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Everything posted by e-varmint
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KOTOR 2 playthrough tips and ideas
e-varmint replied to Allie-Wan's topic in Knights of the Old Republic General
Here's a fun one if you have Stoffe's force powers mod: Walk up to a door or wall that you know has enemies on the other side and use Spirit Exodus. The "spirit" materialized on the other side and proceeds to instigate some serious trouble. Last time I played the Duxon Tomb, I walked up to a ledge and dropped the "spirit" on some Sith defenders. It really, really never gets old. -
When was the Exile Exiled?
e-varmint replied to e-varmint's topic in Knights of the Old Republic General
OK, let me wrap my mind around this whole thing: K1= -3956 Star Wars: Knights of the Old Republic - Wookieepedia, the Star Wars Wiki From Dorak's K1 dialog: All contact was lost. For many months it was assumed some great disaster had befallen the entire fleet. Everyone thought they were dead.......Three years ago, Revan and Malak returned at the head of a massive invasion fleet. Revan had assumed the title of Sith Lord; the hero had become a conqueror. Therefore, Revan returned in -3959 I assumed that "many months" meant two years. I thought K1 took place 5 years after the end of the Mandlorian wars for some reason. TSL= "approximately five years after the conclusion of the first game" (which is where I think I got confused. I must have incorrectly remembered this as the K1/Mandalorian wars time line) Star Wars: Knights of the Old Republic II: The Sith Lords - Wookieepedia, the Star Wars Wiki Exile returns: -3951 The Exile "wandered the periphery of known space for nearly a decade" Jedi Exile - Wookieepedia, the Star Wars Wiki So, "nearly a decade"=8 Years. Therefore, it took the council exactly "many months" to haul the Exile in for exiling. Yes, it is all crystal clear now:p -
When was the Exile Exiled?
e-varmint replied to e-varmint's topic in Knights of the Old Republic General
Ahhh, yes. They would most certainly have spent an inordinate amount of time on the subject! Thanks!!! I don't know how I got the 2-year delay stuck in my head. I probably remembered a dialog from K1 incorrectly. -
I always thought it happened immediately after the Mandalorian Wars ended, but Kavar's dialog in the Onderon Cantina indicates that it happened after Revan's attack on the Republic. Did I miss something somewhere?
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From the TSLRCM perspective, you have to go with the best available information regarding the original intent of OE. If they wanted the Ithorian left in the cage, so be it. They cut a whole bunch of other "dark" content, and this seems to be in line with the original atmosphere that they were trying to create.
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I may pick your brain about the process some time. I want to make a couple of playable Grey Jedi classes that have their own unique qualities and Prestige Powers.
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!!! I didn't either! *downloads* Having played "vanilla" on both single and multi-core XP machines, I can vouch that neither K1 or TSL behaves predictably on a multi-core. I've actually noticed *less* issues with TLSRCM. Onderon, for example, behaves much, much better. I still have to drop the graphics quality way down, but there are CTDs that I got before that I do not get now. One think that I have discovered, and this may be unique to me: Save before you try and take HK-47 into the Shyrak caves. I got crash-on-enter time after time until I switched him for Handmaiden. No issues then.
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I looked through some of the .2da files, then got a stinging pain, right in the side of my right temple. The kind of pain that says "this sure would be cool, but there will be much crying and throwing of things before it works". I guess it's a matter of whether it would make any discernible difference in gameplay. I guess the only way to find out would be to make Mandalore (as an example) a Bounty Hunter and auto-level-up for the entire game, then compare that to a separate playthrough where he keeps his original class.
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On the subject of cut content, is anyone working on restoration of the Bounty Hunter class or have there already been any mods that restore this?
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I've never played the Achilles mod, but the "insane" level of Beancounter's Hardcore mod sure made things difficult, and early too. I had to equip Atton and Mira with special weaponry just to make out of a certain scene. I also had to give them both stealth, and play Atton as a Jedi. It was STILL the most fun I've had in TSL in a while. Took me over 10 "sneak-attack-and-run-like-hell" iterations to make to the NEXT group of near-immortal killers!
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GenoHaradan Revisioning Mod
e-varmint replied to Lord of Hunger's topic in General Kotor/TSL Modding
I'm done with the Ubese Melee Weapons Mod, so I can work on this one more. If you join the Team, you'll get to test out the super-secret GenoHaradan swords! Too bad I can't show you a screenie of the one I'm working on right now. Oh, and the armor! Don't even get me started on the armor! -
Sure, I can do that. I'll make it look like more of a "boot knife" or an "up-the-sleeve knife".
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GenoHaradan Revisioning Mod
e-varmint replied to Lord of Hunger's topic in General Kotor/TSL Modding
Great ides for a mod! I'm a BIG GenoHaradan fan! I would like to contribute this: Download: http://kotormods.oldhickorystix.com/ev_Dagger66.zip Play around with it and let me know what you think. It looks better in the game than in the screenshot. -
*que raspy helmet-voice* Very Impressive!
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I PM'd Stoney with my request. I could always use door "on opens" to trigger my scripts, but my mod will be far less interesting that way.
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I'm going to add an additional line with a script trigger. Something like: [bothan Data Ripper] The BDR has detected encrypted data on (the NPC name)'s datapad that matches the criteria that you programmed earlier. Data has automatically been ripped to a micropad. A script then triggers which gives the PC a datapad and/or [stealth] You steal (NPC Name)'s (item) whike (he/she) is distracted by the conversation. It will probably be hours before they notice it missing. The script gives the PC the stolen item. Edit: Would you grant me permission to use the TSLRCM dialogs for my mod? I would greatly appreciate it, and would provide proper credit.
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I'm working on a mod where I need to trigger scripts via dialogs throughout the game. I want to make this compatible with TLSRCM. Do you have a list of dialogs that were updated in this mod?
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Avatar Test Yep, Works fine!