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The Dark Apprentice: Gold - Released!


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HALF MIKE & 3yks - More dialogue options and datapads? Cool! It sounds like a good idea, and I will make them alignment specific.

 

Slipstreme - TSLPatcher? I will give it a shot! I make no promises on this issue, but after I am done fixing the dialogue and plot, I promise to try out Stoffe's TSLPatcher..

 

RobQel-Droma - I agree! I am going to keep the line 'Young-One'. If Obi-Wan can keep calling Anikan , "My very young Apprentice", I think the line I used gives her a sense of being more experienced than the Exile...

 

Remember, Dark Apprentice: Gold, or any other mod, are created for the purpose of fun... I thank you all for your feedback. Latter tonight, I will be enhancing the Dark Apprentice: Gold mod. I want to get this done by next Saturday. Therefore, the release date will be: December 31, 2005...

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I don’t respond often to mods, but this is a great mod. It adds to the story nicely without destroying the story Obsidian put out (I will not say intended). The mod may have a few misspelled words, but we know what you intended. One great mod, I would like to thank you for your effort in creating and releasing such a wonderful mod.

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I don’t respond often to mods, but this is a great mod. It adds to the story nicely without destroying the story Obsidian put out (I will not say intended). The mod may have a few misspelled words, but we know what you intended. One great mod, I would like to thank you for your effort in creating and releasing such a wonderful mod.

 

Very kind words... Thank you.

 

I hope after I fix the mod that you will play it again...:)

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I haven't downloaded this YET (dial-up and 10 megs = slooooow), but the one problem I had with the Dark Apprentice I was that often in the dialogues the spelling and grammar got to a point where it was very difficult to tell what the options actually were (IIRC). Not trying to debase your hard work, just was wondering if this was fixed :)

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I haven't downloaded this YET (dial-up and 10 megs = slooooow), but the one problem I had with the Dark Apprentice I was that often in the dialogues the spelling and grammar got to a point where it was very difficult to tell what the options actually were (IIRC). Not trying to debase your hard work, just was wondering if this was fixed :)

 

Yeah! Several people pointed that out. I will be releasing another version soon. While I finish up Fred's site, I will be working on this mod. I have another mod in progress, which takes place five years before Dark Apprentice: Gold. I will be taking all the feedback I get here, and shifting through it to make Dark Apprentice more clear. I keep forgeting that when people talk, they do not talk in complete scentences. Terefore, some of the dialogue seems akward. I am on the issue.. I upload the mod using Dial-UP, and it takes about fifteen minutes.

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on Citadel station, the onderon officer that sells you some stuff, calls Dxun for Duxun, might wanna fix that one aswell :)

 

Hehehe... :) I just changed it to Onderon, and rewrote the line...

 

At the moment, I am working on Telos' Dialogue. I did a massive revamping of Bastila's original conversation with the PC. It still says the same stuff, but in a clear pattern that makes sense. I also had to make the dialogue consistant from line to line... In Bastila's original dialogue, there were inconsistant responses that were too cryptic to understand. Within her dialogue, there were also a mess of oneline responses. In some cases, I was able to branch off and create other option. However, there is one important part of her conversation with the PC that could not be changed. At the moment, I edited certain dialogue, so the PC can make three diferent choices. Two of the choices do loop onto the other, but they start off very different. Neutral, Light, and Dark dialogue choices are now available on Telos...

 

Telos: 80% Fixed

Dantooine: 0% Fixed

Narshadaa: 0% Fixed

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just for good meassure, it is spelled "Nar Shaddaa" :)

 

 

oh, what happens if you kill Bastila on Dantooine while playing Darkside, will that just "kill" the mod?

 

 

Yes! Only the mod version of Bastilla is affected.

 

 

Telos: 95% Fixed (Bastila's Dialogue Revision & Added - Datapad)

Dantooine: 30% Fixed (Bastila & Bounty Hunter Dialogue & Datapad Revision)

Nar Shaddaa: 0% Fixed

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okay, here's my problem.

 

I encounter Bastila on Dantooine, playing darkside I pick all the evil solutions, but rather than ending up with her accepting her fate as an evil person, I have to kill her.

 

fair enough, I can live with that, but once you get to Nar Shaddaa, you should be able to collect on the bounty from Nomi, before you get into the long discussion, that in the case of DS players, will end with Nomi dead.

 

--

"fixes"

 

The trandoshan at vugga takes 400 credits everytime you talk to him, make it so he only asks for those the first time, or refuses to talk to you after he has told you all he has to say.

-

You use too many !, settle for . to end sentences, as the exclamation marks gets really tirering after a while.

