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e-varmint
12-21-2007, 07:33 PM
01/13/08: Version 7 has been released.

This mod lets you return to Taris after Malak's attack. Thanks to Danyael27, DarthDingDong, and Miltiades for convincing me to do this! The beta release contains 3 of 5 modules, and is functional enough to make it worth downloading. I will assemble a full list of credits which mentions everyone who has contributed ideas for the mod and include it with the Full Release.

Screenshot: http://www.e-varmint.net/m70va.html

:dsaber:
Download (Approximately 17.6 mb):
Sometimes the download terminated early when I tested it using IE7. I have not had problems using Firefox. I have not tried other browsers.
http://www.e-varmint.net/TRM-V7.zip


Unzip the file(s) and place the contents of Override in the game's Override folder, and the contents of Modules in the game's Modules folder. Should be compatible with most other mods. Is not currently compatible with mods that change the Ebon Hawk (other than retexture mods). I'll have this issue fixed in the near future.

General notes/minor spoilers are here:
http://www.e-varmint.net/Spoilers.html

The Janice-fight spoiler is here:
http://www.e-varmint.net/bigspoilers.html

Current Patch/Update description:
This adds module tar_m70ve, adds a character/dialog to m70vc (sewers), and upgrades the optional Janice fight from "so-so" to "BrawlLicious". If you have played this mod before, make sure you re-start from a saved game where you have not been to the Taris Ruins yet. Otherwise, some of the changes will not take effect. The new module is accessed from the sewer module, and is designed for players with a higher-level character than m70va and m70vc. Since this is the Beta, I have left the door to m70ve unlocked, so you will not have to play Korriban to get the passcard. If you talk to the Ithorian in m70vc, you will get some background on the new area.

If you opt for the Janice fight, you should check this thread before continuing the main game with your character:
http://www.lucasforums.com/showthread.php?p=2410125#post2410125


When you go to the Ebon Hawk, you may have a Warp Droid next to the workbench that will take you to the Taris Ruins. This does not work for everyone, and I should have it fixed soon.

Or, you can:
Activate the cheat console by pressing the ` key (located to the left of
the 1 key), then type

warp tar_m70va

To enable use of the cheat console, find the swkotor.ini file in your
SWKotOR directory, then add the line
EnableCheats=1 under the [Game Options] heading.



I would like to collect feedback on these levels, as well as ideas for future expansion. I am particularly interested in any bugs or compatibility issues you may encounter.
____

Darth Payne
12-21-2007, 07:53 PM
Looking very good so far.

PS: Wouldn't it look a little better is the civilians looked saddened or depressed when you talked to them. I know it's possible to do this because bastila looks like that at times when you talk to her.

Off topic text removed, and post combined due to off topic post pruning, sorry but how to use the cheat console is not what this thread is about. -RH

e-varmint
12-21-2007, 09:15 PM
Wouldn't it look a little better is the civilians looked saddened or depressed when you talked to them. I know it's possible to do this because bastila looks like that at times when you talk to her.

I inserted the "sad" animation in some of the dialogs. It may not be working, so I'll go tinker with it some more. I'm going to add some more creatures to Patch 2, and I'll add the updated dialogs also.

Shotgunner
12-22-2007, 01:03 AM
good god man! ANOTHER reason for me to go back and play KoToR 1! I can't download and try out the mod as of this typing, but I will do so MUCH later ( after I get some sleep LOL - it's 1:00am where I am at ) and I will give you my feedback.

e-varmint
12-22-2007, 07:50 AM
.....and I will give you my feedback.

Great! Here's a question for you (and anyone else who wants to respond):

Should I confiscate Janice's lightsaber and revert her back to a non-force-adept?

Darth Payne
12-22-2007, 08:00 AM
You could let her keep it, but make her a non-force adept.

If the color is right she could have found it on her way to the undercity.

Or, she found it during the Mandalorian wars, when the jedi came to taris, and decided to keep it.

Or it belonged to a family member that was one of the jedi that came to taris during the mandalorian war.

Wedge Suron
12-22-2007, 09:16 AM
Nice.

EDIT: Where does the mod file in the patch go?

2ND Edit: Where do you land the Ebon Hawk?

