I've started playing KOTOR 2 for the second time now, wanting to try a Dark Side character. I remember when I played the first time (as Light Side) that you can convert some character to jedi. I've been trying to do this the other way around, as in turn them into sith. It doens't work very well, because I don't have much influence with some characters due to being manipulative ass. I even picked the Sith Lord prestige class because it supposedly would let me manipulate my companions better. I read somewhere that to convert them to dark side you actually should lose infuence with them, but I couldn't find any conformation on that.
So, my question is: does anyone here know how to convert my companions to sith?
p.s. On a side note: the alignment of my companions seems to fluctuate from time to time. Sometimes they register as dark side, but when I take them out they return to their previous alignment. For example: on the Ebon Hawk the party screen showed Bao-Dur as Dark Side, but outside the ship he was back at neutral. Also happened with Atton, T3 and Disciple. Seems like a bug. Anyone know a fix for it?
(Redirected from Kotor2)
Star Wars Knights of the Old Republic II: The Sith Lords | |
---|---|
Developer(s) | Obsidian Entertainment[a] |
Publisher(s) | LucasArts |
Producer(s) | Chris Parker |
Designer(s) | Chris Avellone |
Programmer(s) | Chris Jones |
Artist(s) | Aaron Meyers |
Composer(s) | Mark Griskey |
Series | Star Wars: Knights of the Old Republic |
Engine | Odyssey Engine |
Platform(s) | |
Release |
|
Genre(s) | Role-playing |
Mode(s) | Single-player |
Star Wars Knights of the Old Republic II: The Sith Lords is a role-playing video game developed by Obsidian Entertainment and published by LucasArts. It is the sequel to BioWare's Star Wars: Knights of the Old Republic and was released for the Xbox on December 6, 2004, for Microsoft Windows on February 8, 2005, and OS X and Linux on July 21, 2015. Like its predecessor, it is set in the Star Wars universe 4,000 years before the events of the film Episode I: The Phantom Menace and is based on the d20 System developed by Wizards of the Coast. The game uses the Odyssey Engine, which was originally used in Knights of the Old Republic. The plot first started being written before the original Knights of the Old Republic was released, and development began in October 2003, after BioWare offered Obsidian their Star Wars license due to being confident in their previous work.
Knights of the Old Republic II starts five years after the events of the first game and follows the story of The Exile, a Jedi Knight who was exiled from the Jedi Order. During this time, the Jedi Order has been almost completely wiped out by the Sith. The game begins with the protagonist waking up from unconsciousness on an asteroid mining facility. After he or she escapes with the help of their party members, they find the person who exiled them ten years ago, who sends the protagonist on a mission to seek out the remaining Jedi to fight against the Sith.
The game's critical reception upon its release was generally positive; praise was given to the story, characters, and writing, which were noted to be more grey than the original Knights of the Old Republic. Particular praise was given to one of the game's party members Kreia, with GameSpy naming her the best video game character of 2005. However, the game received criticism for being too similar to its predecessor in terms of graphics and gameplay systems. The game was included in the book 1001 Video Games You Must Play Before You Die.
- 2Synopsis
- 4Reception
Gameplay[edit]
Screenshot from the first level of the game illustrating the interface and combat system.
Knights of the Old Republic II is a role-playing video game played from a third-person view that features pausable real-time combat.[1] Combat and interactions with the environment and non-player characters in Knights of the Old Republic II are based on the d20 System as in Star Wars: Knights of the Old Republic.[2] The game starts with a character creation screen with several choices to make, and there is also an option of letting the game do it automatically.[3] There are 30 new Force powers, which are manifestations of the Force, in Knights of the Old Republic II.[4] Like its predecessor, the game has several minigames, including swoop bike racing and a card game called Pazaak.[5] The interface has been streamlined from the original game and party management has been made easier; for example, the player can switch between two selected weapon sets in the menu.[3] As in the first game, the player can choose to align with either the light side or the dark side. Choosing dialogue options that are respectful and empathetic gives the protagonist light side points, while options that are egotistic and evil result in dark side points.[1]
The combat of Knights of the Old Republic II is identical to its predecessor.[6][7][8] Several new lightsaber forms were added to the game.[9] Each of them is useful for a different situation.[10] For example, one is best for enemies using blaster weapons, while another would be good for recovering from using Force powers.[10] The player can use a variety of melee and ranged weapons, including swords and firearms.[10] Fighting unarmed is also an option.[10] A new addition to the game is 'prestige classes', add-ons to the Jedi classes that were established in Knights of the Old Republic. They allow the player character to practice in lightsaber combat or Force powers, depending on player choice.[1]
The player can travel with up to two party members at a time, which gain experience points at the same rate as the player character.[1] Equipment and perks for party characters can be selected for different statistical effects or abilities.[11] Players can loot corpses and various environmental objects.[11] The protagonist also has the ability to 'influence' their party members; by doing things that impress them, the player increases their influence with them.[10] Depending on the level of influence, party members may support the player character unconditionally or turn against the protagonist. The player can also exploit high influence by drawing party members to either the light side or the dark side, and some characters can even be trained to use the Force.[12][13]
Synopsis[edit]
Setting[edit]
The game takes place five years after the events of Knights of the Old Republic and 4,000 years before Episode I: The Phantom Menace,[14][15] in a time when the Jedi have been nearly exterminated by the Sith.[16] The player's character, a former Jedi Knight exiled from the Jedi Order, is referred to as 'The Exile' or 'Jedi Exile'. Throughout the game, the Exile restores their connection to the Force while, with the help of non-playable companions, setting out to stop the Sith. The player makes choices that turn the Exile to either the light side or the dark side of the Force, and they travel to six planets to either help or hinder the Republic's efforts to bring peace and stability to the galaxy.[17]
New playable locations in Knights of the Old Republic II include Telos IV, Onderon and its moon Dxun, Nar Shaddaa, Malachor V, the Peragus Mining Facility, and various starships such as the hijacked Republic cruiser Harbinger, the Sith cruiser Ravager, and Goto's yacht orbiting Nar Shaddaa.[17] Two planets featured in the original game, Korriban and Dantooine, are revisited, both with ravaged buildings and intensified problems.[17] The Ebon Hawk, the main character's ship in the first game, is also the player's transportation in Knights of the Old Republic II.[17][18]
![Hair Hair](/uploads/1/2/3/7/123718782/723962577.jpg)
Characters[edit]
The Exile's backstory reveals that the character served under Revan during the Mandalorian Wars and ordered the activation of a devastating weapon in the climactic battle over Malachor V. The deaths that ensued created such a substantial 'wound' in the Force that the character was forced to sever their connection to the Force to survive, and the Jedi Council ordered the character exiled from the Jedi Order.[17] As the game progresses, the Jedi Exile rebuilds a connection to the Force and creates unusually strong Force Bonds with other characters and places, while unknowingly sapping Force powers.[17] One piece grand battle rush.