 

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Once you get to Nar Shaddaa, you should be able to collect on the bounty from Nomi, before you get into the long discussion, that in the case of DS players, will end with Nomi dead.

--

"fixes"

 

The trandoshan at vugga takes 400 credits everytime you talk to him, make it so he only asks for those the first time, or refuses to talk to you after he has told you all he has to say.

-

You use too many !, settle for . to end sentences, as the exclamation marks gets really tirering after a while.

 

 

Yeah! I have to figure out how to do your second suggestion. My thought was originally make him a middle man for his client, and send you on a few bounties. Smimilar to the Hutt in KotOR I. I am still thinking about that. Let me try a few things.

 

You have good timming, for I am currently editing the dialogue for Bastila. On Dantooine that is... In the old dialogue: When you talk to Bastila for the first time, there is only one dialogue option. Now, there are four options. As I was rebuilding the Sith Assassins' dialogue, I reflected on the changes I made to Bastila on Telos. I did not mention them at all, and I believe I made people confussed. I addressed this issue in the new dialogue of the Bastila on Dantooine.

 

I do have a surprise in Bastila's new dialogue on Dantooine. While fixing this mod, I am also replaying parts of KotOR I's Dantooine. As I was talking to the NPCs in 'KotOR I', I came up with this idea: Bastila will be able to teach you Battle Meditation. After all, she is the most gifted in this sence. But there is a catch, and you will just have to wait and see.

 

 

Telos: 95% Fixed (Bastila's Dialogue Revision & Added - Datapad)

Dantooine: 65% Fixed (Bastila & Bounty Hunter Dialogue & Datapad Revision)

Nar Shaddaa: 0% Fixed

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I'm currently collecting interesting mods to add to TSL for my second run through. This one has definitely caught my eye. I don't want any significant spoilers, but I am curious about one thing: can you actually get Bastilla as a party member, or does she just show up a lot?

 

When you install this mod, you get both an NPC and a selectable Bastila head for your PC.

 

Telos: 95% Fixed (Bastila's Dialogue Revision & Added - Datapad)

Dantooine: 75% Fixed (Bastila & Bounty Hunter Dialogue & Datapad Revision)

Nar Shaddaa: 0% Fixed

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Groovy. Does she replace somebody, or did you actually add another NPC slot?

 

She replaces a PC head, which you choose when you start a new game. Otherwords, you can choose Bastila's head for you PC, and then bump into her during the game. It is a little awkward, but it is all good... :)

 

I was thinking of trying to make her a recruitable NPC. Instead of having her as a selectible head, you can recruit her as an CNPC. I am not sure.

 

Tomorrow, I will get back to work on the revision of this mod. I made some great strides today, and I can't wait untill people see the new changes.

 

At the end, I am going to give the community credit for this mod, for everyone here has given great feedback.

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I really like the "recruit Bastilla" idea... problem is, pretty much everyone else plays some important role in the story, and getting rid of them would either really mess things up, or eliminate a beloved character (c'mon, it just wouldn't be kotor without HK)

 

Then again, if you can just add another CNPC, it'd work out swell.

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I have an idea for the Nar Shaddaa portion of you mod. I'm not even sure if it is possible, but I thought I would at least mention it.

 

Would it be possible to place Nomi Sunrider in the unused portion of the docks? It would be cool for a mod of this scale to utilize a new area. I thought I saw a mod at pcgamemods that unlocked these doors.

 

Like i said before, I don't know jack about modding, so I don't know if this is possible within your deadline, or even at all.

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Dark Apprentice: Gold (Revision): January 3, 2006 @ 2:46 pm

Telos: 95% Fixed (Bastila's Dialogue Revision & Added - Datapad)

Dantooine: 90% Fixed (Bastila & Bounty Hunter Dialogue & Datapad Revision)

Nar Shaddaa: 0% Fixed

 

Dark Apprentice: Gold (Revision): January 2, 2006 @ 9:45 pm

I changed the release date for ‘The Dark Apprentice’ Revision. Since the dialogue changes are so extensive, and I have not reached Nar Shaddaa, I will need more time to complete the mod. At the moment, the release date is listed in my [W.I.P.] thread. Please leave feedback in this thread, and not in my [W.I.P.] thread. Thank You…

 

Dark Apprentice: Gold (Revision): January 2, 2006 @ 9:30 pm

‘Looking for Beta Tester’

At the moment, I am still working on the dialogue for Dantooine. Since there are vast changes to the dialogue, I will be going forward with caution. I am looking for ‘ONE’ Beta Tester. This Beta Tester will be responsible for making a log of errors and final suggestions. I will be searching for someone who has a critical eye for detail, and can hold secret plot information. If you are interested, please send me a private message. During the next four days, I will be collecting private messages. At the end of the week, I will send a private message to the chosen tester. Please keep in mind that this mod has extensive amounts of text to shift through.

