Skyrim Mods – Part 2 – Skyrim UI Mods

In the first installment of this series, I talked about visual enhancement mods that make the world of Skyrim come to life. This time around, I want to talk about how we interact with that game world. The Skyrim UI is obviously adequate for playing the game, but there is definitely room for improvement.

Background Work

As I mentioned in the previous article, many of the mods I use require SKSE to allow for extended scripting. I included a brief discussion on the installation of SKSE in part 1, and you are going to need it for most of the mods in this section, so if you haven’t done so, go install it!

The Framework

First and foremost, the SkyUI mod is an absolute must for any modded Skyrim. While the changes SkyUI makes directly to the interface are subtle (mostly tightening up wasted space) it has a few really nice improvements as well. The inventory, trade, and magic windows have all been cleaned up, with graphical icons for categories and the ability to search via text string. The trade menu contains a tabbed interface to switch between your items and the vendor’s item list.

The unmodded skyrim inventory - Lots of scrolling around thanks to the need for gamepad usability

The unmodded skyrim inventory – Lots of scrolling around thanks to the need for gamepad usability

 

The SkyUI inventory screen, with category icons, details at a glance, and a search bar at the top.

The SkyUI inventory screen, with category icons, details at a glance, and a search bar at the top.

Finally, and perhaps most importantly, SkyUI adds a Mod Configuration Menu (MCM) to the “Escape” menu in Skyrim’s UI. Other mods can register with the MCM to allow their configuration options to be integrated into a consistent interface.

 Fixing the Problems

There are a couple of annoying issues with Skyrim’s interface, and both Better Dialogue Controls and Better MessageBox Controls address some of the most common. These mods change the way you interact with, as you might expect, NPC Dialog and the pop-up menu boxes that occasionally appear on-screen.

In the case of Better Dialogue Controls, sorts out a conflict between the mouse and the keyboard. If you happen to have the mouse pointer over a portion of the dialog menu, it can interfere with using the keyboard to navigate the dialog entries, leading to selecting dialog options you may not have intended.

Better MessageBox Controls lets you use the keyboard (WASD) keys and Activate (E) to navigate pop-up menus, similar to the way you would using a gamepad. It also makes a few changes to the buttons themselves (bigger “hit-box”, hilighting)

Making it All Go Away

One of my favorite UI mods is called Immersive Hud (iHud), which hides every UI component when you don’t need them to be shown. When any of your stat bars (health, magicka, or stamina) are full, they fade out. If you aren’t sneaking or using your weapon, the crosshairs fade away. The compass at the top of the screen is hidden unless you press a key to see it.

The result is that, most of the time, you have no interface chrome visible on the screen and can just enjoy the Skyrim landscape in its full glory.

Next Up…

My selection of interface mods is fairly light, simply because there are not a lot of other changes that I find necessary for the interface. In the next installment of the series, I’ll look at the NPC, PC, and Creature mods I use in Skyrim.

Skyrim Mods – Part 1 – Visual Enhancements

Skyrim - Lydia in Winterhold

It seems that every couple of months I fire up Skyrim again. I completed the initial game when it was first released, and the DLC packs were nice, but Skyrim’s real staying power comes from the user community and the endless assortment of modifications available for the game. My current setup uses about 150 mods, and I figured I would take a little time to share some of my favorites. This will be part one of  a series of articles about the Skyrim mods I use and enjoy.

Using a Mod Manager

Before we dive into the mods themselves, first a few words about installing and managing them. Because Skyrim is integrated with Steam, the Steam workshop would seem like the natural place to get your mods, but I actually prefer to use a 3rd party mod manager. There are a few of these around, but my favorite is called Mod Organizer.

Mod Organizer has a number of great features to help avoid the dreaded Crash to Desktop errors that can often result from heavy Skyrim modding. Unlike other managers that directly manipulate the Skyrim/Data directory on your hard drive, Mod Organizer maintains each mod separately and creates a virtualized Data directory when the game (or an external utility) is launched. This makes rearranging mods trivially easy, as you don’t have to worry if the textures from one mod overwrote textures from another when you installed it. Simply rearrange the mods in MO, and whichever one comes later in the list will override the higher ones at run time.

