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Everything posted by Hassat Hunter
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I pretty much got all my tools from here: StarWarsKnights.com - Knights of the Old Republic - Kotor TSL - The Sith Lords Just mess about a bit and all should be clear (well, mostly it was to me). Still, I rather leave the .nss and .ncs stuff to Zbyl and Stoney and the rest, I much rather use the .dlg editor (which they find difficult for some weird reason I cannot phantom )
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KOTOR 2 playthrough tips and ideas
Hassat Hunter replied to Allie-Wan's topic in Knights of the Old Republic General
To get DEF and +Attack? the STR damage boost is pretty negleticable later on and it's better not to get hit at all. -
Not to mention there isn't really a DS/LS ending. Not anymore at least . But I guess it's hard to get some vanilla stuff out of people...
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You shouldn't ask me 0_0.
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Nice. Just tried it myself (long live KSE cheating) and it did work fine yeah, even when using Ulic's Peragus mod. I'll stick to .dlg files though...
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@ SH: I think it was a nice addition. Didn't really worked in TSLRP 1.0b8 though, they rushed too fast through the animations (someone somewhere screwed up). Should be doable with the .dlg file even, not using a new .ncs I think. @ Bead-v: Yeah, that would work too (*beats himself for his head for not thinking of this himself*). But it would be nicer still to have all the Ulic fixing stuff. EDIT: Okay, just checked the convo file, and I guess it's not that easy, since it's apparantly not triggered in the dialogue by script but elsewhere...
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Other mods? 003EBO and 004EBO mainly use the same filesnames, so it would be easy to screw something up there with a file in override used for the 003EBO map...
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Nah, it's more that him putting the file in override breaks the HK-50 on Telos since it uses the same file (well, not, but same filename) as the one on Peragus. If it was just implented in a .mod file, or the original module then it could fix the Peragus HK-50 without affecting the Telos HK-50.
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Here's the dialogue: "I want the Exchange to stop meddling in the Ithorians' restoration effort." "Why would I want to do that? The Ithorians are ruining my profits." "Because I asked you to?" "Come now, surely you can do better than that? The Exchange isn't trifled with lightly." "Better? Look around, you saw what I did here." "I suppose you do make a bit of sense there. Fine, I will allow the Ithorians to do their business, but listen to me when I say this." "The Exchange is not bullied. If you push, expect to be pushed back." It doesn't really specify leaving the Ithorians completely alone, just not interfere in their business on the restoration project. And he is a crimeboss. Like I said, it does make sense to me, and it was OE's intend to boot... But I would be willing to hear from more users what they think... EDIT: It would make sense for the exile to card the Ithorian on while doing this deal (and have a persuasion check to check the result), but sadly, there is no content for that, so no part of the TSLRCM. But if you want, like I said, I could wip up a mod that does that in about 5 min or so...
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Nah, we just dropped the ball somewhere in the .ncs script. Due to the HK encounters dropping HK-47 parts, you can complete him without finishing NS (unlike Vanilla).
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There are more than 5 groups. See: 1 Telos 2 Onderon 2 Korriban 1 Dxun 2 Dantooine 2 Nar Shaddaa
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Because it was broken, OE's intention, and it makes sense to me. Restoration Project, see? If it was looking like they deliberately removed it, then yes, I would consider wheter or not it would fit. But this wasn't deliberately removed, just an oversight. As for "never got to polishing it off" this game got rushed out, remember? If they can't fix gamebreaking bugs, do you really think they would prioritize here? I could tweak up what you want in less than 5 minutes, but that would then be a mod, so wouldn't be part of TSLCRM (but would work with it). Want that? I could post it to Kotorfiles, then you can recommend it to everyone else who thinks OE dropped ball here .
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It's a seperate installation (well, not much of an installation, replacing a file with another ).
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Are you using USM? Pretty sure that's an issue with USM and the old compatibility patch...
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For some reason your reply never appeared in "new posts" so apologies for the late reply. It was definitely a bug, not something they changed. How I know? Because the issue fixed was that they typo'ed the required global flag .
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Well, I checked out your HK-47 thing and you're right about Dantooine, so I would also assume Korriban (didn't check there). It did work fine though on Onderon. And even if the journal isn't updated, it does count the groups of HK's correctly. So don't worry about missing out on one just because the journal didn't update...
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Negatory. Never. We are not going to support mod-theft...
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I just checked with 1.6a... Captain was there were he was supposed to be. Not a TSLRCM issue thus.
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Well, that's the way OE intended it... it just wasn't working due to a bug.
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From the top of my head: * You weren't supposed to be able to interact with it with Loppak alive, but that was broken. Fixed that. * The repair skill check was broken, fixed that. * You can no longer infinitely release the Ithorian, and added a LS gain for doing so. That's all IIRC.
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It's probably by Stream, the admin (now called "Doctor"). EDIT: Now that the page finally loaded I can confirm that it's indeed Stream, it mentions so under author. And I doubt the mod is compatible with 1.6a, since I made some hefty modifications (read: fixes) to that console.
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Hmmm, no quest-updates with HK-47? Odd? But yeah, the ones listed (T3, NS battle, G0-T0 yacht) are not included in the 3 groups. Nor is the one on the Telos Polar Cap if you cheated HK together before then... I'll look into the captain. He's supposed to dissapear when you enter the JJT for the meeting with Visquish. Did you try it during that time or before?
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Yup. And this .tlk fixes some that passed by Ulic to boot .
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I advise it. Then again, I put quite some time in it...
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Well, agreed on that, but we don't really run KOTORFiles, so there is not much we can do there. I suppose we could ask them to replace both files with the new 1.6a (stroking out the old 2 files). I wouldn't know of such a mod. "No file conflicts". You'd be surprised how often people say that and then they turn out to be... file conflicts. TSLCRM modifies A LOT of files, but they are mainly in *.mod files. So if then another is placed in override it seems like there is no conflict, but our file is overwritten. And sometimes, that can lead to nasty bugs...