darthbdaman 82 Posted April 17 18 hours ago, Snigaroo said: Force Sight, Breath Control and Beast Trick are fine. Battle Precognition, Crush and Enlightenment are a no-go for me, though--there need to be things that keep the companions (and the player) feeling unique. Force Sight is shown to be relatively easy to teach, but Battle Precognition is something that the Echani train their entire lives on and is simply not easy to pick up in a short period, which is precisely why the Handmaiden is so incredulous when she realizes the Exile is doing it subconsciously. As for Crush and Enlightenment, they are far too overpowered, them being unique to the Exile aside; giving them out to companions would just make the balance even worse for, IMO, no benefit in terms of flavor. I'm not strongly wedded to training Precog, Crush, Enlightenment, though I think you are overestimating their power in the hands of companions (mostly for precog). Due to the distribution of equipment, and lack of the player crystal, followers are unlikely to get the obscenely high simultaneous Dex and Wis values that the player can get to. I think you are really overhyping Handmaiden's shock as well. "{A little confused}You are already doing it. " "If you do not know you are doing it, then training will make you a dangerous opponent indeed. " "Perhaps it is your connection to the Force that allows such things, but I do not think so. " There isn't anything in the dialogue or in the power description that implies Battle Precog is a super unique trait. Maybe not one possessed by all Jedi, but I don't see why combatants in a war wouldn't have it. You could make a strong argument for Atton having access to it flavourwise, and arguments could certainly be made for Bao-dur and Visas as well. Enlightenment is strong, but largely a late game convenience option. Crush may be too powerful though. They also aren't available normally anyway, another mod would have to give the player access to them before the Enclave. Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted April 17 18 minutes ago, darthbdaman said: I'm not strongly wedded to training Precog, Crush, Enlightenment, though I think you are overestimating their power in the hands of companions (mostly for precog). I'm far more worried about the differentiation between companions than I am balance implications, though balance isn't an entirely irrelevant factor. My main concern is making sure that some companions do have access to talents which are unique, and keeping Crush & Enlightenment wholly locked to the Exile is critical for me. I would be okay with being able to train Atton with Precognition, as his Echani training does make him predisposed to already having some basic understanding of it, as well as the Disciple actually (since Kreia praises him so much for his insight), but nobody else. 1 Quote Share this post Link to post Share on other sites
darthbdaman 82 Posted April 17 I see what you're getting at. Personally I like the idea of the exile making the companions more like themself, and sharing/forcing their unique abilities on them. Though I understand why you would like keeping them exclusive. Quote Share this post Link to post Share on other sites
134340Goat 121 Posted April 18 (edited) On 5/10/2023 at 11:14 PM, Snigaroo said: Handmaiden Sister Showdown Knockdown Hide contents Even if you attempt to kill all the Handmaiden sisters as Brianna, you can knock the final one out instead. This is acceptable, but when knocked out they should be knocked to the ground, because otherwise they'll just be standing there during the confrontation between the Handmaiden and Atris. If I might make a suggestion; I think the current implementation is a bit finnicky, and if you do choose to kill them, it feels almost silly hearing the "dark side points gained" jingle every 10 seconds, not to mention how awkward it is that one being stunned forces you immediately out and back into combat Would it be feasible to change this so that Brianna's line about using the appropriate amount of force plays, and then the player is given a choice of: "1. (Incapacitate your sisters.)" "2. (Kill your sisters.)" Or something to that effect. Grant a one-time LS/DS point gain depending on the choice. That way, no need to deal with them awkwardly standing around; you can just give them the ordinary death animations with the player knowing they're just knocked out. Wouldn't be the only time in either game that a death animation is used to represent someone who's lost consciousness Edited April 18 by 134340Goat 1 Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted April 