You can also download.Windows XP Professional SP3 Jan 2019 has improved the security and stability aspects plus it has also been equipped with Windows Media Player 11 which has improved the media handling capabilities. ![Windows Windows](http://www.softlabirint.ru/uploads/posts/2019-04/1555393772_01.jpg)
![Windows Windows](http://www.softlabirint.ru/uploads/posts/2019-04/1555393772_01.jpg)
Among the characters who join the Jedi Exile are Kreia, who acts as the Exile's mentor;[17][19] pilot and former Sith assassinAtton Rand; technician and Mandalorian War veteran Bao-Dur and his droid remote;[17] the criminal droid G0-T0;[17] and the Sith apprentice Visas Marr. T3-M4 and Canderous Ordo (now identified as 'Mandalore'), both featured in the first game, also join the Exile's team.[17] Other characters join the Exile's party under certain conditions. HK-47, who appears in the first game, joins the quest if the Exile collects and uses the parts necessary to reactivate him.[17] Depending on the player's alignment, the Exile will either be joined by the bounty hunterMira (light side or neutral)[17] or by her rival, a Wookiee bounty hunter known as Hanharr (dark side).[17] Depending on the player's gender (canonically female), the Exile will either be joined by Mical the Disciple (female) or Brianna the Handmaiden (male).[17]
The game features three main antagonists: Darth Traya, a mysterious assailant who remains in the dark through most of the game;[17]Darth Sion, an undead Sith Lord with a murderous hatred for Jedi;[17] and Darth Nihilus, a Sith Lord whose physical being was destroyed due to his immense affinity to the Force.[17]
Plot[edit]
While hiding on the Harbinger, a Republic cruiser, the Exile is sedated by HK-50, an assassin droid, to be delivered to a crime syndicate called the Exchange, who have put out a bounty on live Jedi. The Exile is rescued by Kreia, with whom the Exile forms a Force Bond with, and the droid T3-M4 on the Ebon Hawk, and the three flee the Harbinger as it is hijacked by a squad of Sith assassins. However, their ship is damaged during the escape by the Harbinger's gunfire, and they eventually arrive at the Peragus Mining Facility. Teaming up with smuggler Atton Rand, the group escapes to the planet Telos IV. While hiding out on Telos, they encounter Atris, a surviving member of the Jedi Council who sentenced the protagonist to exile ten years prior. After settling a dispute regarding the Exile's past sentence, Atris forms an uneasy alliance with them, instructing them to seek out other surviving Jedi in order to rally against the Sith. The Exile then travels to four worlds to find reclusive Jedi Masters and either beg for their aid or kill them in revenge for being exiled, depending on player choice. As the Exile continues their journey, they are joined by several individuals in their quest.[17]
After finding all the Masters, the Exile travels back to Dantooine and learns that the countless deaths at Malachor V resulted in the Exile unconsciously giving up their connection to the Force, which then became the teachings of the new Sith. If the player aided the Jedi Masters, they prepare to strip the Exile of their Force connection permanently, as the Masters fear that these teachings could result in the actual death of the Force, but Kreia reveals herself to be the former leader of the Sith and murders them all in retribution. If the player killed the Jedi Masters, Kreia attacks the Exile and leaves. Tracking Kreia to Telos, the Exile fights and defeats a corrupted Atris, from whom it is learned that Kreia plans to strengthen a massive wound in the Force made ten years prior. This wound had been created by the Exile during the Mandalorian Wars, when they activated a superweapon in order to end the battle on the planet Malachor V, causing mass death and destruction. Before following her to Malachor V, where Kreia had since rejoined the Sith as Darth Traya, the Exile stops a Sith invasion of Telos, defeating one of Traya's former apprentices, the Sith Lord Darth Nihilus. On Malachor V, the Exile is separated from their companions and fights through hordes of monsters on the planet's surface and the inhabitants of a large Sith Academy that survived the cataclysm. On the final floor of the academy, the Exile kills the Sith Lord Darth Sion and confronts Darth Traya in the planet's core.[17]
The Exile defeats the Sith Lord, but before Traya dies, she delivers a prophetic vision of the future pertaining to the player's companions and the worlds that were visited over the course of the story. Depending on the Exile's alignment, they either order the destruction of Malachor V, escaping before it is destroyed, and travel into the Unknown Regions in search of Revan (light side), or remain on Malachor V as the new Dark Lord of the Sith (dark side).[17]
Development[edit]
Chris Avellone (pictured) was the lead designer of Knights of the Old Republic II.
Knights of the Old Republic II was developed by Obsidian Entertainment and published by LucasArts.[20] It is the sequel to BioWare's Knights of the Old Republic,[20] and it uses the same Odyssey Engine as the original game.[21] BioWare suggested that Obsidian should be offered the Knights of the Old Republic license due to their familiarity with Obsidian's past work and the good relationship between the two developers, as well as due to finding LucasArts' development schedule for the sequel to be too tight.[22][23] The game was released in PC and Xbox versions, but due to the Xbox version being released two months prior to the PC version, it has multiple unfixed bugs.[24]
Development of the game began in October 2003.[25] The overview of the game's story was originally drafted before the first Knights of the Old Republic was released, after which it saw many revisions and also some major redrafts.[26] In preparation to write Knights of the Old Republic II, lead designer Chris Avellone tried to learn as much about the Star Wars universe as possible. He read many books, guides, modules, and graphic novels, and the Obsidian team also relied on the first Knights of the Old Republic and the original Star Wars films for inspiration.[2] Avellone said that Obsidian recognized one of the things that made Knights of the Old Republic great was the story and the companions, and that they tried to expand upon this by adding more depth to them.[25]
Knights of the Old Republic II uses the same d20 System as the first Knights of the Old Republic with some changes, and the level cap has also been removed.[2] For the most part, the team didn't want to redo any of the design elements from the first game, as they felt that there was no need to change anything that had already proved successful; instead, they opted to look for areas that could be improved and expanded upon them in a way that retained the base style of Knights of the Old Republic.[27] Obsidian put much work into the game's graphics, including the appearances of non-player characters.[2] Other technological improvements include the lighting and weather effects, in addition to increasing the level sizes.[2][28]Knights of the Old Republic II's lead artist was Aaron Meyers; he decided which people would join the art team after looking through 'tons of applications, resumes, and demo reels', and he said that he was pleased with the number of people who wanted to work for Obsidian.[29] Meyers also complained about the short deadline the development team had to deal with.[29] Obsidian's COO, Chris Parker, said that the schedule set for the development team was 'extremely aggressive', and that the team felt a lot of pressure because they were 'making a sequel to the game of the year for 2003'.[25]
For the music, the development team felt that symphony orchestra would work best for Knights of the Old Republic II.[30] The musical score was composed by Mark Griskey, who developed music and themes for characters and places, including the Jedi's theme, Darth Sion's theme and Darth Nihilus's theme (which both have many similarities with the Emperor's theme from The Return of the Jedi). He also created a theme for the main character, which is heard occasionally when he or she experiences internal conflict. The ~55-minute score was recorded by the Sinfonia Orchestra in Seattle.[31] The opening crawl utilizes the version of John Williams' main Star Wars theme that was re-recorded for the prequel trilogy.
