Sith Holocron 2,471 Posted December 15, 2011 What would you say is the main reason it's not coming out this year? Too much fine-tuning to do? Found a major bug? Found more stuff to restore? Well, to quote Hassat Hunter: "Still waiting for VarsityPuppet... " Share this post Link to post Share on other sites
FireWalker 0 Posted December 15, 2011 Well, to quote Hassat Hunter: "Still waiting for VarsityPuppet... " But why is Hassat Hunter waiting for him? Share this post Link to post Share on other sites
Sith Holocron 2,471 Posted December 15, 2011 But why is Hassat Hunter waiting for him? Perhaps either Hassat Hunter or Varsity Puppet could clear it up. Share this post Link to post Share on other sites
FireWalker 0 Posted December 17, 2011 Ultimate balancing mod will compatible with new version TSLRCM? Share this post Link to post Share on other sites
Sith Holocron 2,471 Posted December 17, 2011 Making the Ultimate Balancing Mod compatible with the new version TSLRCM? No. The delay is partly due to the following - since no one else wants to explain . . . - HK Factory: Fixing the finale - VP needs to provide some files to tweak it[/b] - Fixing a camera angle in Malachor V - Deciding which line to use for the Taris traveler in the 201 module - Adding a 005EBO door and other mods to include - Locking the party selection once Ebon Hawk is boarded by Red Eclipse - Fixing .tlk typo's - Prevent leaving Khoonda through the back door during the fight inside with the mercenaries So that, among some other surprises, is basically it. 2 Share this post Link to post Share on other sites
Sith Holocron 2,471 Posted December 18, 2011 But why? You are kidding, I hope. But just in case you're not, I will explain. TSLRCM fixes TSL. That is all it is designed to do. It is easier for someone (else) to update UBM to work with TSLRCM, than for TSLRCM to work with all the other mods that earlier versions are incompatible with - especially as the other mods that are all incompatible with TSLRCM are likely incompatible with each other. Can you dig it? Perhaps you should ask HaVoKeR why it supposedly doesn't work with TSLRCM . . . just don't ask the question in this thread. Ask in this one. Share this post Link to post Share on other sites
Salk 365 Posted December 19, 2011 Thank you for the detailed update on the project's status, Sith Holocron! Much appreciated. Share this post Link to post Share on other sites
DragonChild 0 Posted December 19, 2011 Indeed, thank you for the update. Share this post Link to post Share on other sites
bendarby24 24 Posted December 19, 2011 Sith Holocron, I'm guessing my re-balancing mod will be incompatible, right? If so, I'll have some work to do when it comes out Share this post Link to post Share on other sites
Sith Holocron 2,471 Posted December 25, 2011 Sith Holocron, I'm guessing my re-balancing mod will be incompatible, right? If so, I'll have some work to do when it comes out Let us know once 1.8 comes out so everyone can know if your mod works with it. Share this post Link to post Share on other sites
Hassat Hunter 571 Posted December 27, 2011 Ebon Hawk; if (GetGlobalNumber("852NIH_Nihilus_Dead") == 1) { object oAtton = GetObjectByTag("Atton"); object oExile = GetFirstPC(); DelayCommand(0.2, AssignCommand(oAtton, ActionStartConversation(oExile, "pcdead2", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE))); return; } What could it mean??? Share this post Link to post Share on other sites
Mandalore 61 Posted December 27, 2011 You've got the party to think the Exile is dead (GenoHaradan style)? Share this post Link to post Share on other sites
bead-v 251 Posted December 27, 2011 You restored an awesome cutscene... however, I'm interested in knowing how you got all the lines to make sense... and also, parts of that dlg are already used elsewhere in TSLRCM... Share this post Link to post Share on other sites
zbyl2 811 Posted December 27, 2011 Or maybe he just renamed some other convo to pcdead2.dlg ;P Share this post Link to post Share on other sites
