Monday, December 14, 2015

No Parking

I know that last time I said I was reviewing a "Different" campaign, and that was true. It's atmosphere and mystery was unlike any other I've played. Well, now I'm saying it again, and this time it's even more true.

Author: Lou Saffire

No Parking

Now, for those of you who didn't think that One 4 Nine was quite different enough, well, this one is. You see, the campaign is one map long. Yeah, one. At its bare bones, it's just one, massive, extended finale where you go toe to toe with a pissed off, cola addicted redneck.

Yeah. A redneck.

Doesn't sound scary? Well, wait until you get a look at him before you make your judgement...

"HONK HONK MOTHERFUCKERS."
You see, this is Whitaker. You remember him, don't you? Oh, you don't? Well, he's the crazy guy with the cola addiction who owned the gun store in Dead Center.

Yeah. He's back.

Playing as the original group of survivors once more, you stumble into a parking garage in search of weapons just before The Sacrifice takes place. Yes, another mod about them before The Sacrifice. If you're keeping track then this one would be not long after Redemption.

Anywho, because the survivors always throw their guns away at the end of each campaign, they need to find another pile of guns to use for half an hour before discarding them as well. Which is when they stumble upon Whitaker and his stash of guns.

After peaceful negotiations by Ambassador Francis go south you are tasked with killing Whitaker before he kills you. And, as is subtly implied by the two ton death machine he can be seen riding around in, it isn't quite what you would call easy. To defeat Whitaker you have to complete a series of objectives around the parking garage while he shoots at you, attempts to run you down in his van, and honks the horn to attract the horde. Yes, there are zombies in the mix too. Even specials. Remember when I said it was basically one huge finale?

The steps to defeating him, considering the circumstances of the fight, aren't easy to complete. What is easy however is getting shot, or sliced up, or run down by his van or beaten to death after having all of the above happen to you. This is very much a map designed around actual HUMAN players, not bots.

Eventually you defeat him, and guess what? Now he says he's sorry. All he wants is some cola and he's willing to call things even between you guys. He'll even forgive you for the guns you stole.

"You dick, you tried to kill us."
"Shut up, Francis."
You actually have a choice here. Give him the cola and let bygones be bygones, water under the bridge, mirror in the past and all that? Go ahead. Or... leave him to die without his precious cola. Your call.

But apparently his cola addiction has turned into a full fledged fetish since Savannah, because that cola will determine your fate. Deny him his favorite of beverages and he summons the will to stave off death itself for the sole purpose of ending your miserable existence. Show mercy and provide him with his one true love in his time of need? He'll flip death the bird and join you in battle, all out of gratitude for providing him with what he lusts after most.

Either way, the second half of the map involves your standard "Hold the Line" finale, but your choice with Whitaker dictates whether he helps or hinders you during your escape. And as much as you might want to leave him to die after that first fight with him... damn does it feel good to have his wheeled death machine on YOUR side for once.

The choice even affects the ending of the mod and Whitaker's fate. He can go out in a heroic blaze of glory or succumb to his hatred and expire, before succumbing to the infection and becoming one of them. This map is short and sweet but for the unique experience it gives it's worth checking out. Boss fights in Left 4 Dead, oh man...

Go ahead and get this if you're looking for something new after your hundreds of hours in Left 4 Dead. Just put the difficulty on Easy if you can't find any friends, because Whitaker takes no prisoners.

One 4 Nine

I'd say that it's finally time for another Left 4 Dead campaign but, you know, it's always time for Left 4 Dead on this blog. And this time I've got something a bit more... mysterious for all of you...

Author: keved

One 4 Nine (As always, download all parts for the campaign to run).

Another campaign that kinda/sorta/maybe tries to explain the origin of the virus, huh? Man, how many of those are there? Well I can guarantee you that there aren't any quite like this campaign.

Deep in the Nevada desert the survivors from the second game have tried, and failed, to escape the infection. With nowhere else to go, they resort to following the rumors of a nearby military base that is offering shelter but end up finding more than they could ever comprehend.

The entire campaign takes place at night and, as with the previous campaigns I've reviewed, there is custom graffiti that tells a story through questions rather than answers. All across this base are strange equations and numbers scrawled over the walls, and warnings telling of something that the United States Military found in the desert. The messages implore the survivors to go no further, but at the same time promise answers to be found at the heart of this military installation.

