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Tricky

Not repairing HK

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Since I still have the option in my present savegame, I was wondering how not repairing HK47 is going to affect the sections added by 1.7 where you deal with HK47's clones (the things we've been seeing in videos).

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You'll still have to deal with them but no "finding the HK factory" quest will start.

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If someone choose to completely ignore HK-47 and let him broken (which I wouldn't understand, as he's such a meatbag lover I'd expect nobody could ever get enough....), what would then happen? You wouldn't be able to get to HK manufacture, no? And if you cannot, is it not going to affect the end game (there was something about wether you join the 50's or the 51's...)?

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If someone choose to completely ignore HK-47 and let him broken (which I wouldn't understand, as he's such a meatbag lover I'd expect nobody could ever get enough....), what would then happen? You wouldn't be able to get to HK manufacture, no? And if you cannot, is it not going to affect the end game (there was something about wether you join the 50's or the 51's...)?

 

Basically you'll get the "unmodified" Goto/remote scene and I believe the ending will only be effected as it was originally by your choice when talking to Kreia. (I may be wrong about this part though).

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Guest HaVoKeR

Just Wondering... am i missing something, or after killing the 3 50s groups and seeing in my jornal "when ur back at the ebon hawk bla bla bla, Hk find the factory" i should be able to go to this factory right? why is this not happening? O.o

the dialog with hk-47 doesnt even change...

the only mods i have that concern with modules/hk is a hk_47.utc file (the one that deal with his stats and stuff when you get him, and this file isnt changed by default in the 1.7 patch) and the "vash X sion" which changes some kor modules only i believe... any ideas? the other mods i have are balances, ai improvement (with force powers&beancounters hardcore mode) my own hardcore mode (150/250/350% damage) a lot of items mods... well thats most of it, cant think of another conflict suspect.

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You'll automatically go to the HK factory later in the game(when the time is right). No way to access it earlier though.

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Guest HaVoKeR

wow quick answer, thx a lot ^^ these are my first posts though, so i think i have to say "great job yey, pwnage!"

i am making a lot of mods that are related to balacing .2das (full-RCM compatible) and i am wondering if you guys wont like to put it in the restored content? like... i have the Star Wars saga PnP rulebook and i *know* when a D20 game isnt balanced (guess which one?), but my mods correct most of it... maybe "balanced" can be a good friend of the "restored" you know hehe

Edited by HaVoKeR

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Guest HaVoKeR

hmmm nice, when i finish playing TSL, maybe twice with all my mods (in other words when i think they are done), i will send the best ones... its stuff like, classes rebalances, jedi base classes act the same (no more JSentinel>all or JGuardian<everything =p), except for the special habilities, Vp/Fp & savethrows, all other classes had boosts... worth playing JM/SL... base weapons reworked, everything with a solid base on SW saga PnP. Most changes were done through baseitems/acbonus/class/featgain/feat and others .2da files, one thing or another in scripts (dont know much how to mess with them...), everything perfectly compatible with the RC patches.

how can i send stuff for you guys to check btw?

Edited by HaVoKeR

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Guest HaVoKeR
how can i send stuff for you guys to check btw?

Guess none saw this yet? =p

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Guest HaVoKeR

LoL, now i checked this again, no reply indeed, how annoying and stupid...

but anyway, my point:

-Haha, why i am not surprised about this: Hk factory *never* happened to me... and i am finishing malachor now, he already killed g0t0, but i never went to this place... i wanted that so much, but now will have to solve the problem and restart the game to see it =/ (copied from another topic)- Thats what happens, everything happens as normal, even if you never had the HK going there, or never had HK at all.

Hope that this time, i got to see some replies in this topic...

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Guest HaVoKeR

Hope that this time, i got to see some replies in this topic...

 

ufff *sad face* fells so lonely and not loved. =p

 

At least i have a decent question now, i have 2 harbinger on enter scripts

152_har_enter.ncs and k_152area_enter.ncs... i didnt noticed but am i missing anything from RCM because of conflict with this scripts? i.e. is there a conflict?

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Possibly yeah. Something got tweaked with the entry of the 152 module at least (to make it start immediately or something? I have been using Ulic's so long I don't know how it was in vanilla)...

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