so. The reason I'm not satisfied with that by itself in the context of the player picking the Dark Side ending for K1 is that K2 also tries to claim Revan was trying to secretly toughen the galaxy up in preparation for the True Sith while using the Star Forge to build up an armada to combat them. With that part in mind it doesn't make sense to me that, having reclaimed their throne and the ability to resume that plan, Revan would suddenly go gallivanting off in just the Ebon Hawk instead without - if I recall correctly - so much as appointing a steward.
    These are very nicely done, they look quite good and animate well. My only knock is that they seem a bit hilariously overpowered for as early in the game as you place them (a defense bonus of 19? On the Endar Spire? XD). Would it be a lot of trouble to make nerfed "early game" versions?
  18. 1. K2 seems to sell Trayus as the main, and stronger, Jedi-breaker though. And whether it's more specialized compared to the Dreshdae facility... the Trayus Academy certainly is a more specialized Jedi-corrupter than the Rakatan temple (which is where Malak brought Bastila). 2. Doesn't stop the logic issues. There's a reason that most Star Wars sequels to games with multiple endings just pick one. If the choice is to be preserved, then a lot more legwork needs to be put in to prop up the Dark Side choice. 3. I'm not arguing whether it's different. I'm arguing that one of the things K2 establishes Revan as doing with Trayus makes the security issues of the academy featured in K1 stick out all the more. 4. Yes, but K1 presents the Star Forge as the Dark Side McGuffin Place of Doom in their empire (as well as what corrupted them). Suddenly throwing Trayus into the mix feels almost as forced as, say, the introduction of Isla Sorna does in the Jurassic Park novels (speaking of rough sequel transitions). It either needs to be disconnected, or it needs more legwork to smooth out the injection. 5. Except that Darth Traya kinda is! Also, they're hardly the only link between the two games. 6. My bad, I misread your quote. Fair enough on that. 7. That actually doesn't automatically contradict her view that, say, those echoes usually include the people being weakened from receiving help. And most of the new information in that exchange comes from Kreia herself; it isn't offered by you as a rebuttal to her views. 8a. Got any justification for that statement, considering the entirety of the paragraph I'm quoting from? Here's a key point: "It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed." That seems to make it pretty damn clear that A. the entire paragraph is in fact specifically talking about the Battle of Malachor V and B. The victory is attributed Revan's own actions. 8b. As I brought up in a previous post, you'd think something as cataclysmic as the Mass Shadow Generator would be worthy of at least a little comment (probably along the lines of "We never expected the Republic to unleash such glorious carnage against us" or something). But the only superweapon K1 gives any indication of in the Mandalorian Wars is Revan themself. 8c. That iffy statement you quote makes partial sense in the context of the first game (hinting at the Star Forge) and prior Expanded Universe material re: the Sith after Exar Kun's defeat; maybe a concept in the writers' heads that they didn't articulate properly was that Revan and Malak absorbed the remnants of Kun's empire.
  19. I want to say the Sith fighter lasers were the right color in the Xbox version but I forget. It's been a long time since I played that, because my Xbox copy has a bad spot that screws up traveling between South and North sides of the Upper City on Taris.
  20. To be fair, a lightsaber is not exactly the stealthiest of weapons. Not as unstealthy as, say, a chainsaw but still noisier than a regular blade. If memory serves, there are at least elite Sith Assassins on Malachor with lightsabers in vanilla. From a gameplay perspective, having to take on that many lightsaber-wielding opponents early-on is a bit much.
  21. So... one of them looks like a wimp and the other two get a rank downgrade? I get the idea of wanting them to look distinct from each other though.