Darth Payne
12-22-2007, 09:27 AM
the ruins of daviks estate?

taris is in ruins, yes. does not mean that some buildings are not relatively intact.

theres also the two landing pads next to the sith base

Wedge Suron
12-22-2007, 09:29 AM
The mod file? I can't get it to work right.

Miltiades
12-22-2007, 09:32 AM
Great. I'll give it a try sometime this weekend. :)

Darth Payne
12-22-2007, 09:38 AM
ummm, doesn't the mod files go into the modules folder?

Wedge Suron
12-22-2007, 09:38 AM
Also. How do you get there?

Edit: I don't know but the file is Just Mod.

e-varmint
12-22-2007, 10:01 AM
Nice.

EDIT: Where does the mod file in the patch go?

2ND Edit: Where do you land the Ebon Hawk?

The .mod file goes in the modules folder.
Example: C:\Program Files\LucasArts\SWKotOR\modules

There is currently no landing site for the Ebon Hawk. If I make one, I will have to retexture the one from Tatooine or something. Since the upper city has been shot-to-$$$$ by Malak, I can't use any of the existing Taris modules.

Also. How do you get there?

Start by typing `warp tar_m70va in the cheat console. See the code: I just added to the first post for more detail.



Edit: Just uploaded Patch 2.

__

Darth Payne
12-22-2007, 10:12 AM
Ummm, when i tried dl'ing the 2 patch i got an mpeg.

Darth Payne
12-22-2007, 10:27 AM
Thanks, i got the patch.

Hmmm, had another thought.

In the undercity there was an area next to the elevator where you encountere five people behind a gate.

As soon as you go throught the gate the first three change into rackgouls, the other two you can cure of the rackgoul disease.

Couldn't you use the same area to hold prisoners?

e-varmint
12-22-2007, 11:08 AM
........Couldn't you use the same area to hold prisoners?

Right now, it is housing Zax. I'm also planning to put a workbench and a computer console in there. You have just given me an idea, though: I could always spawn a prisoner in there and let Zax interrogate him/her/it.

Darth Payne
12-22-2007, 11:26 AM
That might work.

The prisoner could be tied down to a slab of rock, like bastila was while malak was torturing/turning her.

Either that or torture cage.

Shotgunner
12-23-2007, 12:15 AM
I think the slab of rock idea would make more sense, because whatever power sources that functioned in the Undercity would pretty much on their last legs. Even if the Undercity was spared from Malak's wrath, I'm sure such a heavy bombardment would shake the planet enough to disrupt any sort of power generation equipment, no matter how deeply buried it is.

Just another idea.

I was unable to have the time to download and try this mod today, sorry - I have it downloaded, but I havent tried it yet. I'll try it as soon as I can find my KOTOR 1 play disc in my PC game collection.

e-varmint
12-23-2007, 02:12 AM
...........I'm sure such a heavy bombardment would shake the planet enough to disrupt any sort of power generation equipment, no matter how deeply buried it is.
..........I was unable to have the time to download and try this mod today, sorry - I have it downloaded, but I havent tried it yet. I'll try it as soon as I can find my KOTOR 1 play disc in my PC game collection.

Good point. In Patch5, I'll add something to one of the dialogs about the power situation.

I just added part of level 2, and completed some major revisions to level 1. Edit: Removed outdated link

I'm still trying to work a prisoner into the plot.

Edit(General Note): I'm starting to confuse everyone, myself included, with all these patches. I'll hold off on any more until Level 2 is complete.

___

Wedge Suron
12-23-2007, 05:11 AM
I am having trouble. But I think it was happening anyway. Something to do with the Sewers. It crashes when I try to go in. I'd post it somewhere but I don't know what the trouble is exactly.

Edit: Very BIG bug. When you exit the other side of the Sewers to the one you can enter. It sends you to taris. Without being able to get in the village.

e-varmint
12-23-2007, 10:03 AM
I am having trouble. But I think it was happening anyway. Something to do with the Sewers. It crashes when I try to go in. I'd post it somewhere but I don't know what the trouble is exactly.

Edit: Very BIG bug. When you exit the other side of the Sewers to the one you can enter. It sends you to taris. Without being able to get in the village.

