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06-25-2012, 04:56 PM
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#41
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Rookie
Join Date: Jun 2011
Location: Dromund Kaas
Posts: 25
Current Game: TES V : Skyrim
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Quote:
Originally Posted by Fallen Guardian
I doubt it. Maybe he would've reacted to your progression in the dueling ring but I doubt anything beyond that was planned.
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Yes you are probably right , it would be fun though. A quest that goes something like overthrow Ajuur  .
You don't know the power of the dark side!
Last edited by Darth D; 06-25-2012 at 05:05 PM.
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06-25-2012, 07:54 PM
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#42
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,147
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by Darth D
Yes you are probably right , it would be fun though. A quest that goes something like overthrow Ajuur  .
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Yeah, but that would be a whole separate mod.
Anyway, I've fixed the bugs reported in the Lower City Apartments (Basically just the realism breaking when the citizens witness Matrik.). I've also fixed the Black Vulkar Base issue in which you could just skip over the entire sublevel. Now you HAVE to do it. Now it's on to the Undercity!
EDIT: Fixed all the undercity bugs... almost. Before I go mess with the Republic Soldier dialogue I was wondering, has anyone been able to repeat the glitch that Darth D had, where the Republic soldier would not die whilst playing on the impossible difficulty?
EDIT 2: I've fixed the Dantooine issue in which you could not complete the Rickard and Handon and Bolook sidequest. Still waiting to see if anyone else encountered the impossible difficulty bug...
Last edited by Fallen Guardian; 06-25-2012 at 09:09 PM.
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06-29-2012, 07:07 PM
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#43
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Rookie
Join Date: May 2011
Posts: 55
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[DS playthrough] Two bugs and a suggestion/bug:
The footlocker in the Vulkar pool is missing.
If you side with the Vulkars and are about to begin the first swoop race, Zaerdra still contacts you on the communicator. She was long dead at this point in my playthrough. Even if she had cheats enabled, she wouldn't contact a Black Vulkar swoop rider.
Shouldn't the Hidden Beks patrolling the main throughfare in the Lower City become hostile to you if you kill Gadon? The guard at the entrance to the Bek base attacks you. The remaining Hidden Beks should follow suit.
Also submitted to Deadly Stream
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06-30-2012, 04:34 AM
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#44
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,147
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by milestails
[DS playthrough] Two bugs and a suggestion/bug:
The footlocker in the Vulkar pool is missing.
If you side with the Vulkars and are about to begin the first swoop race, Zaerdra still contacts you on the communicator. She was long dead at this point in my playthrough. Even if she had cheats enabled, she wouldn't contact a Black Vulkar swoop rider.
Shouldn't the Hidden Beks patrolling the main throughfare in the Lower City become hostile to you if you kill Gadon? The guard at the entrance to the Bek base attacks you. The remaining Hidden Beks should follow suit.
Also submitted to Deadly Stream
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Replied on Deadly Stream.
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06-30-2012, 05:57 AM
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#45
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Lurker
Join Date: Jun 2012
Posts: 1
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Hello, may I ask when or if the next version will come out? Yeah this is a first time poster but I will surely bring feedback when I have tested this version myself :P
And, how do we know when we have reached at the end of the demo?
Does the program say something when it ends or do we just have to "guess" when it does? I assume it is at Dantooine it ends but if there isn't such a message I would hope the "next version" would bring it up so several more users will know when it ends and what to report.
As I may have already stated I haven't tested this mod(yet) but I will report any bugs I find.
As I´m very excited for the full mod! I hope you're progressing very well with this mod 
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07-01-2012, 01:36 AM
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#46
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,147
Current Game: Fallout: New Vegas
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Quote:
Originally Posted by Blickan23
Hello, may I ask when or if the next version will come out? Yeah this is a first time poster but I will surely bring feedback when I have tested this version myself :P
And, how do we know when we have reached at the end of the demo?
Does the program say something when it ends or do we just have to "guess" when it does? I assume it is at Dantooine it ends but if there isn't such a message I would hope the "next version" would bring it up so several more users will know when it ends and what to report.
As I may have already stated I haven't tested this mod(yet) but I will report any bugs I find.
As I´m very excited for the full mod! I hope you're progressing very well with this mod 
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First off, thank you. The next version will come out when all the bugs reported for this version are fixed. There is no message telling the player when the demo is over, seeing as that's rather immersion breaking. Basically, nothing really new is added post Taris, aside from the Iriaz on Dantooine.
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12-29-2012, 11:25 PM
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#47
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,012
Current Game: TOR
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I'm in the sublevel. How do I open the static door? I cleared out the rest of the base (except the locked office).
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12-30-2012, 09:47 PM
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#48
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,147
Current Game: Fallout: New Vegas
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Which static door are you talking about? Do you mean the one at the end of the corridor the player does not spawn to when arriving in the module from the other area of the vulkar base?
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12-30-2012, 11:51 PM
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#49
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The Divine
Join Date: Apr 2010
Location: Amerikhastan
Posts: 1,012
Current Game: TOR
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Right when you get off the elevator, second door to the last in the Mechanic hallway.
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12-31-2012, 06:41 PM
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#50
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Wandering the Galaxy...
Join Date: Aug 2010
Location: Unknown Regions
Posts: 1,147
Current Game: Fallout: New Vegas
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Ah, that door. You have to talk with the mechanic and advance the plot far enough for that door to open.
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