SKSE – The SKyrim Scripting Engine

Many of the mods I use require the SKSE package from http://skse.silverlock.org/ be installed to expand the available coding options for use in scripting inside mods. The SKSE can’t be installed via Mod Organizer, but installing it is a simple matter of copying the .EXE file and the two .DLL files from the downloaded .7z file into the Skyrim executable directory (usually C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim on 64-bit machines… drop the (x86) for 32-bit machines). Mod Organizer knows about SKSE and should automatically configure an executable for it.

Visual Effects and Enhancements

Skyrim looks pretty good by itself, but the difference a few visual enhancement mods can make is stunning. Remember that because Skyrim was also produced for the Xbox 360 and PS3, things had to work at 720p within the limitations of the graphics capabilities of the consoles.

On the PC, we have no such restrictions, and we are likely to have MUCH more memory and graphical processing power than was available on those consoles. As such, we can make some very impressive improvements to Skyrim’s visual qualities.

ENB – No, I don’t know if it stands for anything either!

I use Boris Vorontsov’s ENB module, available at http://enbdev.com/download_mod_tesskyrim.html which is actually a replacement DirectX DLL that intercepts calls to the graphics device and inserts modifications to the rendering pipeline. On it’s own, though, the ENB Series module as downloaded from the enbdev site gives some memory management and crash protection features, but doesn’t actually do anything visually. This requires setting up configuration files that enable, disable, and configure the effects that will be used.

Fortunately, there are a number of preset ENB configurations available, and the one I use is called Seasons of Skyrim. The mod’s tagline describes it as “An elegant blend of realism and fantasy”, and I find that to be pretty accurate. ENB effects only go so far, though, and while Bethesda provides a nice High Resolution Textures Pack along with Skyrim, there is lots of room for additional goodies.

Installing ENB typically involves placing the files from the “Wrapper Version” folder of the ENB download into the Skyrim program folder (where Skyrim.exe is). The same is then true of the particular ENB preset you wish to use – the instructions included with them will usually instruct you to copy additional files to the Skyrim program folder, overwriting the components of the base ENB package that they have updated.

Many ENB preset packages also come with standard mod components as well (textures, meshes, .esp files) so should be installed as mods in your mod manager also.

Clutter – The “Stuff” Scattered Around the World

The Static Mesh Improvement Mod replaces both the 3D models and textures for hundreds of the everyday things you find laying around in Skyrim – the background stuff like furniture, decoration, and clutter. Things simply look more realistic and natural than they do in vanilla Skyrim. This shot from the SMIM Nexus page is a good example:

SMIM Structure

From The SMIM page on the Nexus – From blocky, flat, and smudgy to round, and detailed.

Another nice (though pretty large at 500mb) mod that I quite like is called Book Covers Skyrim, and it gives every book in Skyrim its very own cover artwork, and includes additional paper styles for notes, scrolls, and the like. I really like this mod, and being able to see a book on a bookshelf and read the title on the spine instead of hovering over it conveys a bit of additional immersion in the Skyrim world.

Plant Life of Skyrim

The Skyrim Flora Overhaul mod does for the plant life of Skyrim what SMIM does for the man-made objects. New grasses, trees and plants will be scattered throughout Skyrim. The two images below illustrate the difference that Skyrim Flora Overhaul makes. The first image has all of my mods enabled except SFO, and the second has SFO turned back on.

Skyrim - Without SFO

The forest outside Riverwood without Skyrim Flora Overhaul turned on.

Skyrim - With SFO

The same location outside Riverwood with Skyrim Flora Overhaul.


Lighting

While SMIM replaces meshes everywhere in the world, and SFO deals with the out-of-doors, the next mod on my list, Enhanced Lights and FX, primarily deals with interiors (not exclusively, however – there is a module of ELFX that deals with exteriors. Most of these changes are noticeable at night, since the sun pretty much overrides all other lighting during the day).

ELFX modifies Skyrim’s light sources so they cast light in a more realistic manner that vanilla Skyrim. It also significantly lowers the ambient light present in many areas, giving the interiors of the game a darker, warmer feel. Again, screenshots for comparison: the top shot is without ELFX enabled (but all of my other mods), while the bottom is the result of turning ELFX back on:

Skyrim - Without ELFX

High Hrothgar interior with standard lighting.

 

Skyrim - With ELFX

High Hrothgar interior with ELFX lighting.

