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Vapourware KOTOR 2 Restoration Project (not the Restored Content Mod)

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,871
Location
Ingrija
skyway said:
Actually I don't think so (They also ask for the savegame before). The messed up Aurora Engine's savegame will contain all those incorrect variables (that lead to the broken script) which they will be able to compare with the working savegame/savegame before the bug if they can't reproduce it with their methods.

I never touched Aurora but I assume its scripts work like any other scripting mechanisms - by assigning flags and variables when specified conditions are met. So if, say, a dialogue line XXX which must give a quest YYY (i.e. set a flag "questyyy" to 1) doesn't give a quest YYY, all the post-dialogue saved game would tell is that, indeed, flag "questYYY" is not set, which is hardly any more helpful than plain complaint like "I told him the line XXX but quest YYY didn't appear in my journal".

On the other hand, with pre-bug save it only takes a couple of minutes to reproduce the bug under debug and see why exactly choosing line XXX didn't set the flag "questyyy" as intended.
 

fret

Novice
Joined
Jul 20, 2008
Messages
3
Pavlos, here are a few more closed bugs I ran into in 1.0b8 (in addition to what has already been noted in this thread). Mods installed (after TSLRP) were high level force powers, Remote influence (nothing more than remote.dlg), and OldFlash's jedi armor/robes (replaces textures for the various a_robe_* robes and a couple of robe models, but no scripts, .2da edits, or .uti's). I re-confirmed these after fixing my installation and getting rid of the "Handmaiden look" mod that interferred with the Brianna/Atris fight.

Because of the known stability issues with the game's engine, I routinely quit to desktop and restart about once an hour just out of habit even though it really doesn't crash on me all that often.

* Mantis 0000996 Exile replaces HK-47 in Droid Factory - claimed to be fixed in 1.0b6, reproduced in my game.

* Mantis 0000981 Move Fassa! - said to be fixed in 1.0b6. The fix apparently was to create the "Fassa the Friendly Ghost" bug - Fassa was still there (could mouse over the spot where he was standing and click on him to initiate dialogue) but not visible. I know the latter issue is marked resolved in 1.0b11 (someone re-opened it after it was marked closed in a version prior to 1.08b), so this may or may not still be a concern.

* Vash's VO Kreia's lips moving (light side meeting with jedi masters on Dantooine, in the moments before the masters attempt to strip the PC of the force and before Kreia reveals herself) - didn't find this listed on Mantis.

* Mantis 0000943 HK-50s do not attack - the triggers on Onderon are funky, when you come back into the merchant quarter the HK-50s are facing away from you and don't attack until you run around in front of them and find the right trigger location. Likewise, the trigger at the spawn point over in the corner behind Ponlar (the guy trying to incite a mob) is weird. I could run right up into the HK-50s and not trigger them, and had to run around in circles in front of them until the trigger fired. Had this also happen with a spawn point on Dantooine (possibly by the mercenary camp, I know it wasn't the one just off the bridge by Khoonda or in the docking area).

* After getting through G0-T0's backstory on the Ebon Hawk and revealing G0-T0 himself is the droid, the G0-T0 hologram stayed visibly camped out at the entrance to the Ebon Hawk for the rest of the game. Even though G0-T0 was in the main hold and had no reason to keep his hologram projected on the ship.

* Not a bug per se, but playing pazaak with Atton in his cell on Malachor was a bit comical. That dialog tree should be pruned. Similarly, the standard dialog tree with Brianna about "why do they call you the last..." "do you have a name?" etc. shouldn't be available at this point in the game, but is.

* Not a TSLRP-specific issue, but I'd forgotten why you don't do Onderon last. After meeting with Kavar in the cantina on the first Onderon trip and fleeing to the Ebon Hawk, the Mandalore/Bao-Dur argument cut scene fired, and as a result the cut scene playing Kelborn's message to return to Dxun did not trigger. Tried going to a couple of other planets and exiting/boarding the EH, scene still wouldn't trigger. Finally had to just use KSE to set Kelborn's message flag and went to Dxun to continue as normal.

