Darth Paulus

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Everything posted by Darth Paulus

  1. Darth Paulus

    Quick question

    You are probably referring to this mod: http://knightsoftheoldrepublic.filefront.com/file/Fixed_Kreias_Fall_Movie;93256 It was not included in TSLRCM unlike the Sion Arrival to Peragus or Visas Introduction.
  2. This would be awesome! I too agree that the overall difficulty of HK factory part is nowhere near Malachor V or Dxun (HK-47 is all alone here so it should be slightly more difficult but in the current state this is a save/load marathon). I agree. Don't know about DS ending (it is supposed to be dark, after all) but light side should have more optimistic music (that is AFTER Traya's death). This unused music for M4-78 would be just great for the LS ending:
  3. Yeah, you are right, Hassat. Sorry, completely forgot about it. Still, rather than explanation it was merely a statement. It is NEVER properly explained WHY it is possible that Kreia couldn't read his thoughts. She just said that "his thoughts are more difficult, requiring many translations in meaning" and that "he is deaf to you, his impulses cold like a deadweight and his thoughts black". And then she gets angry when you tell her that you can actually hear him. Really strange if you ask me. Maybe this is meant to stay a mystery... After all, the Force is meant to be mysterious. So, even if "make Bao-Dur repairing the ship and then leave him unconscious" solution would not explain Traya's inability to predict his fate, I still love the idea.
  4. Great idea!!! Love it! :-) If he would stay in the coma, after the earthquake and fall of the Ebon Hawk that would explain Traya's inability to predict his fate (you know, neither alive or dead). Also some closure is needed for T3-M4 - he is presumably the one who flies the Hawk out of the abyss. So this addition would be win-win. Something like Mass Effect 3's Extended Cut... :-)
  5. OK. Will try to excavate... thx.
  6. Yeah, I did report this exact issue a while ago for 1.7 release. Only, the speech (not a "dialogue" really, because there is only one speaker :-) ) is not cut, but the volume gets suddenly supressed a lot. If I remember correctly, at the time this bug was unfixable.
  7. True, but we have ABSOLUTELY NO CLUE whatsoever as to how Bao-Dur EXACTLY died. So any attempt to add this content would be a total fanon modification. As such it does not belong to TSLRCM project intention. C'mon, guys, face the truth - this content simply CANNOT be restored nor re-created.
  8. Same here. Playing TSLRCM 1.8, I realize how much the vanilla sucks. Yeah, it is still a great game and I always defended it aganst all haters who compared it against KotOR I and failed to see that the mood of the game was meant to be COMPLETELY different from the first installment. Of course, some parts essentially cried "this content was cut, too bad for you", and some bugs were just annoying but overall I loved it. Now with TSLRCM the initially broken game is finally fixed and even the greatest haters cannot find many reasons for their hate, anymore. Sure, there will be always some illogical things especially on Malachor V (e.g. Ebon Hawk falling to the chasm, then rescuing you without any explanations; party imprisonment etc.) or Bao-Dur's fate but these things are unfixable and are something we must learn to live with. Now with TSLRCM I got my favorite game much much more enjoyable. My big thanks to the entire team for your efforts! You are the best. :-) And I am much looking forward to the Handmaiden for Female Characters mod and M4-78EP. ;-)
  9. OK, thx, I will do my best. Although it may take a little while since my time for playing the computer games is irregular at best. Nevertheless, it will get done, eventually, since I am very excited from 1.8. :-) Not sure what exactly the "trickier things" are (I did not get to the HK factory yet), but being very thorough player, I am confident I will find them. Maybe if you can PM me what should I watch out for, I would be grateful. ;-)
  10. OK, gladly will do. (Could take a while, though) :-) And what about the Influence Guide? Would it be possible to get the updated data somehow? (I mean, apart from manual "play-note-load-play-note" way) :-)
  11. Hi. I know that VP is away from modding now, but I have to ask: Is someone willing to make a revised HK Factory Walkthrough for TSLRCM 1.8? I could eventually help with it (with VP's permission of course) but since I'm not an author of TSLRCM, it would be rather inapropriate. Also, long time ago, I saw here some revised influence guide requests and offers to do it (something like this ). Is it still planned to do an Influence Guide on TSLRCM 1.8? Again, I could do this, but I would need an exact list of all changes for INF+ and INF- hits in TSLRCM 1.8. Thanks for the attention, Paulus out. :-)
  12. Very nice! :-) You guys are LEGEN... wait for it... DARY!
  13. This is AWESOME mod! A real must-have for the players who want TSL story to be built a little bit more logically. Anyway, never liked those Sith Troops that appeared on Peragus out of nowhere... :-) Can't wait to try it in 1.8. Thanks, Hassat!
  14. Yeah, I'm feeling like a great revolution instigator now... LOL Anyway, thanks a lot!
