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Darth333

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Everything posted by Darth333

  1. I'd say Kotor 1 main story overall for the polish and because when searching for the Star maps there was a definite goal: finding the starforge and stop Malak (very starwars-ish) . In Kotor2, I never got really involved in the storyline and never felt any strong reason to look for the Jedi Masters other than to know what has happened and none of them had an answer. I would have expected the Masters to at least give me some pieces of information that would make sense put together but they all said the same thing: that they knew nothing... I also preferred the side quests you had for your party members in K1: (Bastila's mother, Dustil, Jagi, Xor and the trial on Manaan). I think this was lacking in K2. Another thing I enjoyed in K1 were the convos with Jolee, Canderous , HK, Carth (arguing with him when playing female was hilarious. ). In K2 I failed to see the point in turning all your party members into Jedi....and once Jedi they would have nothing to say apart Kreia (I think her character was fleshed out very well).
  2. They exist but they just look the same as the other rooms: gray and balck with red dots... edit: and they are empty
  3. Yup, there are a few other in the trayus academy too. You can use my armband to open them.
  4. This area is not accessible during normal gameplay (cut content) and there is nothing behind save empty rooms and a container with a few random items in it. You can get this small script here that I made and that will open the doors: http://www.pcgamemods.com/10702/ or you can get my "Whereami Armband: Coordinates extractor, object lister, door opener" that will allow you to open any door in the game from here: http://www.starwarsknights.com/tools.php (second link) Note that there is also an extra bar on NarShadaa that doesn't appear on your map: it's located right behind the Trandoshan near Tienn's place. Here is a joke mod I made with friend that uses this bar: http://www.lucasforums.com/showthread.php?s=&threadid=148307 (since it was made for another modder's birthday, many things will not make sense for someone who doesn't know the persons) ...of course, this is for PC only or modded xbox
  5. Star maps: because there was a definite goal in looking for them: finding the starforge and stop Malak (very starwars-ish) . In Kotor2, I never got really involved in the storyline and never felt any strong reason to look for the Jedi Masters other than
  6. I ljust had a look at the dialogue files and noticed that the dialogue was cut out at reply 464 ("All right, we mean no harm" ) of the handmaiden.dlg file and some variables were not properly set. I just made a fix here: http://www.pcgamemods.com/12515/
  7. If you are wearing a robe that gives charisma or wisdom bonus (like the Ossus Keeper Robe), you sometimes (but very rarely) get additional dialogue options but that's all.
  8. Just in case you are interested to look at it from closer. Here is a list of most of the files used for the random loot system. You can view them with Kotor tool and they are located in the BIFs>scripts>source:
  9. Yes, it's all level (edit: and luck - dice roll- ) dependent. However, there are different types of containers and depending on the type, they have different scripts attached to them so they spawn items of certain categories. Finally, some containers (and npcs and merchants) have unique scripts attached to them with a specific list of items that you can get you when open /kill , etc... I also noticed that in most cases the random loot is generated when you enter a module for the first time. edit: there is a check to see if Mira is in your party that determines if you'll have rockets or not.
  10. Definitely not. I would not give an additional $50 to a corporation just to get a finished product while I already paid for it. I prefer to give this money to a charity so it can help people who really need it.
  11. If you experience difficulties entering pcgamemods website, it's probably because you have spyware. Try scanning you computer with ad-aware , spybot search & destroy or something similar. If that doesn't do it, try another browser such as firefox. Some holowan labs modders post their mods only on their personal websites. You can find a list here: http://www.lucasforums.com/showthread.php?s=&threadid=143413
  12. 1. Open your "swkotor.ini" file located in the game's root directory "SWKotOR". 2 under [Game Options] change the 0 for a 1 in the EnableScreenShot line so you end up with this: EnableScreenShot=1 Save your file and make sure it has the ".ini" extension and not ".txt". You can hit the print screen key (normally a key located near the top right corner of your keyboard - on an English Keyboard it says "Prt Scr" sometimes but this may vary with the keyboard manufacturer) Pasting your image in Paint will do. Personally, when I take a series of screenshots, I like to use Reclip: http://lockettefamily.com/reclip.htm You can also use FRAPS. The game will also output your screenshots in .tga format in your swkotor (for Kotor 1) or swkotor2 (for kotor2) directory. You'll find a few more details here
  13. You 'll find the k_003ebo_enter.nss script in this thread: http://lucasforums.com/showthread.php?s=&threadid=148064 If you want to check the .dlgs, you can also check it with tk102's dlgeditor available at www.starwarsknights.com/tools.php
  14. KSE can find new items and force powers in your override folder but don't create subfolders inside your override folder or KSE won't find them.
