Star Wars Knights of the Old Republic II: The Sith Lords Influence Walkthrough by Achilles
Complete Influence Guide
The following guide, in .xls format lists every single influence opportunity in KotOR 2: The Sith Lords. The author has classified all the influence opportunities by places, by people and by actions as described below.
Download the guide here
(If you do not have Microsoft Excel (.xls), you can download a Viewer from this site.)
Readme by Achilles :
I have created this file in the interest of compiling a comprehensive resource of all influence opportunities found within Star Wars: Knights of the Old Republic II - The Sith Lords.
This Microsoft Excel document is split into three tabs: People, Places, and Things.
"People" includes every NPC-specific dialog option found in the game. These are taken from dialogs that you might have in any of the locations in the game, although several of them might limited to the Ebon Hawk.
"Places" includes influence opportunities that are bound by location. Your very first influential dialog (the one that takes place on the Harbinger) is an excellent example of such a conversation.
Finally, "Things" refers to special type of influence shift that is triggered by something that you do. These are categorized into three groups: Good Acts, Psychotic, and Cunning. Doing something good might gain you influence with Visas, but further alienate you from Kreia.
Great effort was expended to make this as detailed and intuititive as possible. Module names, applicable alignment shifts, even details about what line you're responding to have been included. Multiple playthroughs were used to verify accuracy, however I am human and it is possible that I missed something. If you would like to offer a correction, or feedback in general, you can do it here.