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Everything posted by Zantos_Endar
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- 5 comments
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- unknown world
- mysterious box
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(and 3 more)
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Fascinating. I triple checked them again and the issue is consistent. Installing after the patch also makes no difference. And as soon as I uninstall, everything runs fine. I started this on a fresh install and checked each mod against the patch one by one, so I wonder what issue I could have on my end. As it turns out, these mods work fine for me if I do not install Modern Driver Compatibility.
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After working through my mod list (which is essentially an edited version of Snigaroo's build), I have narrowed down some incompatibilities. The following mods cause the game to crash to desktop after character creation. The game loads fine with all of them installed together without this patch. If a save is made without widescreen, then reloaded after patching in widescreen, the game will run until it tries to load a new module, at which point it will crash during the loading screen. Trask Ulgo Without Tutorials High Quality Starfields and Nebulas NPC and PC HD Pack Dark Side Ending Cutscene Enhancement Dark Sacrifice Romance Enhancement Weapon Model Overhaul Juhani Real Cathar Head Thematic Companions Sentinel Sneak Attack Manaan Pazaak Tournament Considering my list consists of over 130 mods, only 10 incompatibilities is very good showing, yet baffling. I have no idea what commonality these mods have that causes the exact same crash. Some are loose files, others use patchers. Some edit modules, some tweak combat settings, some are just model or texture replacers. And I have several other mods installed that do those sorts of things without causing a crash. Several only make modifications to later areas (two only modifying the very last cutscene) and yet the game fails to load the intro. Incompatibilities aside though, this really is an exceptional enhancement on its own. Really appreciate the amount of work that went into this.
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For reasons beyond me, this mod seems to be incompatible with Trask Ulgo Without Tutorials by Leilukin, and the now-depreciated Tutorial Remover by darthbdaman. Having either of them installed causes the game to crash while trying to load the Endar Spire after character creation. Strangely, darthbdaman's Jedi From the Start does not have this issue.
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If you're okay with sharing, how did you go about telling the game what music to play in each module? I'm interested in moving around some tracks myself. (Making it so that the Enclave Ruins and Ravager have different battle themes in K2, for example.) Did you use Kotor Tool, or Holocron? I know that music is called from ambientmusic.2da, but am struggling to find the right scripts to edit in modules.
- 5 comments
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- unknown world
- mysterious box
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Never had any bugs with these, they work as advertised. Pain is simple, but reliable. Good emergency button. Betrayal is a fun gimmick, but suffers from the same issue as Force Confusion: brainwashed enemies just stand there once the others are dead and you have to wait for the 'spell' to wear off before finishing them. The suicide and insanity effects are a very nice touch though. Hunger is perfect. Sith Lord is now worth it for that alone. It's not overpowered, but it is definitely as cool as it sounds. UNLIMITED POWER!!!
- 5 comments
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- 1
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- sith marauder
- sith lord
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- 2 comments
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- zeison sha
- jal shey
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- 8 comments
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- healing
- force powers
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Making the game ease up on alignment requirements is essential, but two things hold this mod back for me, one major and one minor. 1. Copying into the override folder is not ideal for a mod of this scope. 2. More nitpicky, but in a vanilla run, one can reach Level 15, then immediately level up to 16 for a prestige class (if alignment requirements are met), thus gaining a whole level's worth of free XP. This is not possible as a grey Jedi.
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Wrapping up a run using Kolaris' slightly easier mod. This is the perfect balance for me. The base mod makes it nigh-impossible to max out every companion, forcing prioritization. That may be exactly what some people want, I see the appeal. But changing most dialogue increases to 4 points draws out your relationships longer while still making it possible to max everyone out. As l2daorch said, being forced to take Mira and Visas outside the Hawk is the best part of the mod, I discovered several lines from them I had never heard before. Visas only elaborates on her worldview in these scenes, and Mira actually has several wholly unique dialogues aside from the general "nice thing triggers the being nice dialogue" gains. Definitely staying in my override folder.
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- 5 comments
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- 5 comments
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- balance
- regeneration
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- 5 comments
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- balance
- regeneration
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Based on my experience, this mod works as advertised, but has some issues. Specifically, I sided with Vaklu on Onderon with the goal of sparing Kavar to avoid the Dark Side path at the enclave. The first thing I noticed was the dialogue option to simply skip his fight, which entails telling him "Wait! there's another way! Get your shit and get the fuck out of here!" I find the choice of words immersion-breaking to say the least. (I also feel that an easy skip option is rather cheap, but that's a me problem.) I feel silly for not thinking that it could be a test option. The post-fight dialogue convincing him to surrender is very well-written, but a bit wordy. I think it would be more impactful if Persuade checks were required. I was able to spare him with no chance of failure short of a misclick, so it wasn't as satisfying as it could have been. After further study, I now see that this dialogue tree is far more complex than I initially realized. I did find a path that got Kavar to stand down on my first try, but there are many more where he sadly just can't compromise, even though your arguments are equally nuanced and logical. It's genuinely tense. Fine work. Lastly, the Lost Jedi quest does not update if Kavar is spared this way, and the Master of the Palace quest states that he is dead. Kreia's dialogue also does not update like it normally does. Kavar still appears at the enclave, however, and the scene proceeds as if nothing on Onderon happened. Patched! This mod is one I have wanted for a while since Kreia's endgame dialogue implies that Vaklu actually is better in the long run. It has a couple kinks to iron out, but I'm very glad it finally exists.
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If I might make a suggestion, I think it would make more sense to have Tatooine's Czerka shop sell the upgrade rather than Yuka Laka. Firstly, you can be permanently locked out of Yuka's shop if you pressure him for the lowest price on HK-47. Secondly, when asked where swoop upgrades can be purchased, Nico directs you to the Czerka store. (Yes, I realized too late that I couldn't buy from Yuka after struggling on Manaan.)