If you are materializing outside the village gate, you have the old version of tar_m70va.mod that I originally posted in the Holowan Labs. The link below will get you the current version. When you start m70va, or load my pre-saved game, you should be inside the compound with a duros in front of you and a hostile Malak Informant to your right. Let me know if you still have bugs.

Edit: Removed outdated link.

Edit: Also check to make sure that no .mod files ended up in your Override folder. I just copied one into mine by mistake, and it caused all kinds of trouble when I started the module!
__

Darth Payne
12-23-2007, 11:42 AM
I just thought of something of an oddity in the game.

They say that Taris covers the entire surface of the planet in on big city.

They also say that they put their crimminals in the undercity.

Yet for a city that size there are at most two dozen inhabitants in the undercity.

That made me think that there must be more than one undercity.

Is that a possibility?

e-varmint
12-23-2007, 01:12 PM
......there must be more than one undercity.

Is that a possibility?

There are numerous other undercity compounds. We just can't get to any of them (yet). Trask, if he's alive, is probably in one of them.

Darth Payne
12-23-2007, 01:18 PM
oh, ok.

Wedge Suron
12-23-2007, 02:04 PM
If you are materializing outside the village gate, you have the old version of tar_m70va.mod that I originally posted in the Holowan Labs. The link below will get you the current version. When you start m70va, or load my pre-saved game, you should be inside the compound with a duros in front of you and a hostile Malak Informant to your right. Let me know if you still have bugs.

http://www.e-varmint.net/TarisRuins.zip

Edit: Also check to make sure that no .mod files ended up in your Override folder. I just copied one into mine by mistake, and it caused all kinds of trouble when I started the module!
__

Could you put them in different folders..Also it wasn't right outside. It was at that entrance. Also, I've reinstalled and the sewer trouble has ended.

I meant the original Taris.

e-varmint
12-23-2007, 06:17 PM
Could you put them in different folders..Also it wasn't right outside. It was at that entrance. Also, I've reinstalled and the sewer trouble has ended.

I meant the original Taris.

I see what you are saying: The elevator only goes down to the sewers, and you can't get back up to the Lower City. For now, it is supposed to work that way, but I will have to fix it eventually. Here's what is holding things up:

I can't use either the Lower or Upper city modules, because they have been destroyed by Malak. If the elevator is ever going to go up, I will have to make a custom destination for it, such as a retextured Tatooine or Korriban landing area. If I make a landing area, I also have to make a trigger inside the Ebon Hawk. I can either use the Galaxy Map, or attach a dialog to the service ladder or a computer console.

Alternatively, I can install a small computer console outside the elevator that has a dialog. The choices will be:
Return to the Ebon Hawk, which will activate a warp script that bypasses the need for a landing site,
Take the Elevator to the Sewers, which will take you to m70vc,
Leave the Elevator Alone.

In any event, I have guess I have just decided that the module will be triggered from the Ebon Hawk, regardless of whether there is a landing area.

Your immediate dilemma is the fact that you are "stuck" in the mod. The only way you can currently extricate yourself is to use the cheat console to return to the main game.

The far door in the m70vc level will be linked to Level 3 when I issue the next patch.

Darth InSidious
12-23-2007, 06:37 PM
I see what you are saying: The elevator only goes down to the sewers, and you can't get back up to the Lower City. For now, it is supposed to work that way, but I will have to fix it eventually. Here's what is holding things up:

I can't use either the Lower or Upper city modules, because they have been destroyed by Malak. If the elevator is ever going to go up, I will have to make a custom destination for it, such as a retextured Tatooine or Korriban landing area. If I make a landing area, I also have to make a trigger inside the Ebon Hawk. I can either use the Galaxy Map, or attach a dialog to the service ladder or a computer console.

Alternatively, I can install a small computer console outside the elevator that has a dialog. The choices will be:
Return to the Ebon Hawk, which will activate a warp script that bypasses the need for a landing site,
Take the Elevator to the Sewers, which will take you to m70vc,
Leave the Elevator Alone.

In any event, I have guess I have just decided that the module will be triggered from the Ebon Hawk, regardless of whether there is a landing area.

Your immediate dilemma is the fact that you are "stuck" in the mod. The only way you can currently extricate yourself is to use the cheat console to return to the main game.