The difference here is quite astounding. Remember that both screenshots include all of my other mods, so they are using the same textures and meshes. While ELFX reduces the about of white ambient light in the room, the fire burning in the brazier now conveys an orange light to the surrounding area, lighting up the banners above it. Overall the whole scene looks less washed out and more vibrant.

In addition, I use the Lanterns of Skyrim, which comes in two flavors. One is stand-alone and doesn’t require any other mods. The other version requires SKSE and SkyUI (which you should install anyway – I’ll talk about that in an upcoming installment on User Interface mods). Lanterns of Skyrim, as you might expect, places lanterns throughout the world. These are primarily in settlements, but some roads and intersections get them as well.

Water, Ice, and Snow

I use a combination of several mods here, so I won’t have screenshot comparisons of them all. They do, however, all work together nicely and dramatically improve the various forms of H2O in the game. The first and primary mod is called Realistic Water Two, and it modifies almost all aspects of water in the game. It prevents water from flowing in ponds, lakes, and the like, adds waves, reanimates waterfalls, splash particles and foam effects, and even replaces the ambient sounds associated with rivers, lakes, oceans, and ponds.

In addition, Realistic Water Two causes the ice chunks and rowboats found throughout Skyrim to bob slightly. It might not seem like much, but this really can make a landscape seem alive. There is an optional file to make larger boats bob, but the static meshes on them will not bob with them (they will float above or clip through the floor) so I don’t have this turned on.

Next up is Better Dynamic Snow, which gives texture to the vanilla Skyrim’s plain white shader effect on objects that can be snowed upon. It is a subtle effect, but it does look better than the default method of just tinting the object white.

Speaking of snow, I also use No Snow Under the Roof. This deceptively simple mod (I imagine it took quite a bit of work) removes snow from outdoor areas that are covered by some  kind of roof. Think porches of homes and inns, and that sort of thing. The reasoning being that these areas would receive far less snow in the first place and because they would be “high traffic” areas, they would be cleared fairly rapidly after a snow storm. Again, this is one of those things that you might not notice before you install the mod, but after playing with it for a while things would look odd if your removed it.

Finally, Pure Weather add a variety of new weather types and outdoor lighting to Skyrim. Light levels – both during the day and at night – depend on the current weather conditions, so a night in the middle of a storm is going to be dark! There is some interaction between ENB settings and Pure Weather, and I haven’t extensively experimented with how ENBs other than Seasons of Skryim interact with Pure Weather, but I might end up trying out PureVision, the ENB settings specifically designed for Pure Weather.

That will wrap up this edition of my Skyrim Mods series. Next time, I will look at user interface mods to help tame the sometimes clunky Skyrim interface.

 

Divinity: Original Sin

One of the coolest things about the Kickstarter trend is that is has given us a resurgence of the “old-school” cRPG. Pillers of Eternity, Wasteland 2, Shadowrun, Torment: Tides of Numenera – just a few years ago, games like these had all but disappeared. It seems like every new (non-indie) game was a derivative of a first-person shooter (not that there aren’t some really good games in this style).

DOS_Logo

Divinity: Original Sin is a new party-based cRPG that was funded with Kickstarter, and saw it’s official release on Monday (June 30th, 2014). I had missed the Kickstarter campaign, so the official release was my first chance to get into and play the game.

So far, I’m pleased to say, that while the game is not without issues, I am very much enjoying it.

Old-School Difficulty

Anyone used to the toned-down, hold-your-hand style that many modern RPGs have adopted will be in for a shock playing Original Sin. If you played the original Wasteland, you might remember that the game was completely open. You could wander anywhere you wanted to right after leaving the Ranger Center. Even if that meant walking your level 1 characters into a group of enemies that could grind the entire party to dust without noticing you were there.

Original Sin adopts the same kind of freedom. When attempting to leave the city during the beginning of the game, the guards might suggest that you appear to be unfit to survive in the wilds, but they won’t actually stop you.

While you can use the environment to your advantage (more on that in a moment), your enemies will do the same, inflicting all manner of painful debilitating effects on your party. All of this, though, is a good thing. You can tone down the combat difficulty (slightly) by going into easy mode – which is still no cake walk – but making strategic use of your abilities is a must if you wish to survive for long.

An Environment that Matters

Setting things on fire with a fireball - and a poison cloud triggered by killing a zombie.

Setting things on fire with a fireball – and a poison cloud triggered by killing a zombie.

