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Quest and NPC for Kotor I?


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Bear with me, this is my first post.

Now, I'm playing through TSL, enjoying it,

(found only a couple bugs and glitches),

but wanted to play through the first with

new features.

 

 

I've seen ALOT of reskins (darth vader?!)

but I haven't really seen anything that

adds quests, extra npcs... I only know

of a one planet mod... and last I remember

it wasn't really balanced, or finished.

So, is there anything of the kind? And or

fixes?

 

Also, I've often wondered about the dialogue

between party members in kotor I. Seems

a couple characters have interactions early on

then it just stops. Is this a common problem?

Or is it intentional?

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Originally posted by Robra The Hutt

Bear with me, this is my first post.

Welcome to the forums!

 

 

Originally posted by Robra The Hutt

I've seen ALOT of reskins (darth vader?!)

but I haven't really seen anything that

adds quests, extra npcs... I only know

of a one planet mod... and last I remember

it wasn't really balanced, or finished.

So, is there anything of the kind? And or

fixes?

I would try PcGameMods. Most modders post their mods there and it has many recruitable NPC's and some additional quests.

 

Originally posted by Robra The Hutt

Also, I've often wondered about the dialogue

between party members in kotor I. Seems

a couple characters have interactions early on

then it just stops. Is this a common problem?

Or is it intentional?

 

In Kotor 1, It was probably not meant to be much more than it is. Now, in TSL most of the dialogues between party members were supposed to be made into an ongoing quest, but since so much got cut out, these small things were probably the first to go.

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Thanks.... any suggestions?

Morrowind Summit makes it alot easier

to find out how playable the mod is,

here the comments helped zilch.

Now if I could only stand mindless

exploration...... ;)

 

Well, I was wondering, is there any way

to find out which characters interact and

under what conditions? Carth and Mission

have two scenes on Taris, but unless

you are pointlessly running around on upper

Taris, you'd never know.

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Originally posted by Robra The Hutt

Thanks.... any suggestions?

For TSL? If you are looking for recruitment mods, just wait till my mod comes out, or check out this thread to learn more about it. There are not too many side quest/plot changes available right now to TSL, but the Rise of the Sith should be out soon (beta is on pcgamemods), and theres the USM that has reskinned lightsaber hilts plus they are available in-game so you don't have to cheat. I'm sure theres more that I haven't mentioned here, just look around the forum for some WIP's and see whats coming out/is already out.

 

 

Originally posted by Robra The Hutt Well, I was wondering, is there any way

to find out which characters interact and

under what conditions? Carth and Mission

have two scenes on Taris, but unless

you are pointlessly running around on upper

Taris, you'd never know. [/b]

This I'm not sure about. The only way might be to just play the game through with all your characters having equal time. Maybe there is an earier way that I don't know about. :confused:

 

Hope this helps!

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Originally posted by Robra The Hutt

I only know of a one planet mod... and last I remember it wasn't really balanced, or finished.

:eyeraise:

Originally posted by Robra The Hutt

Also, I've often wondered about the dialoguebetween party members in kotor I. Seems a couple characters have interactions early on then it just stops. Is this a common problem? Or is it intentional?

 

Well, I was wondering, is there any way

to find out which characters interact and under what conditions?

In KOTOR I these were caused by an area trigger usually with banter in it's name, and they were placed all around the various game areas for the NPC's... some sets of NPC's have only one or two banters so you had to change your NPC's often to catch them all.

 

NPC banter areas...

 

Taris has one in each of the main outdoor areas, one in the lower city, one in the sewer just before the Rancor, and one in the Black Vulkar Base.

 

Dantooine has one outside the Jedi enclaive, one in the area by the entrance to the crystal cave, one in the Sandral, and one in the Matale grounds.

 

Korriban has one down the hall from the landing area, and I believe one somewhere in the Valley of the Lords...

 

These are just to name a few, and the ones I can remember off the top of my head at the moment. ;)

 

TSL on the other hand seems to not use this NPC banter system. Possibly another thing that was cut.

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i should have said new planet mod...

forget what it was called.

 

Then there's the polish yavin mod....

 

 

They are quite strange.....

 

I've seen a banter in someone elses game

that I never initially got.....

 

 

as for recruitable NPCs, how do they stack up to the regulars?

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Originally posted by Robra The Hutt

as for recruitable NPCs, how do they stack up to the regulars?

 

Do you mean how are their stats compared to the normal NPC's? It depends on the mod and the modder. Some modders ::coughRedhawkecough:: tend to make things very powerful while other try for a more balanced approach.

 

@Redhawke: No offense ;)

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Originally posted by Robra The Hutt

i should have said new planet mod...

forget what it was called.

ORD Mandell? ;)

Originally posted by Robra The Hutt

Then there's the polish yavin mod....

Haven't played that one myself... yet, when it comes out in English I will.

Originally posted by Robra The Hutt

They are quite strange.....

Thank you, I think... J/K! :D

Originally posted by Robra The Hutt

I've seen a banter in someone elses game that I never initially got.....

As I said above you have to change the NPC's around often to see all the different banter dialogues, even still it will take a couple of playthroughs.

Originally posted by Robra The Hutt

as for recruitable NPCs, how do they stack up to the regulars?

Originally posted by DarthMoeller

Do you mean how are their stats compared to the normal NPC's? It depends on the mod and the modder.

It also depends greatly on what back story you are using for the concept for your new NPC... if they are a notorious and infamous Bounty Hunter they will have some very good stats, if they are a neophite Padawan Jedi they will have slightly above average stats... just like the normal NPC's in the KOTOR series. ;)

Originally posted by DarthMoeller

Some modders ::coughRedhawkecough:: tend to make things very powerful while other try for a more balanced approach.

 

@Redhawke: No offense ;)

And some posters *Cough*DarthMoeller*Cough* could try reading the release thread for a mod, that is usually made when a mod is released, to see the reasoning of why a mod is made in such a way... :xp:

 

For the record, my reasoning on RedHawke being so powerful was quite clear. The search function is your freind... Recruit RedHawke Mod Thread. :D

 

@DarthMoeller: No offence taken :)

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