The far door in the m70vc level will be linked to Level 3 when I issue the next patch.
I'd recommend, if you go with a landing pad, using the Manaan one for a reskin...It might just suit your needs well. :)

I tried your first beta of this. Not bad, but it needs some fleshing out, I think...I'm looking forward to trying the latest version. :)

Darth Payne
12-23-2007, 06:39 PM
The Exar Kun Tomb Mod has something similar.

When you go to Suvam's the first time, nothing is different until you return to the door that takes you back to the Ebon Hawk.

When that door opens you get a question of 'do you want to take the shuttle to Yavin 4?' or some such.

That means that doing something similar in this is very possible.

Hmm, wasn't there a ladder in the sewers that was blocked in some way?

Maybe the bombardment cleard the passage?

Oooh, had another thought.

Mission lived there for close to a decade right? What if she had friends there, outside the Hidden Beks, that was left behind when she left Taris.

e-varmint
12-23-2007, 07:49 PM
I'd recommend, if you go with a landing pad, using the Manaan one for a reskin...


Hmm, wasn't there a ladder in the sewers that was blocked in some way?

Maybe the bombardment cleard the passage?

Oooh, had another thought.

Mission lived there for close to a decade right? What if she had friends there, outside the Hidden Beks, that was left behind when she left Taris.

Thanks, guys!

Hey, I have put together an overview document. It will help me keep track of things, and give people a better idea of where this mod is going.
http://www.e-varmint.net/ThePlan.html

Wedge Suron
12-24-2007, 04:26 AM
A couple of problems. This was before the patch when I encountered these.

1 When I choose to attack you know who. (Spoiler name.) The Trandoshans don't die.
2 The droid doesn't do anything when I select it.

Wedge Suron
12-24-2007, 04:42 AM
I see what you are saying: The elevator only goes down to the sewers, and you can't get back up to the Lower City. For now, it is supposed to work that way, but I will have to fix it eventually. Here's what is holding things up:

I can't use either the Lower or Upper city modules, because they have been destroyed by Malak. If the elevator is ever going to go up, I will have to make a custom destination for it, such as a retextured Tatooine or Korriban landing area. If I make a landing area, I also have to make a trigger inside the Ebon Hawk. I can either use the Galaxy Map, or attach a dialog to the service ladder or a computer console.

Alternatively, I can install a small computer console outside the elevator that has a dialog. The choices will be:
Return to the Ebon Hawk, which will activate a warp script that bypasses the need for a landing site,
Take the Elevator to the Sewers, which will take you to m70vc,
Leave the Elevator Alone.

In any event, I have guess I have just decided that the module will be triggered from the Ebon Hawk, regardless of whether there is a landing area.

Your immediate dilemma is the fact that you are "stuck" in the mod. The only way you can currently extricate yourself is to use the cheat console to return to the main game.

The far door in the m70vc level will be linked to Level 3 when I issue the next patch.

No there's two entrances to the sewers in the original Taris. Your mod only allows one. However that's just to go inside. When you come out the other exit it's the original Taris. You come out there.

Marius Fett
12-24-2007, 05:08 AM
Ummm, when i tried dl'ing the 2 patch i got an mpeg.

Don't worry about it, all my .mod files show up as mpegs but still work fine :)

e-varmint
12-24-2007, 08:26 AM
A couple of problems. This was before the patch when I encountered these.

1 When I choose to attack you know who. (Spoiler name.) The Trandoshans don't die.
2 The droid doesn't do anything when I select it.
No there's two entrances to the sewers in the original Taris. Your mod only allows one. However that's just to go inside. When you come out the other exit it's the original Taris. You come out there.

1). That will change later in the plot. For now, I need you-know-who to survive. I also have sort of a twisted sense of humor...
2). Good Point. I'll add this to my list.

In the sewer level that is accessed from inside the compound, I have now disabled the door at the other end. I have also added another exit mechanism in the form of a script that fires when you retrieve an artifact.

If you have enough Security skill, it may be possible to open the sewer door that is outside the compound. If you can, it will take you back to the main game. I'll fix this also.

Edit: I fixed the Transdosian Guard issue and included it in Patch 6. I think I finally got the door issue fixed as well.

Lordjedi
12-29-2007, 05:48 PM
Great this mod looks fun I'll give it a try

e-varmint
12-29-2007, 06:02 PM
Great this mod looks fun I'll give it a try

Thanks! Let me know if you find any bugs.

