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3 NeutralAbout bnm73
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Jedi Apprentice
- Birthday November 15
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East SF Bay, California, USA
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This is in regards to 1.5.1, which I downloaded and re-started the planet from a save on Korriban. All of these were also present in 1.5. In addition to things listed above (cannot finish "Fixing Droids" due to a now-missing container/part, can't ask about the transmissions anymore, etc.), I noticed a small issue with the Industrial Archon Quest. After searching the cleaning droids, the quest updates telling you to go to the Central Zone Maintenance Unit. However, if you do this right away, you cannot progress in the quest. No dialogue new dialogue options are available. In order to move forward, I found that I had to go back and talk to IS-43, but this is not indicated in the quest log. If there is a "tweaking things" update, it might be something to consider. Another thing is in the Industrial Zone. The encounter concerning the Sith War Droids near Manufacturing & Diagnostic no longer triggers. (Perhaps a result of the teleporting???) If you talk to the droids assembled, you get the "nothing to see here" and "that was scary" dialogue boxes, but you don't get to see any event that would cause such a reaction. For me, the black market droid got stuck only after finishing the main storyline of the planet (in 1.5 .... I've not progressed that far in 1.5.1, yet). I also did not see anything that would allow the EZ first in either 1.5 or 1.5.1, but it's possible I just didn't look in the right place. (I had also made notes about the "droid-specific" quests not triggering or the confrontation about destroying droids, but I noticed in a different thread that those have essentially been removed as part of the teleporting.) One other minor quibble that goes back a little ways is the "Droid Self-Repair Unit" in the Maintenance Droid store in the Central Zone. For some reason, it gives +3 to "Treat Injury." Based on the item description, the bonus should likely be to the Repair skill, instead. I don't know if this was a minor glitch in the original game or if the item was created for this Mod, though.
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I don't agree with your interpretation of that particular line of dialogue. As noted above, my understanding of that line of dialogue -- in context with when/where it is spoken -- is that the defenses are based on the premise keeping all non-HK units (droid and organic) out. Why would such things continue inside if the defenses are effective? However, given the obvious consternation such discussion has caused people with titles like Admin, I'm content to let this thread die and continue any such discussions in private chat or email.
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Kind of seeing the point of rival sites
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I notice your forum post, Turnip, asking for guidance on modding....I also noticed no reply or response of any kind. If I had any help to offer, I'd be happy to share. Like you, though, finding even the basics has been an exercise in frustration. (You'd have thought that if there were tutorials, the posts wold have been pinned or something, wouldn't you?)
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I can see that the attempt for an intellectual exercise and discussion is being interpreted as impudence and/or laziness. I'll not make the same mistake again in the future.
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All hail the hypnotoad ... love the profile pic, btw. If you're referring to the "wall of text from more than 7 years ago" that lists various bits -- both big and small -- that were put into the mod back then (for whatever version it was), I have skimmed through it, yes. Unless there's something buried there, though, that I'm missing, I'm not entirely sure of the relevance, but I acknowledge there may be something buried in one of the follow-up pages. Like I said in my original post, I'm not asking for/about additional content to be added by the Restoration team. Given how old the game is, I'd imagine that there is not much more that can be done with existing content. I understand that there was only so much to work with and that the purpose of the project isn't to "make new stuff." I remember my xbox playthroughs (still have both my disk and xbox...woo hop) and the various parts where you could tell that things had been abruptly dropped when the game was being finalized, and I obviously applaud the hard work that was done by everyone involved to try to make things make a bit more sense. The way my brain works, I like to see how things fit together...or at least how they are/were supposed to. Seeing poison and walk-through force fields in a supposedly droid-only area, for example, make me wonder 'what the heck is that about.' Since there's not much -- if anything -- in the game by way of explanation (that I could find, anyway), I tried to figure out how it was supposed to look/work originally before the "rush to market" started cutting things out.
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I greatly appreciate someone from the TSLRCM crew taking the time to respond. I'm pleased that my hunch had at least some basis in reality. Assuming, then, that the above quote is correct and that TSLRCM was strictly about restoring content, then I can only guess that there may have not been enough original resources left in the original game to justify including Bao-Dur (or anyone apart from HK) there. Perhaps putting him in the endgame would be more about creating content instead of restoring content? That might be a fine line to those of us who don't put together mods, but I can imagine that in practice it might be quite a difference in approach.
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I can appreciate the attention to minutia (IMO) such as the name of one ship on which you spend a few minutes vs. the name of another ship on which you spend a few minutes, but it's straying little off the point of the topic.
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I seem to recall that if he is in your party (female Exile, obviously), there is a brief bit of Disciple contacting the Republic Fleet from the Ebon Hawk, telling them to attack the Sith is about to attackTaris. It happens directly after confronting the Jedi Masters at Dantooine. I just opened a save game near that point and played for a few minutes to confirm. You get back to the Ebon Hawk and chat with Atton. Next is the part where you can discuss what you learned at the Enclave, if you wish. Right after that is the short scene of Disciple checking in with the Admiral. There's nothing playable, just a brief cutscene.