  22. @JCarter426 1. That doesn't make Revan's disappearance any less incongruous with both that dark side ending and the goal K2 tries to retcon onto Revan - as I said, if Revan reclaimed their throne and the Star Forge, why would they abruptly go haring off in the Ebon Hawk and leave everything they built up and fought so hard to get back to rot instead of resuming their agenda prior to being usurped by Malak? Either give a satisfactory explanation for that, or lock Revan in as light side and have done with it. I am aware that Revan had to disappear to allow for there to be a status quo - my point is that disappearance is a hell of a lot harder to justify if you decide K1 had the dark side ending, so letting you decide that was a mistake. The need for a status quo forces the game to completely undercut Revan's victory in the K1 dark side ending anyway, so why even bother with the choice? 2a. The Star Forge was Revan's center of power too. 2b. My point is, why bring such an important capture as Bastila to the center of power to corrupt her if his empire supposedly has a more specialized facility elsewhere? 2c. My issue isn't the lack of the Star Forge per se, it's K2 trying to let you choose K1's ending when because of the Star Forge only one ending would logically lead to K2's status quo. 3a. Nothing in the first game gives any indication that Revan and Malak had another Dark Side McGuffin Place of Doom. Tying the Trayus Academy to them is unnecessary. 3b. The Sith Triumvirate could easily have been written without tying any of them to Revan and Malak personally. 4. That's not the main point. The main point is that Revan quietly probing their own ranks for Force-sensitives and "disappearing" them to the Trayus Academy for Dark Side training - and the level of scrutiny that requires - is at odds with the Dreshdae Academy's semi-open-door policy and relative lack of scrutiny (which Revan being able to infiltrate Korriban in K1 kinda relies on); it makes that look that much more questionable. 5. Where did Zhar say this? It's been a while. And Kreia still feels forced to me... Maybe with some better buildup it wouldn't rub me the wrong way. 6a. Disagree? Yes. Actually counterargue? Not so much, from what I can recall. You can tell her to shove it, but you can't really debate her much that I can recall (I.E. whenever she bitches at you for being charitable and goes "Helping people weakens them" you can't say "Not necessarily - it can inspire them to find the strength to help others in turn" or anything like that). 6b. Yes, you are forced to oppose her. And yes, she admits that she's a hypocrite for relying on the Force so much while hating it and wanting to kill it, and even offers at least a lip-service admission that she must be stopped. But I don't recall the narrative offering a whole lot in the way of actual counterexamples and counterarguments to her negative view of the Force and its will. 7. See the last part of the above. That's why it feels like her viewpoint is being forced down your throat to me. 8. It's still wrong. 9. Those few sentences still paint a very different picture than what K2 shows. "I still remember that final battle in the skies above Malachor V. The two fleets filling the space around it, outshining the stars...It was not your ships or your men or your vaunted 'fight for freedom' that won this, the final battle of the war. It was by the actions of one person - you - that the Republic prevailed. Your strategies and tactics defeated the best we could send against you. Even Mandalore himself was taken aback by the ferocity of your attacks, the tenacity of your defenses and the subtleties of your plans. You fought us to a standstill and then began pushing back. We didn't really have a chance. It was by the actions of one person, the Jedi Revan, that you prevailed." Let's take a look at this. * This hammers home the point of Revan themself being the one who won the day. Not some other Jedi under Revan's command, Revan themself being there and in charge and directly kicking butt. K2 attributing swinging the battle to the Exile diminishes Revan's established role. * "You fought us to a standstill and then began pushing back." That sentence right there paints a very different picture to what K2 paints. K2 paints the Republic as on the verge of being overwhelmed by the Mandalorians until the tide was suddenly turned by the Exile ordering activation of a superweapon that did almost as much damage to the Republic forces as it did to the Mandalorians. But that sentence, that one little sentence, indicates a different state of affairs. "You fought us to a standstill." Not "We had you on the ropes," which is what K2 claims was the case, but "You fought us to a standstill." Meaning that, far from being on the verge of getting overrun, the Republic forces under Revan actually brought the Mandalorians' advancement to a halt. Then there's the next part of the sentence: "and then began pushing back." That means the Republic forces started gradually overpowering the Mandalorians. Again, very much at odds with K2's "It was activate the Mass Shadow Generator or be overrun by the Mandalorians" portrayal of the battle. Of course, this is a hard thing to fix because of how much the Exile and Bao-Dur's stories rely on the bloody generator... The best I've come up with so far is "Make the battle where the generator was involved be a penultimate battle somewhere else instead of the final battle." @1Leonard -Gives smug quick dismissal -said dismissal blatantly shows you skimmed my post at best. Have a look at this: "Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is)" There's a suggestion right there! A big one! Since underlining it to make it stand out apparently wasn't good enough to get you to notice it, I've also boldfaced part of it too! There are more like it, just look for the underlines :))))))))))))) EDIT: The suggestions may be only written briefly in that first post, but I would hope they at least convey the essential idea of the fix. They obviously need fleshing out to be true improvements, but I don't think I ever said that this would be a quick or easy undertaking. It would be a massive pain in the ass and would require either a lot of redubbing or living with silent lines. But enough about KotOR II's story really rubs me the wrong way that I felt like airing my problems and proposed fixes anyway (and slowly picking away at the task when I'm in the right headspace, to see if I get anywhere) to see if anyone else agreed with me or had an interest in taking their own whack at such an undertaking (not as a co-op, mind, especially since all I can do right now is draft rewrites). As far as me doing stuff about it myself, this would be a long-term undertaking where I have no idea when/if I'd finish or even if I'd get much of a start.. But I'll be chipping away at it all the same. I have a much smaller, and less-controversial project in mind for the immediate future, if anyone still cares.
  23. Unfortunately, the file seems to be broken. Downloaded it, tried to extract with WinRar, no dice. Redownloaded it, tried again, same result.