One thing I have discovered about the Warp Droid that everyone should know:

The script that I modified for this is found in the Ebon Hawk .rim. It was, apparently, indended by the game designers as a by-pass for the Galaxy Map. If you use it to go to other planets, it will not fire the cutscenes or the scripts that make certain things happen in the main game. For instance, Calo Nord will not come after you if you use the Warp Droid to go to Tatooine/Kashyyk. On the bright side, it also bypasses the fighter attacks.

So, use the Warp Droid for the mod and the Galaxy Map for the main plot.

Edit: How many of you would be interested in the addition of a "deep discount" merchant to the Warp Droid? I could load it up with items that sell for 50% of their normal price. No plot items, though.

___

Taak Farst
12-29-2007, 06:39 PM
i downloaded this but the droid didnt spawn in the hawk, could this be coz my savegame was on the hawk. do u need a save before you get the ebon hawk

e-varmint
12-29-2007, 07:01 PM
i downloaded this but the droid didnt spawn in the hawk, could this be coz my savegame was on the hawk. do u need a save before you get the ebon hawk

You will have to start from a game where you are outside the Ebon Hawk.

As an experiment, I just verified this by starting a new game and warping to ebo_m12aa. The droid spawned next to the workbench, so it should also work if you go to the Ebon Hawk from any other saved game.

Let me know if you have any more issues, and thanks for your feedback!

LoganZezima
01-05-2008, 10:51 AM
You will have to start from a game where you are outside the Ebon Hawk.

As an experiment, I just verified this by starting a new game and warping to ebo_m12aa. The droid spawned next to the workbench, so it should also work if you go to the Ebon Hawk from any other saved game.

Let me know if you have any more issues, and thanks for your feedback!

I was in Tatooine, then got on the Hawk, and it didn't spawn...

e-varmint
01-05-2008, 01:11 PM
I was in Tatooine, then got on the Hawk, and it didn't spawn...

I'll see if I can figure out why it did not spawn.

Edit: In the saved game you started from, have you been to the Leviathan yet? The game changes some things in the Ebon Hawk after the Leviathan, but I haven't figured it all out yet.

Also, check your game folders to make sure that none of the .mod files are in the Override folder. They should all be in the Modules folder.

rearviewmirror
01-07-2008, 09:50 PM
First of all, excellent looking mod. Really good stuff, really impressive. Obviously, I canNOT wait to use it, like ASAP. Problem is, I'm not exactly computer saavy when it comes to technical things. Which link do I click to download all that I need, the best I can get? I don't care about size. I think I clicked one and tried putting it in override folder or something like the other mods I've ben downloading, but to no avail. When I got it downloaded, I was so happy I wanted to take tha moment and have sex with it. I feel so depressed. [cries: OH GOD WHY!] If anyone could just say click the ___# link, that says , "__" I'd be fovever in you debt, and love that moment so much I want to take it to a hotel and cheat on the other moment.

(sorry if light innuendo is not appreciated. If you don't like it PM me and I'll change the "S" word to "made love". That's not bad, it's beautiful. :)

Shotgunner
01-08-2008, 01:11 PM
Ooooooooooooook - someone who needs to get some orse than I do ROFL. Just kidding with ya rearviewmirror.

Right click on this and select "Save As" http://www.e-varmint.net/TRM-V6.zip

rearviewmirror
01-08-2008, 05:16 PM
haha yeah.. Thanks alot, Gotta go work the night shift, but I'll try to get it working tomorrow morn. It looks great.

edit: ok problem. I downloaded it but it says theres something wrong with it when i click it and go to winrar. I think it says unknown file or bad file. unexpected ending or something.

"rats"

e-varmint
01-08-2008, 08:22 PM
haha yeah.. Thanks alot, Gotta go work the night shift, but I'll try to get it working tomorrow morn. It looks great.

edit: ok problem. I downloaded it but it says theres something wrong with it when i click it and go to winrar. I think it says unknown file or bad file. unexpected ending or something.