 

Dark Apprentice: Gold (Revision): January 2, 2006 @ 9:15 pm

Throughout the day, I decided to add Journal Entries to the mod. As of 8:00 pm, I have constructed six Journal Entries. Since I have added the Journal Entries, I am in conflict about adding datapads. Even though datapads would be a good addition, I believe repetition may become more redundant. However, I am not closing this option. I need more time to think about this.

 

Dark Apprentice: Gold (Revision): January 2, 2006 @ 9:00 pm

While comparing the original dialogues with the new versions, one can see the vast changes that I have made. Instead of continuous single-lined responses, there are more options to choose from. In some cases, there are now three dialogue options. Dark side, light side, and neutral. Someone had suggested in doing this, and it has made dialogue organization simpler. Within the Telos dialogue, I completely cleared up the encrypted mess I created. As I worked through the Dantooine dialogue, I referenced back to Telos’ to make sure of continuality. One person made comments about inconsistency. As I redesigned Bastilla’s dialogue, I found several inconsistent conversation elements. After close review, I started to write down a few questions, which I did not answer clearly.

 

1. Bastila is being hunted by two forces, which group did she know about?

2. Sith Assassins are part of the plot, so did Bastila know about being followed?

3. Did the Sith Assassins give too much information about their contact?

 

At the moment, I am still fixing the Dantooine dialogue. Earlier today, I read an interesting suggestion. Trandoshan on Nar Shaddaa… What do I do about people being recharged every time you talk to him? My original idea was to make him a go between, which he can hire the PC to do some Bounty Hunting for Vogga. Do to time restraint; I did not have the time to pull this idea together. If you want to add your suggestions about this, I am all ears…

 

Telos: 95% Fixed

Dantooine: 87.9% Fixed

Nar Shadaa: 0% Fixed

 

(If you are wondering why I moved forward without finishing Telos, I wanted to work on scripts at the end. At the moment, I have not seen any of the text in game. However, I know how they will appear. When writing the scripts, I will be in and out of the game like crazy. Every time I finish a large section of dialogue, I open MS Word to check spelling and grammar.)

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Progress on 'Revised' Version Update:

 

Telos: 95% Fixed

(Scripting and Testing Left)

Dantooine: 95% Fixed

(Scripting and Testing Left)

Nar Shadaa: 0% Fixed

 

Bastila on Dantooine has about 280 lines of dialogue. However, they are not all activated at one time. There is light and darkside dialogue options. When you talk to her in a dark side manner, her fate is determined by how high your persuasion is. Plot holes are just about patched up. I still have one minor plot piece to fix on Dantooine.

 

I will be starting Nar Shaddaa on Sunday, January 07...

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Just one thing- I downloaded it, but I didn't realize that you needed to backup some of the module files if you ever wanted to uninstall the mod. Does that mean I have to reinstall the game if I want to install it? And also, where can I download the mod updates?

 

And a few things about the mod itself. I thought it was a great idea, but I just wondered about some parts. By the way, I don't know if you have already fixed some of this stuff, or if people have already commented on it: if so, sorry.

 

For one, "Nashadaa" is supposed to be "Nar Shaddaa," although I think you already fixed that.

 

In another part, I didn't really like how on Nar Shaddaa when you killed the bounty hunters you could get three lightsabers, even when you weren't supposed to have one yet (the same probably for Dantooine). I also wasn't really fond of the fact that you could by all of HK-47's parts in the same way. Just me, I guess... I like to mostly keep the original gameplay. :)

 

I also didn't understand why Bastila was on Telos, and also why she was at Khoonda, with the settler's and militia's view on Jedi. No one seemed to comment on it, and not only that, if you have Revan as a DS male, isn't she still supposed to be in the Unknown Regions searching for Revan? And her and Nomi being there, when the only living Jedi (Masters or otherwise) are only supposed to be Vrook, Kavar, and Zez-Kai. Or maybe I'm just being a perfectionist. :)

 

Other than that one story question, the only other thing is the dialogue. In all of the dialogue, you pretty much have one dialoge response every time, save for one point which pretty much means: kill her or don't kill her. But then again, from your above post, it sounds like you made some dialogue improvements. It might just be that I haven't downloaded the latest version or whatever.

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