I just installed KOTOR II, and created a character as normal. So far, so good.
However, once I clicked on the 'start game' button, the game (and I've done this several times) goes into a blank screen with some background noises, then crashes.
Has this happened to anyone else?
Torn
Member Since 01 Mar 2005Offline Last Active Apr 06 2009 07:15 PM
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Problems playing KOTOR 2
05 October 2005 - 07:45 PM
Working with the Drow?
12 April 2005 - 08:11 AM
This poll is the result of a slight disagreement myself and DA had in the workroom. When I suggested working with the Drow to take over Suldanessallar, he pointed out that this would create consistency issues with the ToB introductory cinematic, which mentions that you have been living with Ellesime and them.
Not able to come to a conclusion amongst ourselves, we throw this to the opinion of those waiting for the MftW. What are your thoughts on this?
Not able to come to a conclusion amongst ourselves, we throw this to the opinion of those waiting for the MftW. What are your thoughts on this?
The nature of evil
31 March 2005 - 10:46 PM
Obviously, one of the major aspects of Baldur's Gate II, and in many ways the entire Dungeons and Dragons game, is the conflict between good and evil. However, I often find that in the hasty attempts to draw the battle lines between 'good' (typically noble paladins, unicorns and puppies) and 'evil' (typically goblins, liches and my cat), very little thought is put into what actually makes something 'good' or 'evil'.
So here is my question for the board:
How is it that you, personally, define good and evil?
Here's my take on it.
All people do what they do because they enjoy it, and think it's a worthwhile thing to pursue.
A 'good' person enjoys and considers worthwhile actions that make people happy. If you enjoy giving money to charity, helping old ladies across the street, etc, you would probably fall under 'good'.
An 'evil' person is, very simply, the opposite of this; they enjoy and consider worthwhile actions that make other people unhappy. Say you're walking down the street, and you see someone lying on the ground, bleeding to death after they were stabbed, so you kick them in their wound, throw dirt on them, hurl insults at their mothers and leave with a smile. That's evil... in my opinion, at least.
But like I said, this thread is for your opinions. What do you all think?
So here is my question for the board:
How is it that you, personally, define good and evil?
Here's my take on it.
All people do what they do because they enjoy it, and think it's a worthwhile thing to pursue.
A 'good' person enjoys and considers worthwhile actions that make people happy. If you enjoy giving money to charity, helping old ladies across the street, etc, you would probably fall under 'good'.
An 'evil' person is, very simply, the opposite of this; they enjoy and consider worthwhile actions that make other people unhappy. Say you're walking down the street, and you see someone lying on the ground, bleeding to death after they were stabbed, so you kick them in their wound, throw dirt on them, hurl insults at their mothers and leave with a smile. That's evil... in my opinion, at least.
But like I said, this thread is for your opinions. What do you all think?
The Mod for the Wicked!
01 March 2005 - 03:43 PM
One day, back at the good ol' Forgotten Wars Projects forums, a fellow named Matimus had a bright idea. "By jove,' he said, 'wouldn't it be nice if the game catered better to those wanting to play Evil characters?' His one innocent comment sparked a lot of debate and discussion, and many excellent ideas were thrown to the forum for discussion. Castles were built in the sky, and before the project had even begun many had pinned it as the best potential mod around.
Sadly, before the project had gotten off the ground, Matimus left, citing the difficulties of 'Real Life'. (Or at least, that's what he said. I suspect that he was sick of a thousand 'Is it done yet?' messages in his inbox every day.) Shortly afterwards, FWP was downsized (to put it nicely), and the mods hosted there came here instead.
Sensing that if I did not act quickly, this could be the end of the 'Mod for the Wicked', I acted boldly and decisively, and saved many of the best ideas from the two threads at FWP into one notepad document. Then, I sailed quietly off into the night, not to be seen for the better part of a year and a half.
It wasn't until I got an email from Deathsangel, saying that he would be most happy to include the Mod for the Wicked in his mod, Darkness in Light, that I dared to hope that the mod I had dreamt about for so long would finally come to light.
There are a few snags involved in getting this mod to see the light. First and foremost, the only thing I know about coding is that sometimes you type, which means that Deathsangel will be bearing the brunt of the coding. The nature of the mod means that the coding hopefully won't be as much work as, say, a major NPC mod, or Ascension, or something ridiculous like that; however, unless we get other coders on the team, it's still going to be a lot of work for him.
For that reason, in the spirit of the Mod for the Wicked at FWP, I call upon the members of this forum to contribute any and all ideas and suggestions they would like to make in order to give more options for Evil characters. I have a brief (ahem) list of modifications from the old threads, which will hopefully serve as a good starting point... but it's not enough! We need more! More! I've seen a few faces floating around here that posted in the Mod for the Wicked thread(s) quite eagerly (Hendryk, I'm looking at you ), so please, please join in and tell us what you would like to see in this mod.
Sadly, before the project had gotten off the ground, Matimus left, citing the difficulties of 'Real Life'. (Or at least, that's what he said. I suspect that he was sick of a thousand 'Is it done yet?' messages in his inbox every day.) Shortly afterwards, FWP was downsized (to put it nicely), and the mods hosted there came here instead.
Sensing that if I did not act quickly, this could be the end of the 'Mod for the Wicked', I acted boldly and decisively, and saved many of the best ideas from the two threads at FWP into one notepad document. Then, I sailed quietly off into the night, not to be seen for the better part of a year and a half.
It wasn't until I got an email from Deathsangel, saying that he would be most happy to include the Mod for the Wicked in his mod, Darkness in Light, that I dared to hope that the mod I had dreamt about for so long would finally come to light.
There are a few snags involved in getting this mod to see the light. First and foremost, the only thing I know about coding is that sometimes you type, which means that Deathsangel will be bearing the brunt of the coding. The nature of the mod means that the coding hopefully won't be as much work as, say, a major NPC mod, or Ascension, or something ridiculous like that; however, unless we get other coders on the team, it's still going to be a lot of work for him.
For that reason, in the spirit of the Mod for the Wicked at FWP, I call upon the members of this forum to contribute any and all ideas and suggestions they would like to make in order to give more options for Evil characters. I have a brief (ahem) list of modifications from the old threads, which will hopefully serve as a good starting point... but it's not enough! We need more! More! I've seen a few faces floating around here that posted in the Mod for the Wicked thread(s) quite eagerly (Hendryk, I'm looking at you ), so please, please join in and tell us what you would like to see in this mod.
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