* Male LS - met disciple in Enclave sublevel, then ran into him again in Khoonda. Later left Dantooine and came back, ran into Disciple again in the sublevel. He had a case of amnesia, didn't remember ever having met me before (same conversation as the first time)
 

Fat Dragon

Arbiter
Joined
May 24, 2007
Messages
3,499
Location
local brothel
Okay, I've recently started playing the game with the mod installed. Been enjoying it so far.

Not sure if this bug has been mentioned yet, but this thread is so big it would take forever to search it. Anyways, the game seems to lock up without fail every time I try to return to Telos to fight the Sith. What's the method for getting around this?
 

jaylittle

Scholar
Joined
Mar 11, 2008
Messages
241
Bother. There are a few bugs. You can play through them. Search for the torrent on that swedish site we all know and love (TBP). The comments there contain an overview of what to expect. The download is only 20 megs. It's still available. I should know. I'm still seeding it.
 

zodden

Scholar
Joined
Feb 17, 2007
Messages
105
They seem to have been on 1.0b.10 for a very long time. Wish they would just release the freaking thing.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
They'll never release it. There was some activity after the leaked version and all the drama that followed. Since then precious little seems to have been done. The forum has a post in which one of the TSLRP modders said that noone had any time/will to work on it but that they would soon start again. Perhaps.

I predict that somewhere next year another beta player might be fed up with the endless wait and spread their latest build. After that the mod will just fold.
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,920
Location
Your ignore list.
I doubt one of the current beta testers would leak any version. It seems TG has selected only their most loyal buttbuddies this time and if TG says "bend over and let me shove my cock up your asses" they would gladly obey.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
So when will some true patriot hijack the project with the leaked build? Someone like Drog would probably finish it within a week.
 

Texas Red

Whiner
Joined
Sep 9, 2006
Messages
7,044
aweigh said:
Ion Flux said:
So what's the deal with the leaked version of this mod? Should I bother trying to hunt it down, or is it too broken to bother?

I played through it with a few minor bugs that were fixed with simply reloading. Definitely get it, mang.
 

inwoker

Arcane
Glory to Ukraine
Joined
Apr 27, 2007
Messages
17,131
Location
Kyiv, Ukraine
Dark Individual said:
aweigh said:
Ion Flux said:
So what's the deal with the leaked version of this mod? Should I bother trying to hunt it down, or is it too broken to bother?

I played through it with a few minor bugs that were fixed with simply reloading. Definitely get it, mang.
Is ending now normal even for bitch-whiners that considered kotor1 to be better that 2 just because of polish?
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
The ending was badass. Though a bit ruined by team-jizzka's "free your party members from holding cells" self-made dialogues (they were short though)

Also the free people of the Codex demand new leak!
 

fastpunk

Arbiter
Joined
Mar 31, 2007
Messages
1,798
Location
under the sun
skyway said:
The ending was badass. Though a bit ruined by team-jizzka's "free your party members from holding cells" self-made dialogues (they were short though)

Also the free people of the Codex demand new leak!

Question: is this leaked beta playable? I heard it has some game breaking bugs. They're probably mentioned somewhere in this thread but since you got to the end I imagine there are some workarounds.
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,920
Location
Your ignore list.
The only bug I recall that made it impossible to progress was related with HK-47 and the droid factory, but there's a workaround that allows you to progress. Besides this one (which was broadly discussed here) I have no idea since I still haven't found time to play K2 again. But from what I recall, no, this was the only gamebreaking bug.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
There is a bug if you will choose to kill Visas while encountering Nihilus - it won't let you progress further so the only choice will be not to kill her.
It was fixed in the newer version that is yet to be leaked
 

zodden

Scholar
Joined
Feb 17, 2007
Messages
105
Vaarna_Aarne said:
Why not have some skilled Codexers finish the mod? That'd be the ultimate mega-troll on TG.

Ya know there certainly are people here who could do it, and not take 6 months for each bug fix. A few days back they put up new info on their page. Their next build will be RC1 it looks like, but of course it could take a year before a final build is released.

I'd bet that in a few weeks, working with the source from the leaked beta, skilled people here could patch up the show stopping bugs and just release it "as is".
 

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