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bossei

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    Linköping, Sweden
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    Software engineer
  1. Same here. And with my crappy old eyes, it is a real problem for me.
  2. In the brief "Meeting Jekiah Ordo" conversation mission, one of the last things Jekiah says to you is "I've seen your face. Looked into your eyes." This makes no sense when you at the same time are looking at a close-up of of the head of your inquisitor wearing Lord Kallig's mask - covering his whole face including the eyes. I assume changing that dialog line to something less specific, like "I've seen you up close now", is not an option. So, even though I usually dislike it when the mask is removed automatically for a conversation scene, that would at least make sense here. Side note: I have not noticed this before. Could just be that most my other characters do not usually wear their masks/helmets outside of combat, or perhaps I just did not pay attention to what was said, but it might also be a bug.
  3. Reviving this thread since it was the first google search hit when I looked for the imp starting quests for both Black Hole and Section X, and it lead me to believe that they are still gone. They were gone, but no longer. Not sure when they came back. I have not seen them for years, but that may well be because I just found this same thread and assumed they were still lost. Anyway, both imp side starter quests are back at the fleet: The Black Hole: Talk to Sergeant Karloss in the inner ring. Section X: Talk to Captain Gostel near the entrance to the Cartel Bazaar.
  4. I haven't been looking for them, but I'm pretty sure that I got a couple from H2s too (after the end of the season I mean). Couldn't say where, though. My Jedi Knight ran a bunch of H2s yesterday just to get locked crates to max out influence with my alliance specialists. So I randomly picked H2s that gave the crate types that I needed from the heroic terminal on fleet. My guess would be heroics on Nar Shaddaa and Coruscant. No guarantees, but might be worth trying. At least they go quicker than FPs...
  5. Thank you for your suggestions and fine ideas! I was hoping for something quick and super easy - like "just press F12" but at least there some working options. That is how I recall it too (been playing since the beta), but my memory is not what it used to be, so I didn't want to say it
  6. Sometimes I don't want a companion with me - for different reasons. So I right-click their portrait and select Dismiss. But they keep coming back. That is, they don't stay away - they just keep automatically returning to your side after every QT, area change, discussion, and whatever. So I don't mean dismissing them forever. I just want them to stay away until I actually tell them to return. Is there a way to do that?
  7. I rarely get stuck in the terrain nowadays, but when it happens, most of the times I can neither QT or /stuck myself out of the situation since the game incorrectly (at least as I see it) considers me to be moving. Like earlier today in Ruins of Nul when my Jedi Knight leaped at a mob, went straight through the surface, and got stuck in the rock with only his head sticking out. The "cannot do that while moving" message I got when trying /stuck felt like an insult at that point. I mean, how can you get more stuck than being frozen in "solid rock" with only your head poking out? And perhaps I should add that my companions (Tau and Lana) had already killed the mobs when I tried /stuck, so there was no combat in progress. I don't know what algorithm the game uses to determine if someone is moving (in this context), but it could definitely use some improvement. How about checking if the character is actually, physically moving, but with some tolerance built in, so that you can also get out of annoying situations like when you get stuck in the crack between two touching rocks, and you are actually sliding down, but so slowly that you sometimes cannot even see it, and there is not a thing you can do about it. Like, if your position hasn't changed with more than (say) one centimeter - in any direction - in the last second, then you are not moving. Or perhaps that is how it already works, and it is just the tolerance that needs adjusting...
  8. I finally got around to trying Ruins of Nul (story mode), so first time I ever tried it. I had read about the buggy boss fights there, but I have not gotten that far yet. After fighting off some groups of Ranphyx in the first area, Highland Steppe, you get to a canyon that leads to the area exit. Where you cross a stream by a waterfall, there is a group of Ranphyx on the other side. My Jedi Knight leaped at them (as usual), but landed under the ground, and was stuck in a small area beneath the surface, while Tau and Lana fought the mobs. I could move around a bit, but there was no way out, so I tried /stuck, and was insta-killed, and had to start at the FP starting point again. Jumped on my bike and went back to the crossing (Lana running beside my bike at 130% speed increase with no trouble of keeping up). The mobs were still there so I leaped at them again, but selecting a target more to the right this time in case I had just happened to hit a tiny hole in the ground before. Nope. Still ended up below the surface. This time I was properly stuck though, with only my head sticking out of the ground. I could rotate, but that was it. Attacks did not work, but I still took damage from the mobs. This time, I waited for Tau and Lana to kill the mobs before trying /stuck again, so I was not in combat mode. Nothing happened. Tried to quick travel, but was not allowed - "not while moving" - well, I'm bloody well not - I'm stuck inside a rock with only my head poking out. Tried resetting from the mission log, but the buttons were disabled (because I was "moving"?). Luckily, I found that I could still travel to a stronghold, so I did that, clicked Play again, and started (once again) from the FP starting point - again with Lana running beside my bike. That second time I got stuck, it was at X: -328 Y:812 Z: -9.