"rats"

Sometimes it takes two trys to download big files from my site provider, especially if you have IE7. When the feed from my provider gets slow, it tends to abruptly cut off the download, resulting in a useless .zip file. If the file you ended up with is significantly less than 10mb, you will have to download again. I used Windows XP to put it into a .zip file, so I don't know how WinRar will react to it (I don't have WinRar to experiment with).

If you can wait until this weekend, I'm going to release the updated Janice fight sequence. It's designed to provide a challenge for those who insist on playing with a Level 20 character. I'll also be adding another area/level to the mod.

http://www.e-varmint.net/m70va-2.jpg

LoganZezima
01-08-2008, 10:15 PM
In the saved game you started from, have you been to the Leviathan yet?


No.




Also, check your game folders to make sure that none of the .mod files are in the Override folder. They should all be in the Modules folder.


They are in the right spot.

Plus, I solved the problem by linking the dialogue to cheatbot!

e-varmint
01-09-2008, 09:43 AM
..... I solved the problem by linking the dialogue to cheatbot!

Great Idea!

When I release the final version of the mod, I'll build in a secondary trigger of some sort. I am now inclined to believe that the Warp Droid will only work for players who have not been on the Ebon Hawk yet.

Darth Payne
01-09-2008, 11:41 AM
Have you tried puttong in a console that spawns the warp droid?

LoganZezima
01-09-2008, 03:08 PM
Have you tried puttong in a console that spawns the warp droid?
Then you would have to spawn the console, so that dosen't solve the problem, it only creates a new one.

:launcher: :compcry:

e-varmint
01-09-2008, 03:57 PM
Have you tried puttong in a console that spawns the warp droid?

I'm thinking of modifying an existing dialog of some type. Maybe T3. I'll have to find one that stays consistent throughout the game.

LoganZezima
01-09-2008, 04:32 PM
T3 would be good because you can't really use him after you leave Taris.

EDIT: Or mabye, it dosen't have to be on the Hawk...

It could be on Dantooine next to the workbench where you construct your first lightsaber...

Or it could be on the Hawk's workbench, like the mod which lets you construct items. That would be the best solution!

Taak Farst
01-09-2008, 05:02 PM
Is it all hostile fighting and no friendly stuff. I understand the actual reason she is fighting but Janice Nall was just a droid tech, and she was nice so i dont think she would attack a familiar face on site... btw does it hav promised land, id love to meet he poor agen. it would be funny if u asked about bombing and with them being down under they dont know what u talking bout. :lol:

rearviewmirror
01-09-2008, 07:44 PM
Sometimes it takes two trys to download big files from my site provider, especially if you have IE7. When the feed from my provider gets slow, it tends to abruptly cut off the download, resulting in a useless .zip file. If the file you ended up with is significantly less than 10mb, you will have to download again. I used Windows XP to put it into a .zip file, so I don't know how WinRar will react to it (I don't have WinRar to experiment with).

If you can wait until this weekend, I'm going to release the updated Janice fight sequence. It's designed to provide a challenge for those who insist on playing with a Level 20 character. I'll also be adding another area/level to the mod.



Oh, I will. I've only been to tatooine and dantooine on this runtthrough, so I can wait for now. Besides I gotta get the ord mantell mod working, even though I'll have to wait till I have leveled up more. The only merchant I could get working at this point is the one on tatooine, that bot that sells good stuff. Kinda wanted a few new shops set up around. BTW, my new character is a chick, and her name?
It's Jaina Darklighter.
Best-name-ever
haha

My next run through KotOR II will feature a character named "Blood Chinios". Yes it's from ultraviolet, which rocked if you watched the extended version with more story. It had the BEST hand-to-hand and plain fight sequesnces EVER.

e-varmint
01-09-2008, 11:26 PM
.......ultraviolet......

Excellent movie. Just rented RE:E. Makes me wish someone would make a playable Alice........

.....Or mabye, it dosen't have to be on the Hawk...

It could be on Dantooine next to the workbench where you construct your first lightsaber...

Or it could be on the Hawk's workbench, like the mod which lets you construct items. That would be the best solution!

A workbench is a distinct possibility, as long as I'm careful about mod conflicts. I don't need any more cats in an already-overstuffed bag...

Edit: This looks promising:
http://www.lucasforums.com/showthread.php?s=&threadid=137370
It may be a way to correct the Warp Droid spawning issue.