19 3 hours ago, 134340Goat said: If I might make a suggestion; I think the current implementation is a bit finnicky, and if you do choose to kill them, it feels almost silly hearing the "dark side points gained" jingle every 10 seconds, not to mention how awkward it is that one being stunned forces you immediately out and back into combat Would it be feasible to change this so that Brianna's line about using the appropriate amount of force plays, and then the player is given a choice of: "1. (Incapacitate your sisters.)" "2. (Kill your sisters.)" Or something to that effect. Grant a one-time LS/DS point gain depending on the choice. That way, no need to deal with them awkwardly standing around; you can just give them the ordinary death animations with the player knowing they're just knocked out. Wouldn't be the only time in either game that a death animation is used to represent someone who's lost consciousness Certainly I think this would be a better implementation. 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,498 Posted May 18 On 5/11/2023 at 1:14 PM, Snigaroo said: Properly Gating HK's HK-50 Dialogue Hide contents If you choose "you look a lot like a series of droids that have attacked me" when speaking to HK-47 and then back out of the conversation subsequently, HK's dialogue for the HK-50s is unlocked even though you haven't yet proven to him they exist. You should be forced to finish this dialogue chain to get the HK-50 dialogues unlocked. As I might've previously said I would do, this has been fulfilled in my new Kotor II Restored Content Plus mod, formally N-DReW's Mini Mod Collection for TSL. I believe I sent you the changelog list early, though if you've lost it it's now included in the mod. If during testing you see that this problem hasn't been fixed (it should've), or any other problems (there shouldn't be, but just in-case), feel free to let me know and I'll get right on it. I also analyzed Visually Repair HK-47 and that mod simply patches the content into a fresh TSLRCM hk47.dlg meaning it should (hypothetically) be real easy for Kexikus to make a compatibility patch. 1 Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted May 18 4 hours ago, N-DReW25 said: As I might've previously said I would do, this has been fulfilled in my new Kotor II Restored Content Plus mod, formally N-DReW's Mini Mod Collection for TSL. Thanks a lot Drew! Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted June 13 This is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely either the last week of August or first week of September, so anyone who wants to have their content tested for the next build revision can treat the end of August as the rough "deadline" for testing inclusion for K2. Thanks all! 2 Quote Share this post Link to post Share on other sites
Sith Holocron 2,589 Posted June 27 On 5/10/2023 at 11:14 PM, Snigaroo said: Poorly-Acted Sith Soldier Reveal hidden contents There is a hilariously badly-acted line in the DS Onderon path where a soldier confronts the Sith and says something like "WHYYYY DO THE BEASTS TURN ON UUUS master", with the most weird inflection and emphasis I've ever heard (you can hear it at this timestamp). I would not at all be surprised to learn this is fan-acted content put in by TSLRCM and I'm gaslighting myself thinking this is vanilla. I would love for this to be revoiced. If you need a clearer example why Snigaroo needs a better voice actor to redo one line, you really ought to hear how bad the line actually is. It's a doozy. And yes, this is an actual vanilla sound file and not added by TSLRCM. 506si_sold1001.wav 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,498 Posted July 26 On 5/11/2023 at 1:14 PM, Snigaroo said: Jek'Jek'Tarr and Suits Hide contents The Weequay you can speak to in the Jek'Jek'Tarr to reveal the room in the bar where the captain of the Lunar Shadow is located says he would puncture your suit if he weren't in a good mood. But if you speak to him before Mira takes your suit and enters the JJT you're not in a suit--his dialogue should be changed. Maybe "puncture your flesh-suit" would be okay. And also, if you've gone to the Jek'Jek'Tarr prior to the call from Visquis, the dialogue between Atton and yourself about where the bar is and its gaseous environments should be altered and just focused down on the need for an environment suit, preferably with a bit of AI VO to let Atton comment about how you know how dangerous it is in there and how it'd be safer to take a suit this time. Lunar Shadow Positioning Adjustment Spoiler The Lunar Shadow crew is positioned oddly in their room on the docks, with the only member who will speak to you furthest in the back, surrounded by his compatriots and harder to see. It'd be nice if he were in front, to make it more obvious to the player there's someone there they can speak to. These two have been fulfilled in my newest mod, the Logical Jekk'Jekk Tarr mod. Amongst other things, the Weequay won't reference your space suit if you aren't Mira and the Lunar Shadow Crew have been reoriented to be easier to see. Spoiler I do think, however, after a proper test that feedback could be given to further improve the LJJT mod to meet your specific Mod Build centered tastes. 