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14 Jedi Padawan

About Ragnarök

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    Jedi Apprentice

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    My favorite games are Star Wars: Knights of the Old Republic 1 & 2, The Witcher ( Just the first one.) and an old rpg called Aidyn Chronicles: The First Mage for Nintendo 64.

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  1. Well, Qel-Droma could have owned more than one set of armor. Naga Sadow's Poison Blade shouldn't be on Korriban either, but it is. We as players and "antiquarians" probably put far more importance on these particular objects than their bearers ever did. For Ulic, the armor would have just been considered a tool, but 50 years later, it's a relic. Hell, he may have sold it on to a random merchant himself while he was still living. Or the item could just be a well crafted fake that had nothing to do with him at all.
  2. Immunity to Fear and Force Regeneration of 1 or 2 seem sensible to me. Dexterity penalty since it's armor.
  3. I don't know. If it was one or the other then maybe, however it wasn't just the game, or just the book. He was behind both and as I recall Bioware were trotting his name about pretty heavily for a time. He may not be solely responsible, but he is responsible. It shocked me at the time, but in hindsight, was Drew ever that worthy of praise? Or did he just get lucky with the Bane trilogy. I don't know, but I do know I'd never want to take a chance on him again.
  4. Drew Karpyshyn was responsible for the complete ruination of both Revan and the Exile's character and motivations in TOR and that atrocious prequel novel 'Revan'. I wouldn't even want the man sharpening pencils, let alone having anything to do with writing for a hypothetical KotOR III. Chris Avellone would be heading the project ideally, but if not him then I'd go for Mark Yohalem who worked on Planscape: Tides of Numenera and wrote Primordia. But it will never happen due to the decanonization of the EU and a whole host of other reasons. It's probably for the best anyway.
  5. The dumb A.I. for starters, especially in the first game when firing at targets that are out of range, I'd burn the whole thing down just to ensure that my party members don't run up to point blank/melee range before attempting to fire their again. Terrible design. I'd also ensure that queued actions no longer reset when swapping characters and I'd be looking to add some type of movement command system to replace toggling solo mode for tactical positioning. As it stands, there is no way to simultaneously command everyone to escape a grenade blast radius which again is terrible. D20 is fine, in fact I'd be against anything else, however the guns in K1 need a complete overhaul for damage. The game needs to be harder, or at least an option to be. Yes, the PC dialog needs work, a lot of work, so does the romance dialog options and outcomes. For example, I can scarcely understand why there is no option to help Bastila with paying for treatment for her dying mother. Perfect way to provide for the love interest and gain LS points and it's nowhere to be found. Carth leaving Mission to die on Lehon when DS also needs a rewrite since his cowardice there goes completely against his character. The Sith need some work too, Darth Bandon is a complete joke of a character with his timid voice and generic, nonthreatening appearance. The Boss encounters, if they can be called that, in the first game need to be spruced up in general. A lot of them are very underwhelming.
  6. Glad they made the change. Pinks and purples are not how I picture Korriban. Neat that it's been found I guess.
  7. The Dark Jedi were a favored caste in Revan's Sith Empire because they didn't just embrace the Dark Side like the Sith, they rejected the light in the process. Many of them would have committed a string of heinous acts against their former brethren when breaking from the Order and they lived to tell about it. This puts them a cut above the rest, since they've already potentially proven themselves in a trial by combat and they broke their own conditioning. The Sith, as in the subjects of the Empire that were merely discovered as force sensitive simply went to the academy. There was no adversity they had to overcome beforehand making them inferior in the eyes of the Sith Lords. Some Dark Jedi are Sith, some aren't, but the ones that are kept that honorific in Revan's/Malak's Empire. Revan and Malak's Empire continued the lineage of Ajunta Pall and the first exiles that came to Korriban as dominators. The Sith, at that point still a species, were the untermensch after being subjugated and even down to Ragnos and Sadow, being a half-breed was considered more prestigious. Likewise, the Sith remnants of Exar Kun were scattered and directionless before Revan and Malak subjugated them and gave them a clear purpose again. Jorak and Uthar were likely among these and that's probably why Revan and Malak put them in charge of a school for the production of "useful idiots" to the Sith cause. They understood the doctrine, but failed to do anything with it for 40 years which made them the new inferiors. "Those who can't do, teach, so here's a castle in a goldfish bowl for you to lord over, you absolute failures." - Revan, probably.
  8. This track would be my first pick because it starts noble, slips into darkness but ends with hope echoing the beginning. I think it suits Revan well, at least relating to the moments before of his fall up to the point where Bastila triggers the force bond saving his life.
  9. For 15 years Lucas Arts was content to turn a blind eye to modding and even tacitly endorsed it as far as giving the go ahead for Aspyr to add in Steam Workshop support for the TSL remaster. It was incredibly reckless and short-sighted to draw the attention of their legal arm by advertising that they were trying to port the entire game. Anyone with any amount of common sense knew how this was going to go down and this drew exactly the wrong type of attention to the modding scene. The sheer amount of hurr-durr "Screw you Disney!" in the YouTube comments is cringeworthy, when the whole thing was a dumb idea from go.
  10. I'm not against classes or even class skills, but I think that most of the skills KotOR has are too generic to be considered something that one particular class could learn easier than another. Computer Use would be the only one I could see a valid reason to make a class skill for Scoundrels alone. The rest? You could justify any class could train in practically any of those without penalty. In the case of Security, perhaps there should have been the equivalent of lock picks, and if it was made into a class skill for Scoundrels and Scouts, then Demolitions should have served the same purpose for Soldiers. Without the ability for any class to open locked chests though, the game would feel empty. K2 gets away with it easier because it has randomized loot, but with K1 every chest is a set piece and few of them ever have anything worthwhile. I understand the importance of some classes being able to do things better than others, but I think trying to define the starting classes based purely on their non-combat skills was a huge mistake, the game just isn't suited to it. The three-man party restriction is what really kills the variety and sadly, nothing can be done about that.
  11. Not a modder, well not much of one anyway, but I think you've touched on a bigger problem than just the Security skill being useless. In my opinion, the way that K1 handles skills isn't very good at all. There are several problems, the first of which is the needless "class skill" constraint that tries to railroad the player into doing what the game wants. Every player rebels against this guaranteed. We all pick the persuade skill, every time, no exceptions because if we don't we will have an objectively inferior experience. Not to mention, no other party member can use it. Secondly, the game wants you to be the repair guy too. The devs went so far as to marry HK-47's backstory to it, and again it has to be you that has the skill. No other party member can help apparently. Terrible design decision especially if you picked Soldier. So then we come to Security or bashing. I can't think of a time where I wasn't able to succeed at picking or bashing a lock in KotOR. I think the devs again knew that every piece of loot worth finding was in locked crates, and that not being able to open those crates would lead to an inferior experience, so they forced us to rough it on Taris a bit, before giving us the keys to the kingdom with Mission. Mission, who every player will keep bumping Security with anyway because it's a class skill. Which leads to the valid question, why are chests even locked past that point? I think they knew that being forced to bring a party member just for the security skill, when you're restricted to a party of three would suck. Thus bash is a thing, and security, like computer use and repair, is only useful for saving time. All three are just as useless. What's clear is the loot from locked chests is needed for a fun experience. Certainly as a light-sided character you need to be selling stuff if you ever want to buy anything without doing Pazaak and Swoop Racing. Shop prices are way too high for benevolence otherwise. If KotOR was a D20 tabletop game, none of this would be a problem. You could have a party of six, with many people covering all the skills you need to do the job. You could accept that there would be a chest you can't get into because the only limit to the content is GM/player imagination. With KotOR, if you're unable to do something, that content isn't going to be replaced by anything. What you see is what you get. I guess what I'm getting at is, if security was the only thing that was changed in a particular mod, I wouldn't touch it with a 10 foot pole. I think anything short of a full skill rebalance along with a tweak to the economy would wreck more than it would fix. Others may feel differently though.
  12. Ragnarök

