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Posts posted by Hassat Hunter
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Let Zbyl handle that since it seems Polish, but the Azkul head thing is well known from loading a savegame while the fight is ongoing.
Ah, it actually is not... for some reason, LS characters get -2 to all Force Power cost, including universal powers, and DS get +2, but this effect is only applied in that particular place. Seemed buggy to me. Thank you for your answer and my apologies.
It happens to other areas too, most notably Korriban and Dantooine
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It's not a bug.Thank you for your kindness, dear Admin. I know I have broken the rules but it's frustrating when every person who makes a new thread, rather than reply in this one, gets their answer, and we are ignored when we follow the rules and make a post in the thread designed for it.
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They are Nihilus soldiers. He was supposed to arrive on Peragus, but that got taken out (and nothing much to restore there) but the soldiers remained.
Not much to do about that rather than reskin them like I did (they still wield Sith Soldier weaponry though).
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601DAN instead of 401DXN then (makes sense, it's a far more common issue on Dantooine than it ever was on Dxun). Still not the same issue as the OP, which from my experience is usually mod incompatibility related.
Yours is just a rare and extremely elusive vanilla-bug.
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Do you have saves just before and after it happens?
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Yes, you can.
* It's post-Peragus, before going to Telos (1.8.3+)
* Pretty sure it has to be base
* Repairing T3 isn't connected to the navicomputer and yes, the final upgrade needs repair and computer use.
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Either can be used... the animations.2da is easily recognisable by being 100[something] rather than the shorter number fron the nwnscript.
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Is the Exile unconscious? Nope. Is there a reason everyone is grieving and Atton is wishing he'd died before? It comes out of nowhere.
It is indeed from a version where Dantooine would lead straightup to Malachor, without Telos inbetween. All the lines had a few variations, and indeed the ones went with are just pre-Malachor.
- Kreia couldn't be "the one" to ask that the Exile be exiled. She was presumed dead in the Mandalorian Wars at the time. Nobody had a clue she was back until the Dantooine confrontation.
We already know that the Holocrons Atris studied are from Darth Traya. And heck, SHE'S IN THE GALAXY THE ENTIRE GAME... and nobody f#cking knew till she chose to on Dantooine.
- Atris saying that she did as Kreia asked makes no sense since Atris was against the Exile leaving.
WTFBarbeque? Atris wanted the Exile punished. Thought everyone Kreia trained was flawed. And in super-irony, also learned from here, even unknowing and fell down that Dark path. Such irony.
- This is narratively superfluous: The Council's motivations are explained well enough without this addition. And Atris had very clear motives of her own to be angry with the Exile (one of the best parts of the game, IMO).
Atris isn't exactly "on league" with the Council. You know, trying to kill them all, use them as bait, just as the Exile. Sounds very Jedii not?
- It's actually harmful to the themes of the game. Kreia's ideological opposition to the Jedi Council was partly about such actions as exiling the Exile instead of dealing with what he brought. Making it so it was Kreia's decision all along robs it of meaning, weakens this ideological conflict, weakens the responsibility of the Council and the strength of the condemnation she levels on them, and basically makes it all an inbred plot.
No, she wanted them to learn from the Exile, which they decided not to. Not only one master picking it will make it so. What better way to test someone than to implant a notion, and then see if the other rolls with it, or should do what they should do instead.
So no, it fits all fine, I don't see why you have to go all out thinking otherwise - and everyone else is wrong since you're the absolute authority on KOTOR2.
Ugh, yes, you reminded me why I stopped working on TSLRCM, bullshit like this. And now I wish I kept it that way, just more BS upon BS. All this frustration isn't worth it.
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Because the only stuff there is one .dlg file (Yima's) and some journal entries.
You basically have to invent the entire quest yourself, not TSLRCM's intention.
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2 totally different issues.
@ RadarE33: You probably want to reset the module (place 401DXN.git in override). Then save, remove the file from override and continue as normal, just using the Mandalorian Guide to go to the camp.
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And even with that in mind, dual-wielding is still insanely more powerful than one dual-bladed lightsaber.
So not sure why you want to make them even more OP than already the case...
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Might just be KOTOR2 but there's a command to make hits to guarantee hits. Kavar uses it on Onderon.
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Nope, that holo on Korriban is pretty much self-containing.
It depends on your INT (15). There's another route there, but it requires a specific set of questions to ask Atton post-Peragus. I assume you didn't do that then?