When Obsidian was preparing to present Knights of the Old Republic II at E3 2004, they tried to fit as much information as they could, saying that it would need to be a duration of 30 minutes as it was the only E3 event it would be showcased at; however, due to the limited time frame, they would have to cut it down to a five- to ten-minute presentation.[26] During this time, none of the levels Obsidian designed were ready to be shown, so they picked three levels and put them through a schedule to finish them on time.[26] The demo was finished a few days before the event,[26] and the game was presented in May 2004.[32] The first trailer for Knights of the Old Republic II was later unveiled in July 2004,[33] and the official website was launched in October.[34]
When looking back at Knights of the Old Republic II in a 2013 interview, Avellone said that because of LucasArts forcing Obsidian to finish the game in a short time frame of 14 to 16 months, the game ended up being in an 'unfinished' state.[22] However, Avellone said that Obsidian was at fault for this due to not cutting out enough things; he noted that all minigames should have been removed, and also said that there were too many in-engine cutscenes.[22] Obsidian's co-founder, Feargus Urquhart, said that the game was originally going to be released in 2005, but it was later moved up to December 2004 after E3; according to him, Obsidian had to choose between 'get[ting] in trouble or get[ting] it done'.[35] Due to this, several cuts had to be made; one of the most major was the droid planet M4-78, which was entirely removed from the game after the 2004 E3 event when the team realized that they wouldn't be able to fit it into the schedule.[36] M4-78's designer, Kevin Saunders, explained that he moved assets from that planet to Nar Shaddaa's yacht level in order to complete it on time, which was prior also likely to be cut from the game.[37]
Kotor 2 Handmaiden Influence
The Xbox version of Knights of the Old Republic II went gold on November 23, 2004;[38] it was later released on December 6, 2004 in the United States,[38][39][40] and the PC version was released on February 8, 2005.[41] In Europe, the game was released simultaneously for both platforms on February 11.[40] The game was later re-released in August 2012 on the digital distribution platform, Steam,[42] and in January 2015 on GOG.com.[43] On July 21, 2015, OS X and Linux versions were released along with new support for Steam Workshop and other Steamworks features, controller input, and modern widescreen resolutions up to 5K.[44]Backward compatibility for the Xbox One was announced in April 2018.[45]
Along with several official patches, a fan-releasedunofficial patch by a modding community fixed around 500 remaining bugs,[46] along with restoring most of the content that was cut from the game.[47] There were also methods found by the community for improving compatibility on modern PC operating systems.[48]
Reception[edit]
Kotor 2 Handmaiden Training
Commercial performance[edit]
![Kotor 2 handmaiden dark side of hair Kotor 2 handmaiden dark side of hair](/uploads/1/2/3/7/123718782/939585913.jpg)
Kotor 2 Hand Maiden Dark Side
According to The NPD Group, Knights of the Old Republic II sold 458,000 copies in North America during the month of December 2004. It entered their chart for the month at number 11, and at number 3 on the Xbox-only chart.[49][50] After its North American release on Windows, it debuted at number 2 on the PC chart for the month of February.[51] In the United Kingdom, the game debuted at the top of the weekly chart, beating Blizzard Entertainment's much-anticipated online game World of Warcraft, which was released in the same week. Eurogamer reported that in the UK Knights of the Old Republic II sold much more in its first week than the first game, which the website speculates was helped by the former's simultaneous release on Windows and Xbox in PAL regions, as opposed to the latter's initial Xbox-only release.[52] During 2005 alone, the Xbox version sold more than 60,000 copies in the region.[53]
By early 2006, Knights of the Old Republic II had sold almost 1.5 million copies.[54] Its sales in the United States alone reached 1.275 million by 2008.[55]
Critical reception[edit]
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Knights of the Old Republic II was met with positive reception upon its release; on Metacritic, it has an aggregate score of 85/100 and 86/100 on the PC and Xbox versions respectively, indicating 'generally favorable reviews' according to the site.[65][66]IGN said that there is a bulk of pressure involved with developing the sequel to a game from a different developer which won several 'Game of the Year' awards, and that Obsidian delivered.[62] The review also said that it won't disappoint fans of the original game and that it is mostly similar to it in terms of the model.[14][62]GamePro praised both the first and second Knights of the Old Republic and said that the second game continues the series' tradition of not fixing what is not broken.[58]GameSpot echoed this statement, also saying that both the good things and the shortcomings from the first game are present in Knights of the Old Republic II.[1]
GameSpy compared the game to The Empire Strikes Back from the original Star Wars film trilogy in that it is the best of the series in terms of story, and also said that the game has the best story in a video game since Planescape: Torment.[60]1UP.com wrote that Obsidian surpassed the original Knights of the Old Republic in terms of the writing, saying that the plot is more consistent, the dialogue is edgier and the moral choices are more significant;[10]Computer Gaming World agreed, writing, 'your decision making, as you pursue a light or dark path, is more ambiguous, with more unexpected consequences'.[56]Eurogamer said that compared to the original game, Knights of the Old Republic II's plot is 'far more grey'.[57] The review also said that planets are 'better developed and paced'.[57] GameZone wrote that the game is a 'Must Buy' for people who like well-written characters and story.[61]
The combat was generally well-received, with some reviewers noting that it is mostly unchanged from the original Knights of the Old Republic.[6][7][8] GameSpot compared the combat from the first Knights of the Old Republic to the second, saying that it isn't well-balanced in both; however, the reviewer wrote that it helps the combat remain spontaneous.[59] GameZone said that the combat is not changed from the first Knights of the Old Republic to the second, but that this is a good thing since the combat in the original was enjoyable.[61] IGN praised the game's AI, saying that it is easy to control the main character alone without controlling the party members.[14] GameSpy's reviewer, on the other hand, said that he encountered problems with the combat AI that were not present in the original Knights of the Old Republic.[60]
GameSpot criticized Knights of the Old Republic II's graphics, calling them 'lackluster'.[1][59] GameSpy's reviewer felt that the game's graphics were disappointing, calling them 'a little dated' and 'half-baked'.[60] The reviewer further criticized the graphics for looking the same as they were in the first game of the series, saying that they could only be considered 'good' during the release of that game.[60] GameZone said that the game looks exactly the same as the original Knights of the Old Republic[61] and that it doesn't compare to the majority of mainstream games released at the time.[7] GameSpy called the music in the game 'excellent'; however, the reviewer noted that some of it is re-used from the first game of the series.[60] The GameSpy reviewer also said that while the majority of the voice-acting is good, there are 'a few more examples of bad voice-acting' than in the first Knights of the Old Republic.[60] GameZone said that the 'top-notch' voice acting complements the game's very well-written dialogue, and also praised the game's sound effects.[61]
The game was criticized for its glitches; several players reported having problems with pathfinding bugs.[14] 1UP.com's reviewer condemned Knights of the Old Republic II for having the same bugs and technical issues as in the first game, saying that his party 'still had a tendency to warp and skip around the map at times', and he also criticized the pathfinding in the game.[10] GameSpy said that the game's bugs are 'hard to forgive', and that these issues didn't occur in the first Knights of the Old Republic.[60] In a different article, GameSpy said that the game is incomplete, and attributed this to its rushed deadline.[67]
GameSpy called Kreia the best video game character of 2005, saying that she was 'easily the most intriguing, complicated, enigmatic, well-designed and nuanced character in a video game this year'.[68] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[69]
References[edit]
Footnotes
Citations
- ^ abcdefgKasavin, Greg (December 6, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords Review'. GameSpot. Retrieved June 13, 2015.
- ^ abcde'Knights of the Old Republic II: The Sith Lords Interview'. GameSpy. November 10, 2004. Retrieved June 16, 2015.
- ^ abTorres, Ricardo (November 10, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords Updated Hands-On'. GameSpot. Retrieved June 16, 2015.
- ^'Star Wars: Knights of the Old Republic II: The Sith Lords Mini-preview at 411Mania'. IGN. June 21, 2004. Retrieved June 16, 2015.
- ^Duke (February 5, 2005). 'Star Wars: Knights of the Old Republic II - The Sith Lords'. Game Revolution. Archived from the original on February 15, 2005. Retrieved June 21, 2015.