  15. I checked the files and Handmaiden will tell you about Atris only if your influence is greater than 31% and lower than 69%. Setting the inlfuence at 100% should be done only when you want to convert your npcs into Jedi. Otherwise, you'll miss some cutscenes and conversation options that are available during a more "natural" progression. However, it will not prevent you from completing the game as it is purely optional stuff.
  16. Note that the key combination to open the "invisible" console varies with the language settings of your keyboard. And if you can't make it, get KSE (Kotor Savegame Editor): http://www.starwarsknights.com/tools.php
  17. Cheats do work . Make sure you type EnableCheats=1 with a capital E and C. Then you need to find the proper key combination to bring up the console: this varies according to your language settings . Finally, the console is invisible: you won't see anything, even as you type. Just check your inventory or stats or use the warp cheat to test it out. Abd if you can't make it (or even if you can), get KSE: http://starwarsknights.com/tools.php (no gizka with force powers without KSE. KSE allows you to customize your game much more than simple cheats, all this in a few clicks)
  18. a bit late but since the thread is still active... There is a new version of the whereami armband that includes all the necessary files to open any door so no there is no more need for the patch Cheats work the same way in Kotor 2, the inly difference with Kotor 1 is that the console is invisible. Just find the file called "swkotor2.ini" in you swkotor2 folder. Edit the file with Notepad by adding under the line [Game Options] add the following line: EnableCheats=1 While playing, press [~] (or the key combination normally used to make a tilde - it vaires with the keyboard's language settings).
  19. If you want to open any door, you can download my "Whereami Armband: Coordinates extractor, object lister, door opener" from: http://starwarsknights.com/tools.php It opens any door in the game even those that can't be targetted such as the doors near the flop house and a few more (there is another bar on Nar Shadaa). Just equip the armband and activate it when you are in front of the door you want to open. It can also solve the problem of people getting stuck in the tomb on Korriban.
  20. We're not committed to making TSLRP compatible with the XBox version (especially since we still don't have any XBox testers), but a couple of people have volunteered their XBox expertise, so it may be a possibility further down the road... <{POST_SNAPBACK}> Kotor /TSL mods normally work fine on the xbox except when they contain new models, which are not compatible (and from what I can see, you are creating/altering some models)
  21. You can find the dialogues in the game files if you use Kotor tool. You'll find Dialogues in the BIFs and ERFs>modules (easy to find when you have Kotor tool). If you want to edit them, you'll need tk102's DLGeditor as Kotor Tool dialogue editor is not yet fully compatible with TSL and you'll loose precious info if you save. You can also listen to the sound files if you want. Just follow the instructions in this post (but personally I prefer to see an organized dialogue and then just listen to the sound files that interest me).
  22. There is no "cheats" on the xbox as on the PC version. The so called "cheat node" only lets you set a few variables. I believe it was used to test the scene with Mira and Hanharr.
  23. Indeed, and you can access this cut content from K1 with this simple mod: Spawn Deadeye Duncan on Manaan
  24. Sorry, did not noticed at first that I pasted the link with an IMG tag. The dlg file points you to the sound names so you can listen to them too. But it gives you an idea of the whole dlg in the correct order. You'll find all the details about sound files in this post: http://forums.obsidianent.com/index.php?sh...02entry293002 (edit: oh you already posted this info about sound files)
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