You'd much rather forget what you see on the other side of this door. Trust me.
The entire campaign has this strange air of apprehension about it, like you don't know exactly where you're heading, but you just know that it won't be very good. And I like that. It's like a horror movie during the times that it's quiet, as opposed to the usual Left 4 Dead mod of an action-survival flick with zombies. As you go deeper and deeper things get more unsettling until, at more than one point, you're literally crawling over mountains of carcasses and picking your way through checkpoints where the guards all died of self inflicted wounds rather than any zombie attack.

For most of the campaign everything is shrouded in darkness, literally too. A lot of it takes place on the interior of the base so for the most part you'll be going through corridors and offices though it does open up at several points, even offering you the chance to have a more vertical battle trying to climb some catwalks later on. There are also plenty of mounted guns sprinkled about, and for the most part they are placed in much better places than they are in the vanilla campaigns, finally letting players vent their frustrations out in .50 caliber doses on the swarming hordes the AI Director sends after your souls.

And, as you draw nearer to the climax of the mod, things get downright foreboding.

What are the odds of finding a happy ending at the bottom of this?
Here is where it's all been leading, after pulling you and your group over mountains of dead bodies, slaughtering your way through hundreds of zombies, and witnessing the utter disaster that took place throughout the facility. You finally discover what they army unearthed...

"Wut." - Coach, greatest philosopher of our age.
...The Monolith?

Yeah. And, as eagle eyed fans of Half Life would have noticed in the screenshot above that, the symbol of The Combine (Primary antagonists of the Half Life series for those who don't recognize it) is scrawled on the wall there, not too far from the 'Lith, as we like to call it.

Dayum.

What even... is happening?

Like I said, it's all more questions than answers. BUT, if you're looking for answers about the story in this mod and it's ending, you can go here to find out all about. And I think that it's compelling, in that unexpected sort of way. I enjoy sometimes being left wondering, still asking questions. It's not for everyone, sure, which is why that link is there.

But I need to make a note here of the finale. It WOULD be the standard "Hold the line" against waves of zombies, but once it begins your screen will begin flashing brightly with different colors and you'll be looking through a colored filter for pretty much the entire finale. It's very unexpected and the sudden shock of it can hurt the eyes, so brace yourselves for that if you do decide to give this mod a go.

So, if you want to play through something that is atmospheric, strange, and filled with uncertainty, go ahead and book this vacation to Nevada. And escape the zombies once and for all...

Back to School

After that last smashing review in Left 4 Dead 2, I figure that's it time that we, together went back... Back to School, that is.

Authors: 100_o/o_f@ke and romasm

Back to School (Make sure to download all parts!)

Back to School is another large campaign for Left 4 Dead 2, once again starring the original cast of survivors as they fight their way through Borden City to the evacuation point at the local High School. Unlike Redemption II, this campaign isn't related to the main story of the series at all, instead doing what most campaigns do and just being created to play. Which is far from a bad thing, mind you, since Left 4 Dead has always prioritized gameplay over narrative which is just fine.

And also over cheerful interior design, apparently.
Fun fact though, a list in one of the original campaigns DID list "Borden City High School" as a main evacuation point and I refuse to believe that is entirely a coincidence (As much as I refuse to do something better with my time than learning random facts about Left 4 Dead).

This campaign is long. Very long. With six levels to its name it's practically an endurance test and the AI Director will not go easy on you. Because he never does. The randomness of this campaign is fantastic though. On some playthroughs you'll see a car whiz down the street and crash, summoning the horde. Other times it won't happen, sparing you the ammo and the stress. And, on the subject of randomness, this campaign actually has two, yes two different endings. I don't really know if there is anything the player can do to influence the outcome, and I suspect not, but the addition of multiple endings is much appreciated.

But there is a downside I need to mention. This campaign includes its own custom skins for the Tank. This skins are really well done, being of a police officer and soldier respectively, but if you're using any different skins for the Tank in your game then the Tanks in Back to School will become invisible.

Believe it or not, this picture is actually me getting punched by a Tank. Seriously.
Now, deactivating your current skin mod for the Tank and enabling Back to School's skin for it should resolve the problem, but I'm a gamer. I sit in front of a screen and press buttons to live vicariously through fictional characters. I don't want to take those extra steps. If I had that kind of energy I'd probably be doing something outside. On higher difficulties this issue will obviously be a problem, so plan accordingly.