Lots of objects in the game  world can be manipulated. Barrels and boxes can be moved to clear paths and block off noxious vents. Paintings can be stolen  off the walls of houses, and items in the world will react to damage by shattering, burning, exploding, and what have you.

This is a nice change from the totally static world-as-backdrop we see in many games these days, but Original Sin goes a step beyond these interactions. Surfaces in the game can be covered with various effects – fire, water, ice, poison, etc. These surfaces will not only convey effects for characters (player and non-player) standing in them, but will also react realistically with other elements.

For example, a rain storm can put out fires and make areas (and creatures) wet. You have options for following that up. Use a cold-based spell on a wet monster and you have a chance to freeze them, denying them actions until they thaw out. Or, you could shoot a fireball into the puddle, creating a scalding cloud of steam. You might also fire a lightning bolt into it, zapping everyone standing in the water.

Using the environment to your advantage is critical to surviving combat – and it cal also be fun to pick up an enemy with your teleportation spell and drop them into a lava pool – unless they are healed by fire.

Character Freedom

Much like the Elder Scrolls games, the classes that exist in Original Sin are just templates of pre-selected skills. You can use them as a starting point, or throw them out completely and make your own choices for the character(s) you create (if you are playing in single player mode, you create two heroes).

Advancement works the same way. Put your points wherever you feel they will be most useful. My current party consists of a wizard and a rogue-turned-ranger. I’ve picked up two companions – another wizard (more healing focused) and a warrior. I hadn’t planned on creating a ranger at all, but when I ran across a mighty fine bow I dropped a point into Bows and never looked back at one-handed weapons again.

Just a Bit Goofy

A sentient wishing well. That wants you to rescue his kidnapped brother...

A sentient wishing well. That wants you to rescue his kidnapped brother…

Larian has certainly not forgotten that we are playing a game here, and they have sprinkled some bits-o’-weird throughout the game. There is a quest in the middle of the starting city which as you chasing after a lost cat collar so that the cat that lives at the inn can impress the mayor’s cat – did I mention there is a skill called Pet Pal that lets you talk to animals?

Little bits of odd are scattered throughout the game, and can often make for an unexpected laugh when they show up. No more spoilers here, though – they are more funny when they show up out of the blue.

Editor Included

Bundled with the game, Larian has included “The Divinity Engine”, a powerful editor that allows users to create their own games with the D:OS engine. I’ve only barely looked around in the editor, but it appears to be jam-packed with features, so it is likely we will begin seeing fan-created campaigns down the road. Having this functionality built into the game also leaves open the door to future official campaigns as well.

A Few Issues

Divinity:Original Sin is a great game, but that doesn’t mean there aren’t a few things I would love to see changed. For starters, a pause button in single-player would be nice – or at least an option to have all of your characters STOP MOVING when one of them shouts  out that they see a trap.

The in-combat controls are generally good, but I would like the option to not automatically end my turn just because I ran out of action points. The way the game is set up, you can press the space bar to end your turn and save any remaining action points for the next round. This is great, because some of the more powerful spells require more AP than you generate in a single round to cast.

Unfortunately, it is too easy to not realize you have used your last action point and hit space bar during the delay when the game automatically ends your turn and switches to the next character, causing them to end their turn. Not game breaking (just have to pay more attention) but an annoyance that could be fixed with a simple toggle option.

There are a few minor camera issues as well, though it doesn’t come up too often. In some outdoor areas the tree canopy doesn’t fade out properly so you end up looking down at a thick tangle of weeds unless you zoom way in, which makes getting an overview of the battlefield difficult at times. Again, though, this doesn’t happen all that often.

None of these are game-breaking, and in fact are annoyances at most. Overall, the game has been very enjoyable.

Game Music – Thoughts and Resources

Kotaku had a post the other day: The Moment that Changed How I View Music in Games. When I saw the title, my first though was that for me, it was the Opera scene in Final Fantasy (3 or 6 depending on if you use the English or Japanese numbering of the titles.) I was pleasantly surprised to open the article and find that the author was talking about exactly that.

For those unfamiliar, the article above goes into good detail about the sequence, but in short there is a portion of the game where you are tasked with learning a song for an in-game opera (unrelated to the rest of the story) and “perform” it by selecting subsequent lines of the lyrics.

This was long before the days of voice in games, but the developers did a fantastic job of actually making it seem like the song was being sung by the performer (considering the hardware available at the time!) In the twenty years since what I played as Final Fantasy III on the SNES was released, I still occasionally find myself humming Maria’s song.