- ^ ab'PC Reviews: Star Wars Knights of the Old Republic II: The Sith Lords'. Computer and Video Games. March 30, 2005. Archived from the original on June 24, 2007. Retrieved June 14, 2015.
- ^ abcdHopper, Steven (February 22, 2005). 'Star Wars Knights Old Republic II: Sith Lord by LucasArts Entertainment'. GameZone. Archived from the original on February 23, 2005. Retrieved June 13, 2015.
- ^ abcVicious Sid (February 11, 2005). 'PC / Review / Star Wars: Knights of the Old Republic II'. GamePro. Archived from the original on February 15, 2005. Retrieved June 13, 2015.
- ^Goldstein, Hilary (November 4, 2004). 'KotOR II: Lightsabers'. IGN. Retrieved June 16, 2015.
- ^ abcdefghMaragos, Nich (December 7, 2004). 'Star Wars: KOTOR: The Sith Lords (XBOX): A great story trapped in lacking technology'. 1UP.com. Archived from the original on June 15, 2014. Retrieved June 14, 2015.
- ^ abHodgson, David; Hogwood, James (December 21, 2004). Star Wars Knights of the Old Republic II: The Sith Lords: Prima Official Game Guide. DK Games. ISBN9780761547488.
- ^Young, Billy. 'Star Wars Episode II: Attack of the Sith'. RPGamer. Archived from the original on 2015-04-01. Retrieved June 16, 2015.
- ^'Star Wars: Knights of the Old Republic II - The Sith Lords'. CBS Interactive. Retrieved February 25, 2017.
- ^ abcdeButts, Steve (February 8, 2005). 'Star Wars: Knights of the Old Republic II, The Sith Lords'. IGN. Retrieved June 13, 2015.
- ^Bramwell, Tom (June 1, 2002). 'Star Wars Knights of the Old Republic'. Eurogamer. Retrieved June 21, 2015.
- ^Reiner. 'Long Live the Sith'. Game Informer. Archived from the original on November 18, 2005. Retrieved June 16, 2015.
- ^ abcdefghijklmnopqrstObsidian Entertainment (December 6, 2004). Star Wars Knights of the Old Republic II: The Sith Lords. LucasArts.
- ^Torres, Ricardo (May 4, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords First Look'. GameSpot. Retrieved June 16, 2015.
- ^Goldstein, Hilary (November 30, 2004). 'KotOR 2: Meet Your Team'. IGN. Retrieved June 16, 2015.
- ^ abThorsen, Tor (May 4, 2004). 'KOTOR sequel leading LucasArts' E3 charge'. GameSpot. Retrieved June 16, 2015.
- ^Thorsen, Tor (August 5, 2004). 'BioWare trademarks new game engine'. GameSpot. Retrieved June 16, 2015.
- ^ abcPurchese, Robert (July 31, 2013). 'Fear is the path to the dark side'. Eurogamer. Retrieved June 16, 2015.
- ^Thorsen, Tor (August 11, 2004). 'Q&A: Obsidian Entertainment's Feargus Urquhart'. GameSpot. Retrieved June 16, 2015.
- ^Parker, Chris (February 4, 2005). 'In the Home Stretch'. GameSpy. Retrieved June 16, 2015.
- ^ abc'Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 1'. IGN. December 23, 2004. Retrieved June 16, 2015.
- ^ abcd'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #1'. GameSpot. July 8, 2004. Retrieved June 16, 2015.
- ^Saunders, Kevin (April 2005). 'Postmortem: Jedi Mind Tricks – Choice and Consequence In Star Wars: Knights of the Old Republic II'(PDF). Game Developer. 12 (4): 30–36. Archived from the original on September 28, 2013. Retrieved June 20, 2017.CS1 maint: BOT: original-url status unknown (link)
- ^Bramwell, Tom (April 26, 2004). 'Knights of the Old Republic: The Sith Lords preview'. Eurogamer. Retrieved June 20, 2017.
- ^ ab'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #3'. GameSpot. November 16, 2004. Retrieved June 16, 2015.
- ^'Star Wars Knights of the Old Republic II: The Sith Lords Designer Diary #5 – Music'. GameSpot. February 8, 2005. Retrieved June 16, 2015.
- ^Interview with Mark GriskeyArchived 2008-04-24 at the Wayback Machine
- ^Tal, Blevins (May 12, 2004). 'E3 2004: Knights of the Old Republic: The Sith Lords'. IGN. Retrieved June 16, 2015.
- ^Tuttle, Will (July 28, 2004). 'The First Trailer for KOTOR II - The Sith Lords'. GameSpy. Retrieved June 16, 2015.
- ^'KOTOR II Web site goes live'. GameSpot. October 31, 2004. Retrieved June 20, 2017.
- ^Schreier, Jason (December 17, 2012). 'The Knights of New Vegas'. Kotaku. Retrieved June 16, 2015.
- ^'Star Wars Knights of the Old Republic II: The Sith Lords Wrap Report, Part 2'. IGN. December 27, 2004. Retrieved June 20, 2017.
- ^'Star Wars: KotOR II M4-78EP Planet Restoration Mod Released'. GameBanshee. January 2, 2013. Retrieved June 20, 2017.
- ^ abThorsen, Tor (November 23, 2004). 'Xbox KOTOR II goes gold'. GameSpot. Retrieved June 16, 2015.
- ^Thorsen, Tor (December 6, 2004). 'Xbox KOTOR II slashes its way into retail'. GameSpot. Retrieved June 16, 2015.
- ^ abReed, Kristan (January 5, 2005). 'Xbox Games To Watch in 2005'. Eurogamer. Archived from the original on 2018-07-26. Retrieved July 26, 2018.
- ^Adams, David (February 8, 2005). 'The Sith Lords Invade Retail'. IGN. Retrieved June 16, 2015.
- ^Nelson, Mike (August 23, 2012). 'Knights of the Old Republic II is Finally on Steam'. GameSpy. Retrieved June 16, 2015.
- ^Suszek, Mike (January 20, 2015). 'GOG.com adds six Star Wars games, including KOTOR 2'. Engadget. Retrieved June 16, 2015.
- ^Dyer, Mitch (July 21, 2015). 'Knights of the Old Republic 2 Coming to Mac, SteamOS With Massive Update'. IGN. Retrieved July 21, 2015.
- ^Tyrrel, Brandin (April 10, 2018). 'Morrowind, KOTOR 2, Jade Empire Headline New Wave of Original Xbox Backwards Compatible Games'. IGN. Retrieved April 21, 2018.
- ^Grayson, Nathan (August 24, 2012). 'Get These: KOTOR 2 And Its Restored Content Mod'. Rock, Paper, Shotgun. Retrieved September 5, 2013.
- ^Wilde, Tyler (July 26, 2012). 'Community heroes: modders debug and restore cut content in Knights of the Old Republic II'. PC Gamer. Retrieved June 16, 2015.
- ^Tsai, Andrew (January 3, 2013). 'The Fixer: How To Restore Knights of the Old Republic II'. Rock, Paper, Shotgun. Retrieved June 16, 2015.
- ^NPD sales figures report, December 2004.
- ^'Top Videogame Sales – Month Ended 12/31/2004'. VideoBusiness.com. Archived from the original on January 20, 2009. Retrieved June 20, 2017.
- ^Thorsen, Tor (March 29, 2005). 'ChartSpot: February 2005'. GameSpot. Retrieved June 20, 2017.
- ^Fahey, Rob (February 16, 2005). 'UK Charts: KOTOR II beats World of Warcraft to No.1'. Eurogamer. Retrieved June 20, 2017.