Some of the objectives here are interesting twists on old ones from different campaigns. For instance, a guy offers to give you a lift to the evacuation center in his truck in exchange for helping him scavenge some supplies. He drives you to the stores (There are three different ones with their own type of supplies that he wants) and you have to go get them all before he'll take you any further. The stores, however, are alarmed, so the minute somebody makes a move for the objective you'll have the horde breathing down your neck.

The sign below me says "Shoplifters."
It creates an interesting situation where you have to decide between speed or safety. Split up and get everything at once? Everyone is vulnerable to attacks from special infected. Stay together and go one at a time? The horde can bog you down and keep you from reaching the other objectives. There are more unique crescendo events like this, including the military bombing a car lot and a supermarket shootout, which is always a good thing to see.

As in the last review, I noted survivor dialogue and custom graffiti as positive points to that campaign. While Back to School lacks a large amount of meaningful dialogue between the survivors all of the saferooms have custom accounts from other survivors detailing the fall of Borden City and how they met their grisly ends. And on the subject of safehouses, there are some interesting ones later on, including a bank vault with somebody still in it. Yeah, enjoy that one.

And much like Redemption, the props placed around this campaign help to make it a memorable experience. You'll see the place where two crazy rednecks made a last stand, military checkpoints overrun by vast swarms of the infected, and later on you'll even hear frantic radio chatter from soldiers being torn apart before your very ears, all while the Air Force is attempting to level the city one bomb at a time.

This campaign is altogether more intense than Redemption, making it a good choice to subject your friends to if you're feeling like being cruel to them with style. It's as fun as it can at times be merciless and anyone looking for a quality campaign should look no farther.

Redemption II

Some of the most famously modded games are ones produced by Valve, the creators of Half Life, Portal, Team Fortress 2, and other well known games. Valve's games are easy to mod and with the addition of the Steam Workshop some time ago it was made even easier for modders to create something they enjoyed and get it out there for everyone to see.

I have to admit, Left 4 Dead 2 is snugly fitted into my Top 5 favorite games of all time. Playing it back on the Xbox 360 I met friends who I still talk to today so this series has a special place in my heart. I've been looking forward to reviewing some of the wonderful mods for this wonderful game, so I think it's time I did exactly that.

Author: Morloc


This campaign was inspired by the comic that was put out in four parts leading up to the release of The Sacrifice for both Left 4 Dead 1 and 2 (Which you can read here, if you haven't already, and I recommend you do). This campaign ties in with the comic and is meant to be some sort of interquel between the penultimate part of that comic and The Sacrifice itself. Basically, in the comic, Bill does something bad. Really bad. And the group becomes more wary of him as a result.

This campaign, as implied by the title, is his Redemption for that act. 

Set in a remote research lab somewhere along the East Coast the group of four finds themselves stranded when a military bombing run previously destroyed the bridge their train was going to cross. Out of options they decide to head into the lab itself in search of another form of transportation, but, as with all horror movies, they inevitably find something more sinister...

"No, YOU go first..."
A clever use of old material to tell a new story.
The great thing about this campaign is the work that went into it. Not only are things happening directly in front of you but you can see things happening in the distance every now and then, too, like a military plane flying overhead or a helicopter crashing into the building somewhere ahead of you. The environment is also well constructed, with props placed in locations where they can tell a story about what happened before without it being in your face (As is the goal of Left 4 Dead, though usually more through safehouse graffiti).

Speaking of graffiti, the primary method of exposition in the Left 4 Dead universe, this campaign has quite a bit of new writing on the walls. It isn't a big touche but it's nice, and helps to give the facility a distinction from many other campaigns as the environment around you tells a new story.

The trance you go into when slaughtering the undead is a truly wonderful thing.
There are also a few new melee weapons included, the most memorable of which being, and I am not in any way joking here... a human foot. Or an arm? Maybe it was an arm. I can't remember entirely, as the novelty of bashing skulls in with a human limb was too much for me to overcome at the time.

There is a noticeable and welcome atmosphere that reminds one of Half Life, specifically Black Mesa, when trudging deeper into the facility. 

The finale throws a curveball that you might not be prepared for.
But, something I have a problem with... is that there's really no Redemption to be found here. Yeah, the group shoots its way through a lab heavily implied to be the source of the virus, but that's it. There's no cure to be found (Obviously) and no culprit to bring to justice. You just shoot zombies in the labs (Though these labs are well constructed and it's very fun) then escape on the train. If something happened that was supposed to redeem Bill, I didn't catch it.