When it comes to games, music seems to fall into a handful of categories. First there are the games where the music either really fits well and is used at the right times. To me, these are games like the Ultima series (you can listen to many of the Ultima tunes at Auric’s Ultima Moongates) and the Morrowind, Oblivion, and Skyrim games (music by Jeremy Soule – you’ve no doubt heard music composed by Mr. Soule, as he has composed music for just about every kind of game you can think of.) If I pop in a CD with the theme from the Plane of Time (EverQuest) on it, I can easily recall countless hours spent in that zone.

By the same token, I know that most of my guildies in EQ had turned their music off a few days after starting to play the game. That’s a shame, because some of the music was very good, but it also got pretty repetitive at times. That is a danger in any MMO though, where the developer does not really have any way of matching the pacing of the music to the action happening in the game.

The second category of game music, to me anyway, is music that fits well in the game but goes almost unnoticed by the player. This is good in some ways – it doesn’t distract the player from the game – but it is almost like a movie score. It is there to support what is happening on the screen and not meant to overshadow it. As such, if you remember it at all it is on a subconscious level.

Third would be rhythm or music based games. In these games,  the music is an obvious attraction and may be popular music being used as the basis for the game (Rock Band, Guitar Hero, etc) or perhaps original or generated music integrated into the game, along the lines of the Bit.Trip series. In both types of games, the music is fundamental to the game, though in the case of the former you may not associate the songs with the game – you already know the songs.

Finally, there are games where the music just doesn’t seem to fit. I’m not going to call out any specifics here, but we all know games like this, where the music is best turned off and left off.

For the indie developer, when working on a game, music is nearly a requirement these days, and finding or generating good music can be quite a task. If you are a small (or one person) team, you need to not only be able to write the code and generate the graphics, now you need songs too.

One source I’ve found for music for my own projects is OpenGameArt.org – one of my favorite sites. Yup, OGA contains not just graphics, but music and sound effects too. There are some really talented people uploading music to OGA, that fit any number of genres, to 8-bit chiptunes, fantasy scores, and sci-fi inspired music.

Many of the tracks have been released as CC0 (Public Domain) and can be used in anything you want to create. Others have non-PD but generally friendly licensing terms – be sure to check the licenses before you include them in your project – but definitely take a listen.

 

Wasteland – Twenty Six Years Later

At the front of the original Wasteland manual was a short note from the programmer, describing tradeoffs that were made during the development to enable certain features to be present. The note ends with the following text:

Wasteland_CoverartThere’s a lot for you to see and do throughout the game, but you don’t have to follow any single path for success. There’s plenty of room to goof off in this game. So don’t sweat it if you don’t know what something is used for — you might not even need it to win. But don’t make too many judgement errors too many times, or victory will slip farther and farther away. We can’t make it too easy to win, after all.

 

After you finish Wasteland the first time (for which we congratulate you), you can go back and check out all theplaces you didn’t get to fully explore the first time through. Play it again; try things a different way. It’s not over when it’s over.

 

I doubt that, at the time, the writer could have possibly envisioned the way that final sentence – “It’s not over when it’s over” – would manifest itself. Or that it would be twenty six years before it did.

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Returning to Norrath

I have played pretty much all of the major MMORPG releases, if not at retail then at least in betas. While not the first MMO I had played, EverQuest was certainly the one that is the most memorable for me.

eqstuff

Some of my old EverQuest stuff – Yes, even EQ Online Adventures

I started on release day (March 16, 1999) with a group of local friends that had all decided to buy the game based on the excitement one of our number expressed while participating in the beta, and had soon formed a guild that became one of the top dozen guilds game-wide in the pre-World of Warcraft days.

In the 15 plus years since its release, the original EverQuest has seen 20 expansions. As a guild, we retired around the time of the Dragons of Norrath expansion (Early 2005) and moved on to other things. Some of us played EverQuest 2 (released in November 2004) for a while as well, which probably contributed to retirements from the original EverQuest.

Last month (April 2014) Sony Online Entertainment changed up their All-Access subscription, dropping the price and adding EverQuest, EverQuest 2, PlanetSide 2, DC Universe Online, and Dragon’s Prophet to a single subscription. Also included when they are released will be Landmark and EverQuest Next.

