Salk

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Everything posted by Salk

  1. I have already created three armbands, two that can be obtained from enemies and one that can be purchased at a later stage of the game. The idea was to introduce a few more items that give some kind of permanent protection. As icons I have been using the game's internal resources (two have their appearance a bit altered, one is just a straight import from TSL). They are called: Verpine Prototype Displacer, Baragwin Energy Absorber and Mandalorian Battle Scale. I made sure these items have their unique lore and a good balance in terms of power and relative price.
  2. Telos revisited. Either Chodo Habat or Moza, I cannot remember...
  3. I found a typo but I am using 1.8.4: "Thank goodness are here" should be "Thank goodness you are here".
  4. There is another bug. In Taris, when you leave the hideout for the first time, a Sith Patrol is interrogating two aliens. One talks back. The Sith there should be holding a blaster rifle when he shoots him. It is missing.
  5. I do like the animated windows and I'd rather have those than holographic images for the simple reason that if that kind of technology was so common we'd be bound to see it around pretty often in the game.
  6. I like this mod a lot but I had to go through each of the modified .utc because some of them have extremely rare drops like the Mantle of the Force and Heart of the Guardian (both x2!) which is something very undesirable from a gameplay standpoint. Aesthetically excellent, though.
  7. It makes sense, sEcOnDbOuToFiNsAnItY. On the other hand, it's not that having a simple "-" instead of a number makes that reply selectable via keyboard so it was a sloppy decision anyway. Not to mention, the game is a port of the Xbox and there is no keyboard involved there.
  8. Hello! As you can see from the screenshot below, it seems KotOR cannot list number greater than 9 when replies are displayed during dialogue. Is there anything that can be done about it somewhere? Thanks!
  9. The windows do give a nice contrast but the issues (underground level, place of meditation that hints to seclusion) wouldn't make it an ideal solution. So I agree with Malkior's take and suggest some sort of murals for the walls.
  10. It'd be great if they did work but I don't think Bioware ever coded those additional NPC scripts. Changing state to a number between 1 and 3 resulted in a "No script" behavior. Same if I set it to 6.
  11. Hello! I do not know how many of you agree with me but I personally hate that all 3 AI scripts in the game include the running into mines and making it impossible for the Player to withhold an attack. The file aiscripts.2da has 3 AI states set for these 3 scripts: 0 (Default), 4 (Grenade) and 5 (Jedi). Checking the .tlk file I found reference to more scripts: Aid, Melee, Ranged and No Script. Now, I'd happily settle for the No Script and manage each of the party members in combat. Is there someone that knows more about those 3 AI states? I suppose that 1, 2 and 3 might be legitimate values and I am going to test that but if there is someone that has some tips, I'd welcome that wholeheartedly. Thanks!
  12. I mean, arm bands that are not energy shields but give some kind of permanent protection, like Brejik's.
  13. Hello! I usually don't like adding items to original games unless there are some that are badly underrepresented in the game. This is the case of Arm bands in KotOR. Or should I use the singular? In the whole game, the only one you find (if I am not mistaken) is in Taris (!) and it's Brejik's. Siding with the Black Vulkars wouldn't even allow for that. Now, I wonder if any of you know of some mods that introduce new arm bands in the game? If not, it'd be real nice to fill this gap (I might do it myself but I would need help for creating the model and textures). Cheers!
  14. I cannot verify this because I no longer own the Xbox version of KotOR and TSL. I had them but then I bought the Windows version and sold those two instead. I do know I did complete KotOR on the Xbox though and I am pretty sure the Security Spikes worked without problems in the same way they do work on TSL. That is, you cycle between security and the spikes on the Target Action Menu of the game when you try and pick a lock.
  15. I am not sure about this, actually. The Xbox version has working security spikes and I would think the function that handles that is present in the PC version too but it is somehow disabled by some mistake done when porting the game to Windows.
  16. As temporary workaround I have just swapped the two items (g_i_secspike01 and g_i_sekspike02) with credits and removed that part of dialogue with Mission making security spikes. I think that is better than having completely broken items in the game. Of course, if anyone is capable of restoring their functionality, that'd be great.
  17. I second this request! It'd be really nice to have those weapons work the way they should!
  18. I doubt there is an easy solution to this. I suppose it'd be somehow possible to activate the Spike icon on the Target Action Menu like it happens already in the Xbox version of the game but that is beyond my ability. As alternate solution to fixing it, I'd gladly accept the removal of all the Security Spikes and the Security Tunnelers from the game. What surprises me is that this bug has never really been given much consideration for all these years. Weird...
  19. What is wrong is that they do not work. They have no in game use other than being sold for money. If you could help me, I'd rather see them gone completely from the game than have them used for gaining credits. The game makes you reach enough as it is, after all.
  20. Hello! I was wondering whether any attempt at restoring/fixing the broken usage of security spikes in the game was ever made? Thanks!
  21. Hello! As the topic title says, I find really odd that Bastila has been given the rank of Padawan in the game. She is considered the one that can change the tide of the war between the Sith and the Jedi through her Battle Meditation and can hardly be considered a novice. Thoughts?
  22. If we double the skill point base we would manage to more or less give double skill points at level up but the player would get double amount at character creation as well, which is a no no. We'd need to change the formula and I fear that is embedded in the .exe file.
  23. One thing that bothers me is that there seems to be no way to modify the Skill points awarded at level up. Of course if anyone knows how to do it, I'd love to find out!
  24. Thanks, N-DReW25. It was indeed what I was thinking of. I made a search but I should have checked better. I am wondering (because I forgot) how many XP one ends up with by the end of the game though.
  25. It is a very ambitious project and I am excited to read about it. If I may suggest something, I would keep the pure visual upgrade and the stats/feat/additional weapons modification separate. And I do agree about the NPCs' clothing textures being a punch in the eye. They badly need an upgrade.