Speaking of the escape, the author tries out a new form of finale that can catch new players off guard the first time through. The first wave is the same as usual, hold off the zombies until the rescue is ready, but then it makes a turn. You need to retrieve three oxygen tanks thrown down to you by an NPC, fight your way to the bay under the train, and hook them up to power the tracks. The change from the normal finale formula was interesting and keeps one on their toes, but it can become easy to lose the canisters after they've been thrown down to you, especially with the horde closing in from all sides.

And yes, NPCs. This campaign has them, all fully voice acted and able to be interacted with. The few surviving members of the research team help you along your way as you fight through the facility, another welcome change to let the player know that they aren't entirely alone in this apocalypse. And, on the subject of dialogue and characters, the banter between the survivors themselves is excellent. At points during the campaign the four will launch into drawn out conversations about what they see or think leading to more than a few hilarious conversations. It's all scripted of course but the survivors here are a lot chattier than they are in the vanilla game so I can't complain.

As far as campaigns go, this is one you should definitely check out. Gather up some friends, fire up your copies of the game, shoot your way through White Helix together. While the story is a little lacking none of you will regret it.

Sunday, December 13, 2015

Willow

That's right, after a spate of Star Wars reviews we're going back to the game that this blog started in: New Vegas. Oh, but don't worry, I won't be droning on about someguy2000 or his excellent mods again. No, I've decided to branch out. So here, I present to you, is Willow.

Author: llamaRCA


One of the things modders like to do, besides making bleak and depressing quest mods that will make you forsake everything good and happy to be found in life, is to do the exact opposite because the internet is a strange place that is filled with contradictions, overused memes, and cats.

This is Willow. Say hello.
So, Willow. As is stated in the title the aim of this mod is to create a companion better than the vanilla ones, with more functionality and things that she can do. Whereas the vanilla companions have backstories, quests, and an ability they can grant you (as well as a boost to their stats or something similar upon completing their personal quests) they don't offer much else. After that they just wander the Wasteland at your side in silence, occasionally helping you duct tape your shotgun back together or letting you drink what would normally be the suicide note for any normal human liver and only have positive side effects, but Willow does just a little bit more than that.

You will first meet her south of Primm on the road to Mojave Outpost and Nipton, so she's acquired fairly early in the game. She asks for your help getting her things back from a group of raiders and agrees to travel with you if you succeed. The place her items are at is right on the way to Vegas, just a bit south of Novac at the bandit camp there, so simply following the main quest will, for the most part, fulfill her quest requirements.

After that she becomes an official follower with her own companion wheel and everything. Now here is where this better experience comes into play. With Willow, the mod tracks how much she likes you and your relationship changes depending on that value. You can just toss her aside and ignore her, ensuring the two of you never get too close, or talk to her and help her with what she wants done. The more you do the more points with her you get, and eventually you can turn your friendship into... something more. 

More.

You know what I mean.

Bow chikka bow wow.

In case my previous hints were too subtle.
But anyway, once you reach that point, you have the option of remaining friends or going all the way. Willow swings both ways so female characters don't miss out on anything if they don't want to. Either way that choice is final once it has been made, so know what you want before you pick an option.

Willow also isn't indifferent to the political climate of the Mojave (Though thankfully she describes it in less comically large words than I just did). She's a citizen of the New California Republic and would prefer you siding with them. She has no strong opinions on a House or Independent playthrough, but she understandably has a few reservations about throwing in with Caesar's Legion (As all sane people would). But in the end, whichever faction you pick, she'll stay with you all the way. She cares about the player more than the conflict, even if she has her own opinions about it. Which is nice.

You can also train her to be better at combat skills she isn't versed in. She prefers guns, but with the right amount of training she becomes a decent Unarmed fighter, and will also let you borrow her rifle since she doesn't depend on it as much. She'll also do some cooking, helps lower prices during trading, and has a spiffy hat.

She feels a lot more natural than the other companions thanks to these features. She doesn't have the most tragic backstory or the deepest dialogue, but she does exactly what the mod sets out to do: Create a more in depth, better companion experience. If you're going to be wandering through the Mojave any time soon, Willow is a prime candidate to consider having by your side. 