At some point over the years, Sony had converted their games to a free-to-play model, introducing an in-game store selling items and features for real-world cash. I had popped back into both EQ and EQ2 a couple of times over the last decade to see how things looked, and with the revamp of the All Access pass, I decided to reactivate my subscription and take the old games for a spin.

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Humble Spring Sale

HumbleSpringSale

The Humble Store is running a spring sale from May 6th through May 21st, with some pretty good savings on a number of games, including some recent titles like Thief and South Park : The Stick of Truth.

10% of all Humble Stores go to charity, and their weekly and roughly monthly pay-what-you-want deals are usually pretty good for picking up games and occasionally other items (right now the main Humble Bundle is a set of digital comic books).

Most of the games net you Steam keys, so you will need a Steam account to redeem them.

Portal 2 Mod – Thinking with Time Machine

Portal and Portal 2 are very near the top of my list of all-time favorite games. The original game was simply so well done that I was overjoyed when they announced a sequel. Even though the second game was considerably longer than the first, I finished Portal 2 in a single sitting, and have gone back through it several times. I’ve also played all of the co-op levels with a friend.

Along comes Steam user Stridemann with a mod for Portal 2 that adds an entirely new twist to the puzzle solving fun : A “Back to the Future” styled tablet that lets you record and play back your actions so that you can interact with your past self in order to complete test chambers. Called “Thinking with Time Machine” (a rather unfortunate play on the Thinking with Portals tagline), the mod is free as long as you own Portal 2 (and if you don’t, you should!)

 2014-05-02_00001Handing myself a cube!

One of the primary mechanics in TWTM is recording yourself crouched by a wall you would not normally be able to jump to so that you can replay yourself doing so and jump onto your own back and up onto the ledge. This is the first mechanic you learn in the mod, and one that is used extensively throughout, but it is by no means the only one.

You will need to have your clone do things like pick up cubes and bring them to certain locations where you will later come along and take them from her. Since objects like blocks and spheres, and the environment, are not effected by your personal time machine, you need to make sure the circumstances for your clone interacting with them are correct before replaying your actions.

The result is an enjoyable twist on the standard Portal puzzle mechanics, and rather like playing coop by yourself (without having to wonder what in the world the other person is doing/thinking. If you are wondering that while playing TWTM, well…) There are a few things to learn that aren’t really documented anywhere that I’ve been able to find (the keys do flash quickly in in-game animations on the walls of the early levels):

  • Press “R” to start a recording, and “Q” to end it.
  • Press “F” to begin playing back your most recent recording (you can only have one)
  • When you play back a recording, all open portals will close as if you went through a discouragement field
  • Your clone’s portals are separate from your own. You can both open orange and blue portals, but your portals connect to your portals and hers connect to hers
  • Balls don’t necessarily observe the rules of gravity as we understand them. Chamber 5, I’m looking at you!


2014-05-02_00003

My clone creating portals

While a bit short (the test chamber numbers go up to 9, though the last one doesn’t involve much other than a cutscene), TWTM is a very enjoyable mod. The difficulty progression seems about right, and while there are occasionally areas where timing is important, it never really becomes a “twitch” game, making thinking through the puzzles the primary challenge rather that needing to jump at exactly the right second from exactly the right spot.

The author has hinted at the possibility of a way for others to make TWTM levels, but hasn’t released anything along those lines yet. I would love to see the mod expanded upon with new chambers.

Steam Sale – Star Wars Franchise

starwars_sale

Steam is running a weekend long sale of everything Star Wars in honor of Star Wars Day (May the 4th be with you!). All of the titles are 66% off until Monday. The titles include:

Star Wars Collection 2014
Star Wars Battlefront II
Star Wars Jedi Knight: Dark Forces II
Star Wars Jedi Knight: Jedi Academy
Star Wars Jedi Knight: Mysteries of the Sith
Star Wars Republic Commando
Star Wars Starfighter
Star Wars The Clone Wars: Republic Heroes
Star Wars The Force Unleashed: Ultimate Sith Edition
Star Wars The Force Unleashed II
Star Wars Dark Forces
Star Wars Knights of the Old Republic
Star Wars Knights of the Old Republic II
Star Wars Empire at War: Gold Pack
Pinball FX2 – Star Wars Pinball: Balance of the Force Pack
Pinball FX2 – Star Wars Pack

 

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