    K1 Music Fix

    Just a quick bug report. On a clean install of the game, this mod breaks the "Strange Stowaway" questline. After landing on your second planet (including Dantooine) Zaalbar approaches you about missing food on the Ebon Hawk and recommends you investigate the emergency supply. Something in this mod prevents the dialog from opening to allow you to examine the supply more closely. This means that the footsteps will never trigger and Sasha ot Sulem will never spawn to progress the quest. I tested this both with my own modded save file I had been using up to this point, as well as with an unmodded save file available online for reference. Upon uninstalling the mod, I was able to examine the supply and the quest could progress normally again.
  13. As a final update, I've determined that this issue is caused by K1 Music Fix 1.0. On a clean install, (aside from that mod being installed) it breaks the quest, preventing you from inspecting the emergency food supply. I tested it with both my personal save file and a different unmodded save file that I downloaded for comparison. Both are borked.
  14. That's not the problem. As I said, this is the way I've done it on every previous playthrough and there was no issue before now. The problem isn't that I've found the girl and left her alone, it's that I can't inspect the food supply so that the girl will spawn in the first place. The girl only leaves the ship if you ignore her (for multiple planets) after discovering her. Since posting, I've determined it's my mod setup. Something is causing a conflict because when I muled my save over to a PC with a vanilla installation, it worked fine. Now begins the long, annoying hunt for the particular mod that's causing it. At least, since it's conflicting with vanilla, I know that it's not multiple mods, but rather just a single poorly tested one.
  15. I'm experiencing a huge problem with this questline, where on previous runs I didn't. Basically, I once I depart Dantooine and arrive on the second planet, Zaalbar comes up to me and informs me that there's food missing from the emergency supply and that I should go investigate it. The game tells me a journal entry has been added after this brief conversation, yet upon inspecting my journal, no new entry has been added. I think nothing of it, because I usually wait to start the quest until leaving the second planet. I go about my business and finish all of the second planet. Upon returning, and attempting to inspect the supply, nothing happens. I click on the supply of food but it doesn't give me the option to inspect it closer, thus triggering the sounds of footsteps etc. It should be noted that I'm running a heavily modded setup, but nothing relating to this quest as far as I know. I've already tried to fix this myself by adding the relevant journal entry manually with KSE, but that alone won't make Sasha appear apparently. I can only guess that certain globals and booleans need to be toggled with KSE that allow the relevant events to trigger. The problem is I have no idea which need to be changed to get the quest going. Can anyone with modding experience or experience with KSE help me fix this?