  9. It's been a long time since one of my knights married Kira, but I vaguely remember there being some trick to it. I had this saved link to a discussion about it here in the forums. I did not read it all again now, but it was something about not choosing the very first flirting option with Kira. If i recall correctly, I had found myself in the same situation as you, then I found the link above and realized that I had already missed the chance, saved the link for the future and did it the "right" way with another knight (years later). Please note that this is very old information, and what I'm talking about here was probably a bug, which has hopefully been fixed since then. I hope you can get a better answer from someone else.
  10. Hardly worth mentioning, but this is not an issue anymore. Apparently, it was a bug, and it has been fixed since. Not sure exactly when since I've mostly been running a new Jedi who does not wear a helmet. Anyway, now you just use the "Show/hide head slot" button directly on the Gear tab in the Character window. So: C, click a button, C. Perfect
  11. So far I like the interface updates, except for a tiny detail: It is now even more work to simply take off ones helmet Immersion is important to me in an RPG, and for example my trooper (well, ex trooper - currently alliance commander) only wants to wear her helmet in battle, which means it comes on and off a lot. To take it on or off, I now need to: Press C to open the character sheet. Go to the Outfitter. Click the currently worn outfit number (why - shouldn't that be the pre-selected?). Click the show/hide head slot button. Close the character sheet. Sure, it's not a lot of work, and it goes fairly quickly after doing it a couple of hundred times, but it feels so unnecessary for such a simple task. Is there an easier way to do this? Perhaps something you can put in a quick bar slot to toggle helmet visibility?
  12. Still bugged. I'm always nervous when getting to this fight, because you never know if it's going to be easy (sometimes), close but doable (mostly), or f-ing impossible (sometimes). I recently realized that I had never even finished KOTET with a smuggler, so I picked it up with an old saboteur. Hadn't played a smuggler in quite some time, but was pleasantly surprised at how well she played in all fights. Then I got to this (insert favorite profanity). I started with the usual standing-in-the-middle-and-stomping routine (only moving for their AoEs). This usually works, but this time I didn't even get close to killing them before I died. So I got the Modified Armor Cell and Modified Weapons Cell for Walkers, and tried again. Got closer but still far from killing anyone. Then suddenly I almost made it - if I had managed two more stomps it had probably been over. Next time I wasn't even close again. It seemingly depends on pure luck in what attacks the sentinels use. A couple of tries later I killed one of them. Not sure if I had used some other attack on that one during this attempt, or if I had just missed the center with one of the stomps so the damage was uneven. Anyway, after dying and respawning I managed to kill one more before the first one came back, and after that it is kind a blur with all of us dying and respawning alternately, and me in constant panic mode, until I finally managed to get them all. Pretty sure that repeated dying/respawning isn't the intended way of finishing this fight but... Since you're in a walker and cannot even use any of your characters tools, the class or specialization shouldn't have any effect on this fight, but does it anyway? I don't recall which of my characters had it easy or hard in this fight, except that this 306 Saboteur Smuggler almost couldn't do it.
  13. Wow, this is more than I was hoping for! Now I feel like an idiot for not having tried this earlier I have not quite decided on a class yet, but definitely a Miraluka this time. Leaning towards an Inquisitor - it's been almost exactly two years since I created the last one (yes, I keep track ). Thank you for taking the time, and for sharing your character stories!
  14. Darn it! Didn't think of that May seem lika a non-issue to some, but to me that is actually quite important for an inquisitor. Well, I suppose I could do without it just once... ^this! This right here is just the sort of thing that makes my day. To me there is a whole wonderful origin story in just those short sentences. Great stuff! A good point. Unless you "let" Tremel be an idiot that can be fooled into thinking you are human Thank you!
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