HaVoKeR 3 Posted December 28, 2011 Yep, i can work with it (will have to dl all the tools again ¬¬), but i guess.. rcm files have NOTHING to do with UBM, unless in this new version the pro players from here (i mean, creators of RCM) mods some of the npcs files i included in, (or any other, like feat.2da)... i remember that in my last updates, i removed all the bosses .utc files, or most of them because of incompatibility with RCM. Now if they mod the allies of the EXILE (i guess that will not happen, since it never did, or at least, never had incompatibility) then the mod may get incompatible. I could fix it, using the modded version of RCM as default and modding it with my version for the override (right?). Anyway, don't forget to install my mod first before mods that do changes to dialogs and others (like RCM) through the tsl.exe installer and after HLFP 2.1 (note that improved ai is also sweet with UBM). I'm sorry i never took the work to understand the TSL.EXE installer. Also mee sa happy that my work is making other star wars nerds like me happy. Share this post Link to post Share on other sites
bead-v 251 Posted December 28, 2011 Or maybe he just renamed some other convo to pcdead2.dlg ;P Now that would be unfair! =P Share this post Link to post Share on other sites
Hassat Hunter 571 Posted December 29, 2011 Well, be glad I didn't do that then. But a name can be misleading. At Havoker, all's fine as long as those .utc's are 1) based on TSLRCM's (incase we modified them) 2) Integrated into .mod or .rim files, since many modules share the same name but with different stats... and... crash (see Nihius-Visas movie) Share this post Link to post Share on other sites
HaVoKeR 3 Posted December 31, 2011 Well, be glad I didn't do that then. But a name can be misleading. At Havoker, all's fine as long as those .utc's are 1) based on TSLRCM's (incase we modified them) 2) Integrated into .mod or .rim files, since many modules share the same name but with different stats... and... crash (see Nihius-Visas movie) Hmm, if you guys take the allies (from the exile's party) and integrate them in a .mod/rim files i would be soooo saaad. xD could at least tell me which ones right, so i could look into it xD also... if that happen i would have to edit this mod file for a compatible "patch", right? You know any of those that may have been modded already? Share this post Link to post Share on other sites
Hassat Hunter 571 Posted December 31, 2011 Not sure what you mean. Dialogue HAS to be in the override folder, can't think we changed anything else about teammates. Share this post Link to post Share on other sites
HaVoKeR 3 Posted January 2, 2012 Not sure what you mean. Dialogue HAS to be in the override folder, can't think we changed anything else about teammates. me? i don't care much about dialog, i'm talking about .utc files which containt the stats of the exile allies, his party. That would be the only thing modded in 1.8 (that may conflict with the files i put in my mod), but i'm guessing its not happening. So, no compatible problems. Share this post Link to post Share on other sites
Hassat Hunter 571 Posted January 3, 2012 Nope, no changing character stats. It's a restoration mod after all... (although be careful with Kreia... since a modified version of her is used in several modules for cutscenes) Share this post Link to post Share on other sites
mrdartht 0 Posted January 4, 2012 I noticed that Opo Chano on Citadel Station allows you to sell him items in order to pay off his debt to the Exchange. Is there a way to remove sell items from his merchant screen until after you pay off his debt? It just seems a little odd that you can pay him off with his own credits. It might be better to just remove him as a merchant and give him dialogue along the lines of "I'm not buying or selling to you until you pay off my debt." if you ask him about what he has for sale. Share this post Link to post Share on other sites
Icewolfer93 10 Posted January 6, 2012 (edited) Hello, so it's been a while since I've been on here and I finally am deciding to sit down and enjoy KOTOR II again, with all the hard work in the Restoration Mod. Although I see v. 1.7 and a (progressing perhaps?) 1.8. Should I download 1.7 and play it through, or wait for 1.8 before beginning a game? Is there anything more stable or absolutely inherently better about 1.8? (Sorry if this has been answered elsewhere, there's so much on these forums.) Thanks guys! Edited January 6, 2012 by Hassat Hunter No need to quote the first post -HH Share this post Link to post Share on other sites
Hassat Hunter 571 Posted January 6, 2012 Depends wheter when you want to play it. And obviously 1.8 will contain less bugs, some more content and stuff like such... some with a pretty heavy impact like the Random Generated Loot fixes throughout the entire game... Share this post Link to post Share on other sites