The Sith Lords Restored Content Mod

Continuing in the vein of all these mod reviews for Star Wars games (Can you tell that I'm excited for The Force Awakens?) we're moving on to a mod for the sequel to KOTOR... the appropriately named KOTOR 2. And this mod... well, it's a must have.

Author: TSLRCM Team (Specifically mentioned are Hassat Hunter, VaristyPuppet, and zbyl2 on the Steam Workshop. Yes, this is also on the Steam Workshop).

The Sith Lords Restored Content Mod (Again, also available on the Steam Workshop if you have this on Steam).

So, in advance, I'm going to apologize. I have to admit that I love this game. KOTOR 2 is easily my favorite Star Wars game (More so than even the Dark Forces series or the original KOTOR) so there is a very real possibility that I may just be gushing out my fanboyism for like half this review but I can't help it because this game is just so fucking GREAT. Or, I should clarify, it WOULD have been great had Obsidian not been screwed by the executives. To understand this mod and what it does, a little history is in order for the uninitiated.

You see, back in 2004 KOTOR 1, made by Bioware (Who would go on to be most famous/infamous for the Mass Effect series), had been out for a little while, and a sequel was in the works by Obsidian Entertainment (You may also recognize them as the developers of Fallout: New Vegas and, essentially, the first two Fallout games as well, though under different studio names). Unfortunately, eager to release the hopefully hit sequel to a hit game in time for the Christmas rush, LucasArts moved Obsidian's deadline for the game up by quite a bit. The game was barely half done when this happened and, being forced to choose between meeting their deadline with an unfinished product or insisting they needed more time, they decided to meet the deadline (Their reasoning, not wanting to alienate LucasArts on one of the company's first games, was sound). To meet this deadline they had to make cuts.

A lot of cuts.

They cut whole characters, plotlines, and even an entire planet out of the game so they could make the release date. Story arcs went unfinished, left hanging in the wind, party members vanished late in the game never to be heard from again, and the entire experience upon completion just felt so empty and unfinished. But, from files recovered over the years, from what we know would have been implemented in the final product, this game would have been legendary.

And that's where this mod comes in. As the title implies the creators of this mod have either located or reconstructed everything cut from the original game and put it back in, bringing this game as close as they can possibly get it to Obsidian's original vision.

And you know what? They did it.

KOTOR 2, back when I played it on the original Xbox, blew me away. I was only 10 at the time but I loved that game, loved the characters, and everything about it (So yes, I'm aware that I'm looking back on it through some of the rosiest tinted glasses in existence, so bear that in mind). I discovered about this cut content over the years and lamented that the game I loved so much would never be truly completed, until I discovered this mod.

You see, KOTOR 2 has not only some of the deepest story and characters in Star Wars, it has in my own humble opinion, some of the deepest, most fascinating and captivating, story and characters in any video game ever. Even the characters I dislike or outright hate still manage to hold my interest. The entire game has some of the best writing I've ever seen, though some would disagree with that, and this Restoration Mod brings almost everything back to the level it was intended to be. Questions are answered, character arcs resolved (One of which actually left me in tears), and while the ending itself is still pretty empty (It was intended to set up for the KOTOR 3 that never came, which also would have been developed by Obsidian and is a tragedy to be lamented another time) the entire game has a much greater sense of completion about it.

But what makes this game great is that it makes you look at the Force in a different way. To some it's done very bluntly and with a heavy hand, but this game, that it makes you actually think about the Force beyond it being, well, the Force, was something I'm glad they went heavily into. It makes you consider consequences before taking action and highlights just how damaging the Jedi view of the Force can be as well as the Sith view. It's all Grey and Gray morality here, which is something the Star Wars universe needs more of, and this game delivers. This mod elevates it to the glory it should have had upon release. And while it pains me to know that a true KOTOR 3 will probably never arise, leaving this game's ending essentially hanging in the wind (Unless you play Bioware's MMO, but I've had problems with those in the past so I try to avoid it), well, you shouldn't miss out on this game if you're a Star Wars fan. And this Restoration Mod is absolutely necessary to enjoy that experience.

So go out, buy this game and download this mod, and lose yourself in that galaxy far, far away.

Solomon's Revenge

Time to pick up where we left off last time and get into the sequel to Brotherhood of Shadow and review Solomon's Revenge. Again, like BoS, the mod's main attraction is the story in lieu of interesting or new gameplay, so we'll be taking a hard look at the narrative and characters. Besides, it's a Bioware game. The story is always the main attraction. As much as I detest it, there will be SOME spoilers here

Author: silveredge9

Mod Link: In the previous review (Both mods come from the same source).