- ^Reed, Kristan (May 3, 2005). '2005 UK Sales Review'. Eurogamer. Archived from the original on April 10, 2007.
- ^Butts, Steve (February 1, 2006). 'Developer Profile: Obsidian'. IGN. Archived from the original on October 27, 2007.
- ^Thorsen, Tor (Oct 21, 2008). 'Star Wars: The Old Republic revealed'. GameSpot. Archived from the original on September 18, 2009.
- ^ abGreen, Jeff (February 8, 2005). 'Star Wars: Knights of the Old Republic: The Sith Lords'. Computer Gaming World. Archived from the original on February 18, 2005. Retrieved July 26, 2018.
- ^ abcGillen, Kieron (January 14, 2005). 'Star Wars Knights of the Old Republic II: The Sith Lords'. Eurogamer. Retrieved June 14, 2015.
- ^ abClockwork Crow (December 6, 2004). 'Xbox / Review / Star Wars: Knights of the Old Republic II'. GamePro. Archived from the original on December 9, 2004. Retrieved June 13, 2015.
- ^ abcKasavin, Greg (February 7, 2005). 'Star Wars Knights of the Old Republic II: The Sith Lords Review'. GameSpot. Retrieved June 13, 2015.
- ^ abcdefghRausch, Allen (February 4, 2005). 'Star Wars Knights of the Old Republic II: The Sith Lords (PC)'. GameSpy. Retrieved June 13, 2015.
- ^ abcdeZacarias, Eduardo (March 6, 2005). 'Star Wars Knights Old Republic II: Sith Lord by LucasArts Entertainment'. GameZone. Archived from the original on March 10, 2005. Retrieved June 13, 2015.
- ^ abcGoldstein, Hilary (December 3, 2004). 'Star Wars Knights of the Old Republic II: The Sith Lords'. IGN. Retrieved June 13, 2015.
- ^'Star Wars: Knights of the Old Republic II - The Sith Lords for PC'. GameRankings. CBS Interactive. Retrieved June 10, 2018.
- ^'Star Wars: Knights of the Old Republic II - The Sith Lords for Xbox'. GameRankings. CBS Interactive. Retrieved June 10, 2018.
- ^ ab'Star Wars: Knights of the Old Republic II - The Sith Lords for PC Reviews'. Metacritic. CBS Interactive. Retrieved June 13, 2015.
- ^ ab'Star Wars: Knights of the Old Republic II: The Sith Lords for Xbox Reviews'. Metacritic. CBS Interactive. Retrieved June 13, 2015.
- ^Buecheler, Christopher (February 15, 2005). 'The Resident Cynic: A Rush and A Push'. GameSpy. Retrieved June 15, 2015.
- ^'Best Character -- Kreia from KotOR II'. GameSpy. 2005. Archived from the original on December 23, 2005. Retrieved June 15, 2015.
- ^Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions. p. 586. ISBN9781741730760.
External links[edit]
- Star Wars Knights of the Old Republic II: The Sith Lords at MobyGames
- Star Wars: Knights of the Old Republic II: The Sith Lords on Wookieepedia, a Star Wars wiki
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords&oldid=901689066'
Now that’s why we love modders. Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet released an amazing mod for Star Wars: KOTOR 2. The Sith Lords Restored Content Mod intents to restore much of the cut content to The Sith Lords, that was lost to the main game due to a rush to release the game. The modders restored plot elements, decisions, and dialogs. In other words, this is a must-have mod for all KOTOR fans. You can find a download link and the (huge) changelog after the jump. Enjoy!
Those interested can download the mod from here.
Major additions in TSLRCM 1.8:
* Newly restored cut content
* Fixed many issues with the loot-system.
* Fixes the 1.7 gamebreaking bug with the Ravager, and the vanilla gamebreaking bug with Visquis inventation.
* Fixes the crash with Mandalore’s battle on Dantooine.
* Tweaked the workings of the HK-Factory.
* Improved how saving teammates works on Malachor, making it (hopefully) less jarring.
* Many MANY bugfixes.4. Full CHANGELOG from v 1.7
———-
Global Fixes
* Incorporated Kreia Green Robe Fix by VarsityPuppet
** Fixes green tint on Kreia’s hood
* Incorporated Peragus Sion Arrival In-game Cutscene by Zbyl2.
** Looks better and fixes incorrect bodies around Sion
* Incorporated Weapon finesse icon fix by Mrmarb
** So melee no longer looks like a blaster and lightsaber like melee.
* Incorporated Lightsaber parts icon fix by DrGhent
** Fixes 2 icons for Lightsaber parts being switched around
* Incorporates Bao-Dur shader fix by Darth_shan
** Fixes the shader for Bao-Dur’s arm
* Uses Telos Shuttle Modder resource by Darth Insidious and Jcarter426
** Used to add cutscenes with cut Atton lines when crashing both times on Telos
* Uses Goto’s Yacht Window Fix by Darth Insidious
** Treading the fine line between a bugfix and added content, this is enough of a fix (since we doubt OE would want such low-res textures so prominently displayed) to be in our philospy of staying true to Obsidians vision…
All mod’s used with permission… (see section 8 for further details)* Dialog.tlk file; a whole lot of miss spellings and VO mismatch errors corrected (too much to list).
* Modified random loot system. This fixes the issue with robes, droid headgear, “rare” loot on higher levels and some others. Also randomised the color of a lightsaber (crystal) drop, instead of having it based on level.
* Most droids throughout the game (excluding Peragus for balancing reasons) now drop droid-specific items.
* (English version of TSLRCM only) Fixes mine descriptions to match actually values used in the game (most were incorrect).
* Fixed Zabrak Vibroblade issue.
* Fixed Bao-Dur’s “do I have all lightsaber parts” quest requirement.
* Adds the missing 000_T3_Astro_Fix to the globalcat.2da file.
* Made some fixes to HK-47’s dialogue; Added a missing LS/DS, and allowed the player to hear more additional versions of dialogue about the HK-50’s (some previously inaccessible).
* Fixed the background music re-appearing at the end of the Visas Introduction, now it stays gone during the entire scene.
* Hanharr was lacking VO in his “random good” responses.
* One of Hanharr’s -INF was given to Disciple instead. Fixed.
* Disciple; Changed gt to bet 1/4 for Disciple to mention “my turning away from the force” lines (since with 5 he’s Jedi again). Added a few small XP rewards (250XP) for flags set named “XP”…
* Visas; Restored a line, allowed people who fail an influence check the inf option after it, when they have proper influence, and fixed a few broken requirements.
* T3M4; Fixed a few broken re-directs, which made getting an influence, DS/LS point hard to get (or impossible with a female Revan). Now all lines properly lead there.
* Added a few missing loading screens.
* Disciple; Added several female Revan lines scavenged from 610 disc_enc.
* Several other gender conflicting Revan/exile lines fixed thanks to VO splits by Sith Holocron and HK-47.
* Applied a fix to Disciple so the option “I want to use your medical skills” does not disappear when asking ‘what do you do again’.
* Goto: Fixed 000_Goto_Confront = 5 causing automatic success due to a typo on the influence check. Now it needs 40- or 60+ INF too. Fixed wrong order about Vogga after confrontation. Added “There is nothing more to be done. Events will now take their course.” when appropriate.