1 Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted July 27 11 hours ago, N-DReW25 said: These two have been fulfilled in my newest mod, the Logical Jekk'Jekk Tarr mod. Good work Drew, thanks a lot! I am still on good schedule for testing, so I should be able to give you feedback by mid-September or thereabouts. 1 Quote Share this post Link to post Share on other sites
Vanguard2023 6 Posted yesterday at 12:12 AM On 5/10/2023 at 11:14 PM, Snigaroo said: Fast-Travel from Ravager Bridge Hide contents It's a bit weird you have to walk the whole way from the Ravager bridge down to the escape shuttle. You should get the option after killing Nihilus and hearing Canderous's conversation with Visas to just fast-travel down to the shuttle. EmperonDevon did a Ravager Rapid Transit mod last year. Ravager Rapid Transit - Mods - Deadly Stream Would this work? Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted yesterday at 01:50 AM 1 hour ago, Vanguard2023 said: EmperonDevon did a Ravager Rapid Transit mod last year. Ravager Rapid Transit - Mods - Deadly Stream Would this work? It's close, but I don't want it to flow directly to exiting the ship upon the end of the sequence without any player input, because that could cause interference with other mods I've requested. Warping to the shuttle but still leaving the decision up to the player as to when precisely to leave is the objective with that request. Quote Share this post Link to post Share on other sites
Vanguard2023 6 Posted yesterday at 01:55 AM 5 minutes ago, Snigaroo said: It's close, but I don't want it to flow directly to exiting the ship upon the end of the sequence without any player input, because that could cause interference with other mods I've requested. Warping to the shuttle but still leaving the decision up to the player as to when precisely to leave is the objective with that request. Gotcha Quote Share this post Link to post Share on other sites
N-DReW25 1,498 Posted yesterday at 10:32 AM On 5/11/2023 at 1:14 PM, Snigaroo said: G0-T0's Plan Does Something Hide contents Presently, if HK-47 exists at all then G0-T0's plan to take control of the Mass Shadow Generator is foiled--this is something to be addressed, and you can see the request for integration between Kex's Visually Repair HK mod and this sequence under the Patches section. But the reality is that even if HK-47 isn't repaired at all and G0-T0 successfully takes control of the MSG... nothing happens. The game just ends based on the player's alignment, without G0-T0's control meaning anything. I'm not entirely sure how it should be done, but G0-T0's plan here should matter; his success, if the player is LS, should lead to Malachor not being destroyed despite what the player would inevitably desire, either forcing a DS ending or forcing the player to fight one last battle against G0-T0 and a squad of HK-50s in order to save the Remote and destroy the planet once and for all. Sorry if this has already been mentioned, but doesn't this mod do this? In that mod, if Goto succeeds in overcoming HK-47 or HK-47 isn't present then a Light Side player can no longer destroy Malachor. On 5/11/2023 at 1:14 PM, Snigaroo said: NPC Overhaul Hide contents Similar to what Drew's doing with his K1 NPC Diversity Pack, although perhaps with less changes to "face" characters (characters who directly speak to the player). I like most of his changes and definitely love the concept, though, and would love to see something similar for K2. A WIP thread for my K2 NPC Diversity Pack has been made. It's very early in development and it hasn't seen much work as of yet as I'm currently focusing on other mods. It does, however, have some in-dev screenshots showing some concepts on how my mod would change the NPCs of Kotor II starting with the Citadel Station's Entertainment module (202TEL). On 5/11/2023 at 1:14 PM, Snigaroo said: Telos Mercenaries & Sullustan Hide contents If you decide to fight the mercenaries outside the cantina on Citadel Station