So after the player's last rousing adventure aboard the Orion, where the majority of the crew was essentially turned into Force-smoothies for the ancient abominations pacing around their cargo hold, they return to the Ebon Hawk with their new companion Shadow at their side. Soon after she has a mysterious nightmare filled with darkness and dead bodies that bids her to seek out someone from her past on Korriban, the planet of the Sith (For those unfamiliar with Star Wars, the Sith are the bad guys. Red lightsabers, like the color black, hereditary leather fetish).

Upon arriving there she meets a different person from her past, an Arkanian named Kobayashi that used to serve on the Orion before everyone became mulch, and the three of you set off to find this person that seems to be drawing Shadow into some sort of trap.

Like the previous mod, Solomon's Revenge features several new areas where your quest will take you, from Czerka mining facilities to rundown caves to the desolate and cursed Korriban Wastes and more. Some are merely reskins of old areas, but others are built from the ground up new, which is much appreciated.

As you grow closer and closer to this mystery man, he is revealed to be... Solomon. And he... is seeking Revenge. A twist worthy of Shyamalan himself. But for real, he's a former Jedi thought to be dead, an Echani who focuses his entire life on combat, and he hates Shadow. Detests her. You'll find out why through flashbacks and Shadow's stories, some of which are actually playable.

Yes, you get to look back in time and see what it was like to fight the Mandalorians. It's actually pretty cool, for a time. And, again, for those who like the lore of the Old Republic these are a real treat. You get to see Revan and Malak fall closer and closer to the Dark Side and witness the end of the War before they began their own. But speaking of the lore, there's a small section early on that requires you to answer questions to open the way and continue your journey. The questions are, as you may have guessed, about the history of the Old Republic. I was able to get through them without much fuss, but for those without an intimate knowledge of Star Wars history this part will definitely cause some hardship, so be aware of that.

And the characters this time are actually voiced. Thank the Force are they voiced. Shadow still has that problem with her unending loop of alien speech, but most of the other characters (Solomon, Kobayashi) are all voiced so the problem of hearing so much of that alien speech is significantly lessened this time around. The voice acting itself, however... well, it isn't the best. But I feel that it's important to keep in mind that these aren't professional actors, simply fans who decided to lend their voices and breathe a bit of life into this project. And, for the most part, it works.

But now it's time to talk about the biggest problem with this mod. It's length. Yes, it's too long.

I know I know, "But that just means more free content to enjoy!" I was enjoying it, until about two thirds of the way through when it looked like it was about to end... and then it just kept going. And going. And going. And goooooiiiiiinnnnggggg. Seriously. There is a lot of walking to be done, traveling to the mod's faraway end point over the course of a few hours, and a lot of talking that stretches is out even more. And as you go on those flashbacks with Shadow? They begin piling up. You see her back in her Jedi days, her soldier days, Sith days, Orion days and they just keep coming and coming. At first it was enjoyable but eventually there were just so many of them I started to forget that they were just flashbacks. I stopped caring about what was happening in the past when the mod wanted so desperately to show me when there was crap happening right now in the present to my character that I wanted to see resolved.

The mod outstays its welcome, to put it plain and simple. There is just so much going on that it seems to have been impossible to cram into a reasonable time frame, but maybe that's a sign that some things should have been cut. The work done to bring all of this about is astounding, I want to make that clear, but an important part of games, movies, or really any form of entertainment is that it needs to know when its time has come and it needs to end. Solomon's Revenge doesn't recognize that and keeps going far beyond where it should, to the point that by the end you'll breathe a sigh of relief once the credits roll. It's more akin to a test of endurance than anything else.

Toward the end the atmosphere begins to echo that of KOTOR's infamous sequel, which is actually a very good thing. It makes you feel like you're surrounded by ancient darkness that has been waiting for a thousand years, and just stopping to take it in for a bit is really nice, but that isn't enough justification for the unwieldy size of this mod.

In the end, if you really love Star Wars and KOTOR, then download this. Anything less than that and you should pass it by. There are some really great things in it, but an equal number of items that need some serious tweaking. Silveredge9 does an astounding amount of work for being just a simple modder, and that needs to be known, but sometimes you just need to know when enough is enough.