* Mira; Removed influence gain from E267, because you could gain it for being an ass, and get 4 inf-gains in a row for being nice (which is now 3 thus). Added roll eyes animation where it says {Rolls eyes}. Added 500XP to the set 000_Mira_Malachor_XP flags. Removed lower than 15 wisdom check from LS option, since DS option has no such additional checks either. Now all 3 question opening lines have all options. 2 were missing 3 in the past. Fixed break when asking about Goto’s shackles again with the global on 3, now it can properly continue on… Replaced “No, you’re just business. Look, forget I said anything.” with “No, it’s just business. It’s just that if you change much more, I won’t be able to collect on you, since no one will recognize your face.”
* Fixed getting LS upgrades instead of Lightsabers upon death for a few individuals.
* Remote now has VO when talked to outside the Ebon Hawk.
* Corrected proper Main Menu with easter eggs enabled (instead of Sion).
* Added a few reminders to visit Geeda (with XP-awards!), that were missing from vanilla TSL.
* Fixed many issues with Kreia’s first “evil” response.
* Playing as your teammates never wields XP for the player. Added a few XP-bonusses to post-NPC sequences.
* Fixed off-set camera point for Sion.
* Fixed collar issues with many robes, most of which didn’t even drop in vanilla, but do now.
* Orange and Bronze lightsaber color look different now.
* Fixed random wanderers on various maps.
* Fixed wrong icon being used for influence and force powersPeragus / Harbinger
* Added the missing 1.7 files for Peragus (which includes T3 in the fuel line).
* Fixed a double XP issue with the medical supply door (101PER).
* Restored a missing hololog from the maintenance officer.
* Fixed an issue with the background music still playing during the Sion in Kolto tank scene
* Shooting the Sith with the turret now gives more XP (the same value indoor Sith used previously). Killing Sith on the Hawk gives a little less XP than it used to do (but still more than the outdoor Sith in the past).
* Unified XP for all Sith Assassins throughout the Harbinger (some modules gave more than the rest).
* Fixed 3C being in T3’s way in Prologue end scene.
* Supressed background sound when Harbinger docks.
* Added some missing tutorial popups to the start of Peragus.Ebon Hawk
* Fixed Kreia’s skill lesson to match written text.
* Updated Atton, Mira’s, Visas’ and Bao-Dur’s training stuff after becoming a Jedi.
* Fixed infinite DS-exploit concerning fighting with Handmaiden.
* Fixes a convo-break with T3.
* Restored proper requirement of Kreia’s Hanharr lesson.
* Fixed all lines in Visas lightsaber training lasting a bit too long. Now they flow a lot better, organic.
* Added “Zez, Kai, what-ever it is” to the Post-Goto Yacht dialogue with Mira.
* “{Gameplay Programmer: Hanharr looks at Kreia, who nods.}” now actually happens.
* Disabled background music when the Red Eclipse board the Ebon Hawk.
* Some improvements to the boarding scene so it looks better.
* Disallowed skipping parts of the boarding cutscene (the camera move at the start).
* Fixed issue with [awareness] line and Kreia responses during first Disciple cutscene.
* Restored post-Peragus Atton talk about the galaxy map.
* Added Dxun repair-cutscene
* Added pre-Malachor cutscene
* Fixed issue with Goto/Bao-Dur cutscene #3 not appearing in most cases
* After playing Pazaak with Atton and T3 cutscenes now progress. Second Atton-T3 pazaak cutscene requires HK-47 now.
* Visas; After the battle on the Hawk it now fades in and out to simulate the passing of time, instead of Visas suddenly appearing in the second living quarters.
* Visas no longer remains hurt after the lightsaber training is over.
* Restored some lines in the cutscene where Atton and Mira overlook Disciple and the player meditating.
* Talking to Atton, he will now turn around to face the player.
* Bao-Remote training tweak.
* Fixed getting stuck in the Telos Academy when running Handmaiden’s :: Betrayal :: cutscene.
* Fixed an issue where Handmaiden was not trained as a Jedi, yet the Betrayal cutscene does play… (which leads to an infinite black screen when you do train her as Jedi). Fixed an infinite Lightside/Darkside exploit with Handmaiden’s Jedi Training (both from vanilla)
* Added gameplay designer requested actions to first Atton-Disciple cutsceneTelos
* Restored “Taris Traveler”
* Added unused Telos Shuttle module and have restored cutscenes in them pre-Telos surface and Telos Academy
* TSF will now try to intervene if the Sullustan is assaulted.
* Fixes an issue where Cede’s appearance was left blank from Jinger’s Battle of Telos mod
* Fixes camera angle when Bao/Atton speak their lines about the minefield.
* Added floating mines when HK50’s say “prepare the mines”.
* Mebla; Fixed a faulty reward condition (should be three wins in a row); Also reward didn’t trigger automatically, but required restarting the conversation.
* Fixes a few minor issues with the Handmaiden sister dialogue.
* Handmaiden now responds differently to the PC depending whether or not she killed her sisters after the Atris confrontation.
* Re-added Atris theme to her introduction, without the music-clashing of 1.4 though.
* Fixed subtitle disappearing too soon in geno.dlg (weapon exchange).
* Added missing Kreia warning when approaching the door for the weapon exchange.
* Fixed an incorrect camera when being female and Revan DS (Cede) when escaping Citadel to the surface.
* Military Complex Czerka Twi’lek now runs to exit before vanishing. Also to compensate for his crappy pathfinding escorting not only wields LS points but also an LS influence.
* Fixed a line being skipped when assaulting the Twi’lek.
* Fixed force fields not displaying their Bao-Dur line, since it appeared only without Bao-Dur in your party (and he’s forced there).
* Fixes skipping the Droid Merc’s lines it would still display blanks till the VO was done (due to animations). Although all animations didn’t work or were not required, besides a point animation which remained (and didn’t cause the issue mentioned anyways).
* Now Bao does turn a few times to the console when required. Also fixed a few annoying ‘skips’ when Atton/Kreia were to speak and they weren’t around.
* Atris.dlg adjustments. Fixed loops and a few oddities (that’s my lightsaber! twice etc.), fixed a broken line or 2 (I wish I destroy that pile of rocks), made it take not so long to fade out at the end.
* Janet Lorso not wearing a Czerka officer uniform.(thanks MrPhil for catching this)
* Fixed wrongly applied dialog for Onderon Soldier (onddoor instead of ondsold).
* Fixed line-order for Handmaiden, so she no longer starts all the time with “you are the exile!” and fixed Kreia being able to interject from jail for a few lines.
* Allowed the player to persuade the Ithorian for the smuggling quest if Czerka’s path was chosen without visiting Lorso (as previously it would be impossible to get in with that condition).
* Fixed quest-entry error for fuel saving quest if Vaklu’s side was chosen on Onderon.
* Restored second sentry Bao-Dur (and Atton if available) comment.
* Fixed Dendis giving the wrong conversation (Samhan-less when Samhan was there), and fixed his stock not being properly activated. He’s a much better storekeeper now!
* Replaced checks in plant.dlg and ithplant.dlg with planttheft.ncs checks, which also turns false if Samhan is arrested.
* Shortened silence delay on Opo Chano dialogue with B4 from 4 sec to 2 sec (equal to the silence of Weequay in the JJT).
* People in 203 and 204 will no longer stop moving after you have talked to them…
* Small modifications to T1 scene. No longer does T1 appear to have said the guards stuff in the log, and guards now use lipsynch.
* Fixed Bao-Dur being hurt when leaving the Telos Academy.
* Fixed getting double attack on Telos movies when going to the HK Factory
* Modifications to the HK-Factory.