to save the Sullustan, the TSF will fight the mercenaries with you. But if you decide to kill the Sullustan after that, the TSF won't raise a hand to stop you. It's a ridiculous situation; you shouldn't be able to kill the Sullustan without the nearby TSF agents also turning hostile. Ideally this should also have some form of longer-term consequence due to the TSF identifying that you murdered some of their people in the open mere minutes after being removed from house arrest. But because it's extremely difficult to do that in the context of the story, it might be better to make the Sullustan simply run away if you threaten to kill him, and alter the party's influence dialogue there accordingly. It's also unrealistic for the TSF to not try to stop the mercenaries if you simply choose to not interfere though, for what that's worth, which would still be a difficult thing to try to properly contextualize. Maybe the mercenaries could shoot the Sullustan, the TSF could be alerted and rush over to try to stop them and the mercenaries could simply do the laugh animation and run away? That would also contextualize how tenuous the TSF's control of the station is. A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL. My solution in dealing with the TSF problem in my K2 NPC Diversity Pack is as follows: Spoiler Those are two of the screenshots found in my WIP thread, the idea is not to add more (make the TSF react to you or add more TSF to the other modules) but to add less. By converting the TSF patrols into cleaning droids, it now makes sense as to why they aren't responding to either the mercenaries or the player when they blatantly kill innocent people. This also feeds into the idea of the TSF being so weak that they're beholden to rogue mercenaries and Czerka at the start of the game. I am also somewhat interested in a mod which further reduces the player's "crime" on Citadel Station. An idea for this would be to remove the ability to murder the civillian who you can rob, remove the ability to murder the Exchange's door guards, replace the TSF Officer with a medical droid in the medical supply smuggling case, replace the Ithorian you murder for the shield with a droid who'll just give you the shield, and other things if I forgot to mention them here. If this is something that interests you, or if my concepts of a K2 NPC Overhaul are unacceptable, I could divert the TSF to cleaning droids feature to this "reduced crime" mod. Quote Share this post Link to post Share on other sites
Vanguard2023 6 Posted 22 hours ago On 5/10/2023 at 11:14 PM, Snigaroo said: Base Attack Bonus Alterations Hide contents Recently some users have been pointing out that the different Jedi classes in KOTOR 2 feel unpleasantly similar, because their Base Attack Bonus is all the same. This is something I'd very much like to have rectified, both across the starting classes and the prestige classes, but doing so would require significant testing of how Sentinel and Consular classes behave on Peragus and Telos at higher difficulties. I think we can safely say that the difficulty of KOTOR 2 becomes trivial after Telos no matter what you do, so rigorous testing beyond that probably isn't critical, but NPC tuning might be required on Telos and Peragus to make Sentinel/Consular classes with lower BAB viable Crimson Knight uploaded a mod which restores the KOTOR 1 base attack bonus to its sequel, so this might work: Classic Class Attack Bonus - Mods - Deadly Stream Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted 21 hours ago 8 hours ago, N-DReW25 said: Sorry if this has already been mentioned, but doesn't this mod do this? Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing. 8 hours ago, N-DReW25 said: A WIP thread for my K2 NPC Diversity Pack has been made. It's very early in development and it hasn't seen much work as of yet as I'm currently focusing on other mods. It does, however, have some in-dev screenshots showing some concepts on how my mod would change the NPCs of Kotor II starting with the Citadel Station's Entertainment module (202TEL). A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL. I appreciate you pointing me to it, however I will probably wait until it's in a 1.0 state as with the K1 version and go through it all at once, making any notes about potential changes I might want at that point. I know that might be more of a headache on your end, and sorry if it is, but first and foremost I don't want to interfere in your development process and making the mod version you want to make, and secondly there's a lot I won't be able to tell "feels" off until I'm seeing it ingame. Though I think that for the most part any changes you make will be fine, and any change requests I might have will come down to a handful of characters who the player interacts with more directly that I think should retain a vanilla or close-to appearance. 