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1) Nope, pcdead.dlg is for the post-Dantooine death sequence (it's used by the Extended Enclave mod). It's not used. Pcdead2.dlg is all about leading up to Malachor, which is *exactly* the place it's used.
2) So yeah, your rant about using it elsewhere or I just willy-nilly do stuff is false since it's at exactly the point it should be.
3) Please play 1.8.4, thank you
4) There's some pretty important plot points in there, especially the leadup to the HK-Factory. The only... ONLY... part people are opposed to is the "That's why Revan ordered". And that's because people can't even fathom Kreia lying (yeah, it hasn't happened before has it?) or Kreia knowing Revan and his/her actions more than the galaxy (such as Carth).
So no, I still haven't heard about a piece that doesn't fit in the picture yet. Except for 3) but that's already been fixed some time ago, so...
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OE rather doesn't destroy the trigger, but rather adds a local to it, then checks if it's already set. If not, trigger is available.
Very handy if you want to use the same trigger for multiple events (like say, the exit trigger in Dxun's Mandalorian Camp or the EH enter trigger on Nar Shaddaa).
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It's to give Atris some time to get to her epihany. Because instantly going from the 2 lines was most jarring. I've added it just for that, no need to read more into that.When Kreia confronts Atris at the academy, there's a distinct pause in dialogue before Atris goes "You seem familiar to me." Like she was supposed to turn around and actually look at Kreia and continue the conversation face to face. It would make more sense in my opinion.
I probably should look into that one of these daysAlso another thing, that was everpresent even in vanilla game - you know how on Malachor you have these fissures with green gas-lightshafts coming out of them, and sometimes a poison gas cloud comes out as you pass. I understand this was supposed to be the same effect as in Korriban academy, but here we have VISIBLE POISON GRENADES FLOATING THERE instead. I think making them invisible would be a good alternative to replacing 90% of these placeables with scripted poison spews.
Yup, sadly, I got the resized .tga after 1.8.4 was released. But if it gets updated it'll be inThat's a simple bug that occurs on some graphic cards with textures with resolutions other than powers of two.
Simply delete KOTOR2Logo.tga from your Override folder. You'll have the original logo without TSLRCM again but that's better than a white square I guess^^
And I think someone posted a version with the proper size in some thread here on DS. You could look for that if you absolutely want to have the TSLRCM logo (or simply resize it yourself).
I assume that's with the Aspyr widescreen version...?You remember the old "hey guys, we ran out of space in space" during the Telos battle during the cutscene with the admirals?
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I assume the NPC 'jumps' past the door? Since from what I know if a door is opened inside a conversation, only after the conversation is over and the real game starts does the game stops blocking at that specific section.
An extremely cheatery work-around would be to open the door before the conversation, then close it during the conversation, then do the regular "open/close" stuff as regular.
(This is pretty much how the Atris door scene is done)
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Already fixed in TSLRCM.Wasn't there the thing where Tobin's and Nihilus stats were switched? Change those back and then buff Nihilus further.
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Feel free to take a look at those M4-78EP sequences?Have a little faith in someone who's been dabbling in video and audio editing since 2008.
Anything in particular in mind here... since that's pretty much the baseline for us, restoration and fixing only.Besides. You could be a professional and it still won't be a restoration. And yes, it matters. With a project like this, there's always the temptation to go beyond the pure scope of bugfixing and restorations only of content which was obviously cut for time, and to start adding/changing/reusing stuff because one can. TSLRCM is already an offender, wouldn't want it to get worse in that respect.
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Using the save from the OP, the area loads just fine. So... instead of "FIX IT", why don't you tell me *WHAT* I should fix.
While at it, tell me why the blackscreen with the fixed I0-01 cutscene, Dantooine blackscreen and the Onderon crashing.
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All the dialogue for training is specifically recorded for training, it's not just something we ripped out of somewhere else for training.Also, my personal pet peeve - you can teach forms and powers to every other party member that becomes a Jedi. EXCEPT Handmaiden. Who actually could do with more forms since she gets a rather tough solo fight near the end of the game. I don't see why some dialogue couldn't be reused from the duels or other lines into a response to the teachings, like all the other people have.
Disciple and Handmaiden lack such lines though.
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At this point, wouldn't it be easier to just use Aspyr's updated GUI for controllers?
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MOD:Dustil Restoration
in Mod Releases
Posted
You're using the Steam version? Latest update did something harming various custom lines. Hopefully their next patch will fix that.