* Removed exchange door spawning when returning after being to the surface, since the door wasn’t solid (so you could just go straight through it, loading the map beyond) and was causing frame-rate issues.
* Removed Czerka Mainframe closing code in 203TEL, since you have to go through here to enter Czerka, and then it wouldn’t happen there since the boolean was already unset.
* The first sister you invite to fight gets removed (implying she’s the “dojo sister”) so there are no more than the maximum of sisters in the Telos Academy. For safety reasons (cutscenes) she gets re-added when the Hawk is entered.
* Fixed “standing” sitting NPC’s in the cantina.
* You can no longer start the attack in the Czerka compound by loading a savegame.
* The Masked Attacker is now, infact, masked.
* Fixed error with female TSF officer line, which can now be heard.
* Fixed many issues in the High stakes side-quest.
* Restored Batono lines.
* Luxa now drops an unique item; Luxa’s Disruptor.
* You can no longer skip the 220TEL battle, the door to the entertainment module will only open once all Sith are dead.Nar Shaddaa
* You can no longer switch your team after the Red Eclipse board you ship, until you rescued your team members from the Ebon Hawk.
* Refugee Woes no longer closes after you convince the Serroco to attack the Exchange (what with the Exchange still being alive and all).
* Fixed team members seeing thugs jumping down as LS act. It’s now seen properly as DS-act. Other ways of saving are still seen as LS obviously.
* Fixed facing of HK50’s that attack after Goto’s yacht.
* Added a couple of canisters and droids to the “new” area in the docks.
* Fixed if Lassavou and Fassa made a deal that gives Fassa a power cell the “power shortage” quest was not able to be closed. Also fixed not getting the “power shortage” quest XP if it finished this way.
* Asking Tienn about the ID transponder code was obsolete after Goto’s yacht. Removed it. Also fixed subtitle and duration issues with Bao-Dur’s restored lines.
* If you freed Adana without killing Sasquesh she wouldn’t appear next to Nadaa, now she does.
* Removed some obsolete dialog lines after Goto’s Yacht.
* Made some Visquis’ lines skippable after Mira’s/Hanharr’s attempt at escape.
* Added “a_peace_serroco” to Force Persuasion option of Serocco leader.
* Added Exchange option to a few convo options lacking it.
* Serocco can no longer attack the Exchange if the leadership is dead or the refugees sold themselves to slavery.
* Fixes a convo-break with T3 and lacking VO (repairing speederbike).
* Fixes several timing, clairvoyance and wrong use of :: :: issues with Kreia’s listen to Nar Shaddaa conversation.
* Sasquesh; Fixed a delay issue when getting a reward for forcing Nadaa into slavery.
* Fixed Refugee Woes re-opening if the Refugees surrendered themselves.
* Fixed issue with a_random_talk.ncs script, which would if the global was 3 and the script set 3 again return 4, which made it impossible for Exchange thugs to talk anymore. Now in that case it returns 1 instead.
* Fixed Lootra dialogue and Kathranna dialogue sharing a local with Sasquash. They have a unique one now each.
* Fixed saving Adanna for 700 or 800 credits being seen as Dark Side Act by your team members, unlike 600, 1000 or Force Persuade.
* Fixed not being able to get Sasquesh’ reward for Nadaa getting into slavery if you ever asked about why he held Adana.
* The “1000? Thought it was 600” was missing the check to see if the PC knew this, the 800 already had it correctly. Now they both have.
* Made a section of hanend.dlg unskippable to prevent odd camera stances and people teleporting about for the next scene. Also fixes the “2 Kreia’s” issue.
* Fixed typo’d check for Atton to tell the Twi’leks about how much he hates the exile. Now all that convo can actually appear ingame! Also fixed fade-in/fade-out issue with added line (previous to 1.8) and added another additional line for Influence > 80 (“I think you’re another problem my friend doesn’t need”). Finally, fixed a few camera points.
* Geredi has a voiced blank line. Fixed now.
* Vogga; Fixes the camera position for a few added lines.
* Visquis in Arena: Fixed the Dark Side option being unavailable.
* JJT; Fixed the line “I grow weary of these subtleties.” being skipped for female PC’s, and the shot showing the jjt’s inhabitants cut short for everyone.
* Goto’s Yacht: Fixed some restored dialogs, now it continues immediately, no more “pause” between individual lines.
* Console01/01b; Fixed all issues with “Droid command”
* Mira to Jedi cutscene; Fixed a skipped line, some turned around checks (non-conditional before conditional), a_givedark not having a P1 and added “sleep” animation to :: Closes her eyes :: since it’s pretty weird to read that and see her eyes wide open.
* Pazaak playing droid; Fixed convo break, and lacking option of allowing Bao/T3 to take a look if Atton was not in the team. Now they can appear without him.
* Fixed “skip” and added gameplay designer comment submission attack to Kreia-Hanharr scene.
* Zhug brothers no longer give away their healing packs during the teammate to docks scene.
* Fixed HK-50 being “passive”, they now attack aggressively.
* Goto Yacht Droid Control; G0T0 lines (about 3) never ran since Goto isn’t present causing the sudden end in the convo.
* Goto’s Yacht count has VO lines, attached now.
* The Rodian patrons in the JJT can now talk (their lines were placed in the wrong module!).
* Fixed Visquis call gamebreaking bug by disallowing you to enter the Ebon Hawk when all its conditions are met…
* Vossk now uses .tlk entries again, restoring his ‘Jeedai’
* c9t9; Removed exchange hate when blowing up the droid, since it only happened in one of six distinct paths (you still get it if you check the droid for oddities). Increased repair skill check from 0 to 5.
* Borna fixes; No more “lower then” checks, which was making between 10 and 14 fail while 7 till 9 works. Fixed not getting keycode with computer’s second choice (7 skill+).
* Removes dancers during Zhug cutscenes if you talked to the domo. Removes the domo too if you completed his quest.
* Restored a few questions about the Lunar Shadow captain in the JJT.
* Modified 304NAR to move Lunar Shadow captain, added 8-ball Weequay.
* 8-ball; Fixed small issue with wrong locals being checked for question 3 and 4 (used the value of #2). Also fixed line without alien VO.
* Added 351NAR_Zhug_Enc set to 1 at start of Zhug-convo on Goto’s Yacht (unused in vanilla TSL).
* No more Wookiee growl or kath hound growl when loading near Vogga (for example when send to dance there)
* Fixed crash issues if you bought everything from Kodin or Tienn, due to a false duplicate item.
* Restored Keh’ven/Bao-Dur content.
* You can no longer swap out party members from the Hawk after the Red Eclipse take over until you re-capture your ship.
* Made the 303 droid warehouse maintenance droids not rotate on clicking to reflect them ignoring you completely…
* When showing off the dancer uniform the dancer’s head is no longer partially clipped off.
* Added proper journal entry for “The Champ” selling T3 instead of Kodin.
* Reuniting Lootra and Aaida now gives LS random influence even without Kreia in the party.
* Restored missing Adana dialogue.
* Improved Hanharr in Mira’s hideout scene per gameplay designers notes.Dantooine
* Fixes the random militia dialog to cycle through all responses (unless you have a lightsaber equipped) and eliminates the line about the Disciple once he is found.
* Fixes the issue with Disciple appearing in Khoonda even if you haven’t spoken with him yet. Now you “must” speak with him to have him show up in Khoonda.
* Changed Kaevee’s Jrnl entry number so it will no longer override the lower entries.