  15. No, it is not. Dromund Kaas was originally an old Sith Empire colony, just as Ziost was. The Sith origin planet is and always will be Korriban. After the Dark Jedi (from the Second Great Schism) came to Korriban and conquested the Sith people, they relocated the capital to Ziost and made Korriban their burial world. After defeat of the Sith Empire in Great Hyperspace War the Sith Emperor secretly relocated to Dromund Kaas, where he waited around 1000 years. Eventually, it became the capital of the reconstituted Sith Empire that fights with the Republic in SWTOR. Also, Dromund Kaas was first seen in the Jedi Knight: Mysteries of the Sith game expansion pack (the one with Kyle Katarn falling to the dark side). And Ziost IS NOT featured in SWTOR.
  16. Thx for the answer, Hassat. And as for the music tracks - it is all about the tone. :-) In my opinion, Darth Nihilus theme is very "straightforward evil motive", while the original Peragus Infiltrated theme is "a creeps-giving and sinister motive" which alludes to a threat that is not imminent but nonetheless present and very horrifying (like some of the X-files tracks).
  17. Sorry about that. I am not trolling, I simply thought my first post was overlooked (and easily it could be in the barrage of the cool updates). Also, thx for PM.
  18. Hey there, few posts above, I asked a question but I guess it was probably overlooked. I essentially asked if is it already firmly decided to incorporate zbyl's Sion arrival to Peragus fix to TSLRCM 1.8. Don't get me wrong here, it is undoubtedly better quality (and the corpse fix is just great), but the music is very atmosphere-breaking (usage of the Darth Nihilus theme when seeing Sion meditating is nowhere near that scarry as the original Peragus Infiltrated theme). I know it is essentially caused by splitting the original BIK video in two and it would involve re-cutting the appropriate music track, but could it be possible to leave it as a separate mod? I know that for many people (including me) the changed music could be very atmosphere-breaking. Anyway, thanks in advance for answering! Looking forward to the 1.8 release. :-)
  19. Great news, indeed. Can't wait. :-) Still one issue I want to ask about: I don't want to sound ungrateful (and I totally don't mean any disrecpect to you, zbyl2) and maybe someone mentioned before me, but I don't like the music of re-created Sion's arrival to Peragus cutscene not one bit. The original music called "Peragus Infiltrated" playing the entire duration ( ) was very scarry and gave me the creeps. New music with the Darth Nihilus (quite illogically) theme playing when the camera skips inside the Harbinger, is nowhere near that scarry. To me, this is a very horror atmosphere-breaking thing and the very reason I previously didn't employ this Zbyl's fix (the greatly fixed Republic corpses gave me goddamn dillema, but I always chose the preservation of the great horror atmosphere albeit with wrong bodies lying around). My question is: Is it firmly decided to incorporate the corrected Sion Arrival scene with annoying Nihilus theme to TSLRCM 1.8? Won't it be a separate mod once more? I know this can make a flame and I don't want to do that but this is the way I feel it and sure I am not alone. Thanks.
  20. Yep, well it NOW appears to be OK in my version too.. After reinstalling the game and TSLRCM... Although I did not install the HQ music patches both official and PastramiX's... Could the former music issues be caused by them? And as for transparent cloak - I am not the only one who had this issue. In my next playthrough I will try various mods (only those listed as COMPATIBLE, of course - I don't use any other) and will try to reproduce it. Sorry about the stir, I simply wanted to know if the fix you did for me two years ago (in the old thread; link in my original post) is indeed in the installer.
  21. Hey Hassat, just saw that AWESOME changelist for the latest version, and I was just wondering if the fixes of certain bugs (I reported nearly two years ago here ) made it to the final version (they are not listed in the changelist, that's why I'm asking). The bugs were: 1) At the end of Traya's arrival to Trayus Core and Sion confrontation sequence, Kreia has a transparent cape. 2) The overlay music stops playing roughly in the middle of this sequence (the "Darth Traya Theme" music track is simply too short for the entire sequence and it should be looped so there wouldn't be silent minute or two) 3) During the convo between Kreia and Atris the "Telosian Base" music track is not supressed.
  22. Awesome mod! :-) Together with TSL Galaxy Map Fix, this is a real must-have mod for canon-concious players! :-) :-)
  23. Hi, this problem is (at 99% probability) not associated with TSLRCM, so it doesn't belong here. Rather this is incompatibility of the game itself with your Windows version. Running Windows Vista or 7? Nevermind, the crashes are fixable (though not entirely, because the game engine sucks) by replacing a tiny mmss2.dll file with a fixed one. It is easy to find it on the Internet. Fingers crossed! :-)
  24. Well, because of the very reason it didn't make it into the vanilla game in the first place. It changes the Nar Shaddaa plot in a BIG way. The interesting idea (was it Team Gizka's one, or am I mistaken?) was to place GenoHaradan plot much later in the game while making the original Nar Shaddaa untouched (creating "second" Nar Shaddaa plot), but it didn't work out (too many illogical situations). The separate mod WILL BE compatible with TSLRCM, but because it will change the "first" Nar Shaddaa plot of the original game it will not be a part of TSLRCM (long story short - it is NOT a restoration, but rather a modification of TSL).
  25. Galaxy Map> OK, fine by me. Just asked.