8 hours ago, N-DReW25 said: A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL. My solution in dealing with the TSF problem in my K2 NPC Diversity Pack is as follows: Reveal hidden contents Those are two of the screenshots found in my WIP thread, the idea is not to add more (make the TSF react to you or add more TSF to the other modules) but to add less. By converting the TSF patrols into cleaning droids, it now makes sense as to why they aren't responding to either the mercenaries or the player when they blatantly kill innocent people. This also feeds into the idea of the TSF being so weak that they're beholden to rogue mercenaries and Czerka at the start of the game. I am also somewhat interested in a mod which further reduces the player's "crime" on Citadel Station. An idea for this would be to remove the ability to murder the civillian who you can rob, remove the ability to murder the Exchange's door guards, replace the TSF Officer with a medical droid in the medical supply smuggling case, replace the Ithorian you murder for the shield with a droid who'll just give you the shield, and other things if I forgot to mention them here. If this is something that interests you, or if my concepts of a K2 NPC Overhaul are unacceptable, I could divert the TSF to cleaning droids feature to this "reduced crime" mod. Having said the above, though, I am glad you brought this up because this is a bit more than a face swap and does merit some input from me I think. I personally am against removing the TSF patrols, because that feels like altering the scenario as established in the vanilla game just a bit too much. The TSF has manpower, but not much; they are underfunded and understaffed but are at the same time still a major player on the station, because they have the benefit of legal authority where all the other players are extra-legal actors. They can only afford to patrol a few modules, though, and effectively have to let the rest go unaddressed. I think having the TSF react to the mercenaries killing the Bothan (even if they're reacting ineffectively) is a good change, because it shows that they at least have some small measure of influence (let's not say control) as you approach their compound. But I also think being able to basically wantonly murder people in residential like you can now is a good thing, because it shows that the TSF has basically no power projection: outside of modules where it can actively put boots on the ground it simply doesn't have the resources to act, which implicitly informs the player that the TSF is weak and that siding with Czerka might not be as dangerous as they would otherwise imagine. In other words, from the perspective of the mod builds my ideal is a scenario is basically where vanilla is now, just with the TSF responding to the assault on the Bothan (and maybe the player not being able to extort the Bothan right after that). 50 minutes ago, Vanguard2023 said: Crimson Knight uploaded a mod which restores the KOTOR 1 base attack bonus to its sequel, so this might work: Classic Class Attack Bonus - Mods - Deadly Stream Yes, he built it at my request and I'm very glad he got it done in time. I had forgot to mark it fulfilled in the OP, however, so thanks for reminding me. Quote Share this post Link to post Share on other sites
Vanguard2023 6 Posted 21 hours ago 23 minutes ago, Snigaroo said: 8 hours ago, N-DReW25 said: Sorry if this has already been mentioned, but doesn't this mod do this? Oh shit you right, thanks. That flew under my radar, I will mark that that request has been fulfilled pending testing. WildKarrde does recommend using this mod in conjunction with these fixes to minimize the sound glitches: Quote Share this post Link to post Share on other sites
Snigaroo 156 Posted 20 hours ago 34 minutes ago, Vanguard2023 said: WildKarrde does recommend using this mod in conjunction with these fixes to minimize the sound glitches. Yes, the entire purpose of the K2 test this time around is to integrate C3-FD. Quote Share this post Link to post Share on other sites
Vanguard2023 6 Posted 20 hours ago 1 minute ago, Snigaroo said: Yes, the entire purpose of the K2 test this time around is to integrate C3-FD. Makes sense, give that C3-FD is basically an improved version of the 4GB patcher but with extra fixes. Quote Share this post Link to post Share on other sites