* Changed merc_capt dialog to properly set jrnl entries for “lost shadows” quest.
* Moved back Disciple’s joining, so Atton’s jealousy (-INF with Atton) or a Mira line that should have been after it can play.
* You can no longer ask Pato to join militia after the battle.
* Olddroid; Fixed ‘skip’ issues.
* The mechanic will now move back to his old location if convinced you’re no Jedi with Force Persuasion.
* Fixed the mechanic suddenly looking at ‘invisible’ instead of the player.
* If Handmaiden convinced you not to kill the mechanic he runs away and start the “redemption” quest, but it was lacking it’s questlog update. Added.
* Mechanic; Fixed Handmaiden/destroy you ‘skip’ issue (the other (Atton/Kreia influence), sadly, I cannot :().
* Fixed an Atton influence line that could never be triggered.
* ‘you’d better not’ still results in him telling about you as Jedi. Now adds proper quest entry too. (like olddroid)
* Fixed various issues with the random dialogue breaking. 602 now uses the unused 602DAN_Rumor_Militi instead of 601DAN_Rumor_Militia to fix several issues.
* Akkere & a_akkextort.ncs; Fixes a blank VO’ed line issue.
* Fixed fighting Vrook giving 2 lightsabers.
* Sublevel: After camera is done you get new options for camera, no 4 second wait anymore.
* Jorran no longer gives a lightsaber (part). It’s now 2 upgrade + color crystal. Jorran was giving a much higher level upgrade in camp, now it’s the same inside and outside the sublevel.
* Fixed Kaevee dropping an upgrade part instead of lightsaber upon death.
* Added a ‘check for any of the 3 droids’ script in Akkeres dlg, giving an alternative line if true.
* The bug where teammates you had when joining Azkul still stand at the cave entrance is fixed.
* Fixed being able to leave during the Interior Battle through the back door. And meet Zherron again!
* If Akkere dies during the Battle for Khoonda (being recruited) he dropped 99 Khoonda Militia Armors.
* Fixes a crash in Mandalore battle if it was just the Exile and Mandalore in party.
* Rebuild Enclave; Bao-Dur lines not appearing properly (LS path). Also DS and LS dead camera where switched. You no longer get Mira’s speech if you have Hanharr. Also, all 4 possible mindread options can now appear whether you’re LS or DS, if you meet the requirements that is of course, not 2/2.
* Daraala now re-appears after having turned in the bodies, but without all the issues that gave in vanilla.
* Moved Saedhe from his regular position to Khoonda back door (where he should be in that case) if the militia won.
* You once again have to do battle with the Jedi Masters in the rebuild enclave if one or two are dead.
* Added turret cutscenes (ingame) to the khoonda battle.
* Esok is slightly harder for Mandalore to beat.
* Added overlay to an unmodified goto line that was shipped with vanilla (and sounded very off).
* Fixed akkere’s shop. It now has the proper array of items.
* Fixed Thief Hunting error with Jorran.
* Fixed the exploit where you can give the bodies to Daraala AND zherron if you give the bodies to Zherron before ever having talked to Daraala, then handing them over in Daraala’s first conversation. That’s no longer possible.
* Spawned civilian (male and female), receptionist and staff after militia-win to fawn on the player and Jedi in general….Dxun
* It’s no longer possible to use mines to cheat in battle circle; all Mandalorians you have to fight got a feat so mines don’t affect them.
* Changed reward in battle circle to match dialog; meaning you no longer get an item, only XP.
* Added Repair Ebon Hawk cutscene (updated version compared to the 1.7 unofficial patch).
* Allowed the player to ask Mandalore about the scout-ship even if they gained enough Honor to go to Onderon.
* Fixed skipping issue in planning the assault on the tomb, and you can say “later” to check out the camp, with most Mandalorians having unique lines only heard then.
* Gateguard & Kex; Added content with Mandalore in party.
* Gateguard; Added automatic quest-completion (with new lines!) if Davrel and you hunted the Zakkeg.
* Added Zuka line if you fixed everything for him and did Kelborn’s quest (before revisiting!).
* Tomb outside; Demolition check for perimeter sensor now needs 7 skill, and actually works. Fixed “press 1 to contine” or break (contact dev!, not sure which of the 2 it would have caused) if xarga talks about the sensor and you do not have Bao-Dur, HK-47, Mira, Hanharr but DO have Handmaiden.
* Meeting for the Tomb; Some teammates were not spawned in and added Bao-Dur can now be selected as “leader”.
* Restored 2 missing items in Freedon Nadd’s Tomb.
* Modified “killed family” requirements from depending on Zez’s fate (which has nothing to do with the Zhugs) to the earlier mentioned 351NAR_Zhug_Enc flag.
* Added missing Cannok to exploding situation quest.
* Prevented double influence from HK-47 or Hanharr for killing Kumus.
* Fixed issue with Kelborn and repair quest detection when revisiting for the assault.
* Fixed text display issues and infinite LS exploit with Dark Side pools in Freedon Nadd’s tomb.Onderon
* Fixed Hanharr having no VO for his lines during the cutscene just after starting Onderon.
* Various influence gain/loss additions to the Cantina fight dialogue, and fixes (Atton gave for Mira, Goto for Bao-Dur).
* Fixes a few of Kavar’s lines lasting longer than their VO due to no “has VO” tag.
* Fixed Kavar returning to his console, and doing his computer use animation when clicked in the Throne Room.
* Fixed “standing” sitting NPC’s in the cantina, and the dancing holo’s no longer dancing after interacting and a module load.
* Restored 2 lines for the waitress and 1 for Nikko.
* Tame.dlg from 501OND copied to 502OND too, which should give the beasts something when clicking on them in this module.
* The inhabitants of 512OND now use globals instead of locals to see what line to use, meaning talking to another NPC of the same type will give the next line, instead of him starting at the start again.
* Restored missing line of Mandalore when encountering Ghent’s office for the first time.
* Restored post-investigation Gelesi line (“You proved it wasn’t that doctor”)…
* Riiken; fixed him standing still after talking, he will now continue his patrol.
* Fixed Gelesi respawn issue (after he’s been removed).
* Fixed Kiph turning around. If you start talking to him, he will not use the console any longer.
* Vaklu and Talia will continue fighting each other while talking to Kavar (dark side).Korriban
* Minor dialogue issues with Vash and the door also only takes one thorium charge when opening door.
* Added quest entry for second vision. If losing to Revan, Kreia will now say “search the tomb you are in for exit” line.Ravager / Malachor V
* Ravager; Fixed on_enter script so fires continue raging on when loading the map from a save or 852NIH.
* Improved Tobin vs. Nihilus cutscene
* Switched around Tobins high HP and Nihilus low HP…
* Improved the Kreia vs. the Party cutscene.
* Added line for Mira’s cutscene.
* Added ‘what to do’ lines from sensor.dlg (which is never triggered at all) to the end of the Bao-Dur convo with Remote.
* 906MAL; Changed the “save your Party” to add Mandalore and some lines (hopefully looks a little better now than just having your party run away)
* 902MAL; Fixed the requirement check for Goto to take control of HK47 (if no HK51’s come to help)
* Moved around the Atton/Disciple cutscene to make more sense.
* Kreia should no longer predict the future of dead teammates.
* Improved Atton/Sion fight; some camera fixes and no longer goes to Atton for a small while before returning to the player.
* Improved Atton/Disciple cutscene.
* Taris citizens no longer pose as Mauraders or Lords.