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This is perhaps more of an an intellectual question rather than a request for mods or additional features, but I've always wondered whether the HK factory should have been a 2-man mission instead of just HK-47. Not being well-versed i the historical work done by the TSLRCM team, this may have been answered/addressed in older versions of the mod. If there is a "history of TSLRCM" somewhere, I have yet to find it. While not stated explicitly, my guess is that he currently pilots the shuttle that takes HK to the factory. This assumption is based on Atton's statement at the Citadel Station Redux section saying that HK and BD are missing. There is also occasional discussion that BD was originally supposed to have gone to the droid factory (including http://starwars.wikia.com/wiki/Bao-Dur#Behind_the_scenes: "Chris Avellone states that Bao-Dur was intended to die during the Battle of Telos IV, while helping HK-47 reach and shut down the HK Manufacturing Plant."). Certain aspects of the droid factory section of the TSLCRM endgame have never made much logical sense to me. Given that Bao-Dur has always been absent from the endgame, I've always wondered (well, at least since my first play through of TSLRCM long ago) whether he was originally supposed to accompany HK-47 into the factory but not survive. My reasoning is as follows: 1) That would make use of Bao-Dur's ability to "punch through force fields," which otherwise is used only early in the game....in another part of the same base on Telos. I always found it odd that this ability was not used anywhere else in the game, and it's certainly a logical place to make use of it again. Even though there is a passing reference in the HK-50 dialogue that traps are intended to keep out biological beings, it's never seemed right to me that HK-47 could just walk through the force fields on the first level. It would be more logical to me that Bao-Dur would have to deactivate the force fields in order to fully explore the first level. 2) The workbench on the first level suddenly becomes useful. HK doesn't get many points for skills, so his ability to construct mods for rifles, etc., is very limited. Generally speaking, he can use it for little more than moving the mods from his current weapon to a new one. If you use the 'recommended' skill upgrades as you level him up, you are unable to construct (moderate- or higher-level) ion-based mods, which would be most useful when all enemies are droids. Bao-Dur, on the other hand, gets lots of skills points as he levels up. 3) The poison vents on the second level would make sense if Bao-Dur were in the party at that point. Droids are immune to poison, but Bao-Dur isn't. Even with the passing reference about trying to keep meatbags out of the factory, poison vents that deep into it never struck me as being very logical. Supposedly, organics would never have made it into the 2nd level since there were several things that needed to be done just to gain access of it. It smacks of very un-droid-like inefficiency to me. 4) The difficulty of the last fight on the first level for a 1-man party can be a bit much if you don't know what's coming and equip HK appropriately. With only HK, I find that I have to use shields a lot, often re-equiping as they run out, in addition to significant numbers of repair/construction kits used in the "auto-pause" time. Even then, it can be problematic with only one party member. 5) Locked security lockers, etc. Again, if you use the "recommended" skills points distributions for HK, that means no points in security. Again, it's another place where Bao-Dur's abundance of skill points would seem to fit in. Atton is a party member in the Citadel Station Redux section. Handmaiden gets her moment to shine at the Telos Academy Redux. Visas and Mandalore are on the ship. Mira gets a bit on Malachor. GoTo gets a cutscene at the end of the game. Disciple gets a brief cutscene pre-Ravager, if I remember correctly. Only Hanhar is otherwise neglected for the endgame to the best that I can recall. I'm assuming that something like this may have been considered by the team that put together TSLRCM. Does anyone know if would there have been technical problems with including Bao-Dur in the droid factory...at least to a point? Was there any particular reason why Bao-Dur wasn't put into this section?
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I assume you just drop the extracted files into Override? The download page doesn't really give any installation instructions, and I didn't see any readme file.
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If the music is still holding things up, I'd be happy to put together something 'Star Wars-y' as a replacement. I've been writing/arranging music for a couple of decades and would be happy to come up with something appropriate if it would speed things along.
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M4-78EP 1.3 released (ONLY AVAILABLE on Steam Workshop)
bnm73 replied to Hassat Hunter's topic in M4-78 Enhancement Project
If the music is still holding things up, I'd be happy to put together something 'Star Wars-y' as a replacement. I've been writing/arranging music for a couple of decades and would be happy to come up with something if it would speed things along. -
M4-78EP 1.3 released (ONLY AVAILABLE on Steam Workshop)
bnm73 replied to Hassat Hunter's topic in M4-78 Enhancement Project
I get that there is a "work in progress" aspect....it's just that it's not only the Steam version affected by the "racing through dialogue" and other bugs. If, as other posts suggest, the problem was with an update from Aspyr, then anyone with the Mac version, for example, (bought either through them or via the app store) would have the exact same problems as those who have the game through Steam. The Mac version is from Aspyr. There's a fix available....you just can't get it without purchasing the game again. While it's not a lot of money, some of us are cheapskates who don't like to buy things repeatedly.