This guide would not have been possible without FindRefs Utility, DLGEditor, and KotOR Tool. Thanks go out to TK102 and Fred Tetra for all of their hard work.
How to Use This Guide
This guide was created to help provide players with the quickest, most reliable means to gain (or lose, depending on what you're after) influence with the various party members found in Star Wars Knights of the Old Republic II: The Sith Lords.
This guide will provide a specific sequence of events, show specific dialog choices and the comments that they are replying to, as well as tell you who should or should not be in your party while you are having the conversation.
If you are familiar with the game, you know that the availability of some NPCs is based on the gender and/or alignment of the PC. This walkthrough will be broken into two sections: Light Side play and Dark Side play. Options for alignment-based NPCs will appear in their respective sections. Options for gender-based NPCs will appear in both sections and it will be the responsibility of the reader to determine which dialog options are not applicable (they will be labeled, so it won't be too hard).
Although I have made every effort to capture all the influence opportunities, I am human. If I missed something, please feel free to contact me with the correction. Confirmed contributions will be noted in future versions and credit will be given accordingly.
This guide has been written with the following assumptions in mind:
1. Players will not want to make Light Side choices while playing Dark Side and vice versa.
2. Players will want to get sufficient influence to unlock special character traits as quickly as possible.
3. Players will use the planet sequence loosely suggested by the developers (based on storyline and module numeration), which is:
Dxun - Revisited
Onderon - Revisited
Telos - Revisited
4. Players (wanting to follow assumption #1) will not go out of their way to gain influence with a party NPC that is clearly diametrically opposed to their PC's alignment (see Stuff You Should Know, If You Don't Already). Exception is made in the case of Kreia due to the fact that she's never happy with your choices, no matter what you do.
5. NPCs that can be influenced without having to choose non-aligned dialog choices will be "turned" to the PC's alignment (i.e. DS NPC that can be brought to the LS without the PC having to make DS choices to gain INF).
Stuff You Should Know, If You Don't Already
1. Almost all of the party member "rewards" can be unlocked by gaining OR LOSING sufficient influence.
2. Trainable party members can still become Jedi if you have <10% INF, however they will adopt the alignment opposite of yours.
3. Some NPCs cannot be influenced without the PC making dialog choice contradictory to their alignment. For example, a LS PC cannot gain INF with HK-47 without making DS choices.
4. All NPCs join your party with 50% influence.
5. You cannot get more than 100% or less than 0% influence with your party members. This means that the usual "Influence Gained/Lost" pop-up will not appear, even if you know you just orchestrated an influence-related dialog with a party member which you maxed out.
WARNING: Only read the following if you want to learn some boring stuff about how the influence system in TSL works!
Ok, there are two ways to gain or lose influence. I refer to these methodologies as Character-Specific Influence (CSI...bleh) and Global Influence (GI).
CSI exists where influence choices are "hard coded" into specific dialogs. The dialog will make a conditional check to see if the required NPC is in your party and then will present the INF opportunity when appropriate. These INF opportunities are always going to be tied directly to something that you SAY. An example is the first cut scene onboard the Harbinger. Kreia-specific dialog options are there along side Atton-specific options. Complimenting or insulting them via dialog with either gain or cost you influence.
GI is a little different in that it is a little more passive in design and that the opportunities are usually based on something that you DO. GI is broken into three categories: Good, Cunning, and Psychotic. The most common example of GI in TSL is cold-blooded homicide (Psychotic). Anyone who has played TSL as a DS character will know that you can kill a lot of people for no reason. Depending on who is in your party, some NPCs might congratulate you on your ruthlessness, while others chide your morality. As such you will gain INF with one, but lose INF with the other. The beauty is that the party members could be Atton and Kreia, Atton and Bao-Dur, Bao-Dur and Mandalore, etc.
Although GI is usually fired by a dialog choice that you make, it can also be triggered by an action (i.e. someone leaving, someone dying, etc). Not really a big deal, but just kind of interesting. If this doesn't make much sense, don't worry. It's not important and isn't required reading for this guide. If you did take the time to read this, realize that your brain probably pushed out important information to make room for this garbage. Sorry.
Influence opportunities found in the Refugee Quad on Nar Shaddaa yield 2-6 INF points instead of the usual 8.
Due to what appears to be some last minute decision making, Mandalore's influence is essentially unfinished. With so little work with, his influence track has been excluded from this document entirely (don't worry, you weren't missing much).
Next: Rewards for Gaining/Losing Influence