.........Janice Nall was just a droid tech, and she was nice so i dont think she would attack a familiar face on site... btw does it hav promised land, id love to meet he poor agen. it would be funny if u asked about bombing and with them being down under they dont know what u talking bout. :lol:

I really like your dialog idea! I'm struggling with the Promised Land issue from a technical standpoint at the moment. The vision I have in my head may exceed my capabilities. Even if I have to drop the Promised Land as a playable area, I will certainly work your idea into one of the remaining two modules.

Janice has some "issues" that are caused by her mysterious holocron. Part of her wants to be nice, part of her is violently unpredictable. We'll get to see how she emerges from her dilemma later (except for players who kill her off).

LoganZezima
01-10-2008, 03:33 PM
You could reskin the Jedi Enclave to be the Promised Land.

Edit:

A workbench is a distinct possibility, as long as I'm careful about mod conflicts. I don't need any more cats in an already-overstuffed bag...

Edit: This looks promising:
http://www.lucasforums.com/showthread.php?s=&threadid=137370
It may be a way to correct the Warp Droid spawning issue.





Yeah, that might cause problems. Linking to a dialogue would be your best bet, so far...

This is a great tutorial...
http://www.lucasforums.com/showthread.php?p=2406944#post2406944

Darth Xander
01-10-2008, 03:56 PM
Can you actually go up and see the actual ruins themselves?

e-varmint
01-10-2008, 07:54 PM
You could reskin the Jedi Enclave to be the Promised Land.

I hadn't thought of that. I'll play around with it and see what happens. You'll get bigtime credit if I use it, too!

Edit: I probably need to also retexture one of the Shadowland modules, since the player can reasonably expect to have to travel a long distance through "rakghoul-infested areas". I think that it has also been established that the planet is/was not completely covered by the city, so outdoor areas are fair game.

Can you actually go up and see the actual ruins themselves?

Unfortunately, I am not good enough with NWMAX to pull this off. It sure would be nice, though. How about a Level 3 retexture tease instead? I removed the minimap from this picture to preserve some mystery regarding the area's origin.

http://www.e-varmint.net/m70ve.jpg

Lordjedi
01-10-2008, 08:37 PM
Very Cool!!

Darth Payne
01-10-2008, 08:47 PM
WOW.

That actually wouldnt look out of place as a basement on either Tatooine or Korriban.

e-varmint
01-10-2008, 08:58 PM
Very Cool!!

Thanks!!!

WOW.

That actually wouldnt look out of place as a basement on either Tatooine or Korriban.

You've just given me a devious idea. How about an area, similar to this, that connects to a retextured dueling arena on Tatooine? Sort of a mini-grand-arena. By the time I finish this mod, I may have developed the scripting skills needed to pull it off.

Back on-topic: The level pictured above is going to have a bio-research-gone-wrong theme. I'm trying to resist the urge to create any Gizghouls.

LoganZezima
01-11-2008, 03:10 PM
The pic looks amazing! BTW, I know where it is! :)

Anyway, the only thing you might need to reskin more is the door to be a little bit darker.

Darth Xander
01-11-2008, 03:50 PM
So you mind If I completley give away what it is? :xD:

LoganZezima
01-11-2008, 10:37 PM
Edit: I probably need to also retexture one of the Shadowland modules, since the player can reasonably expect to have to travel a long distance through "rakghoul-infested areas". I think that it has also been established that the planet is/was not completely covered by the city, so outdoor areas are fair game.

http://www.e-varmint.net/m70ve.jpg

Here's an idea:
Link an elevator in the Undercity (UC) to a Shadowland (SL) module. Link the SL module to the door in the Dantooine Landing pad. Make it so that from now on you can land there instead from on the UC elevator. Make a guide that takes you from the PL to the UC, like the Mandalorian on Duxn.

Sorry got to go. I'll edit later and explain further. :) :) :)

ARC Cody
01-12-2008, 04:51 AM
Awesome idea, and from the looks of the screenshots the graphics will back up the story. But i have a few questions-
1) Will this mod be compatible with Brotherhood of Shadow ?
2)Will any new armor, weapons etc. be added ?
Anyway kudos to you

Darth Xander
01-12-2008, 11:31 AM
Link the SL module to the door in the Dantooine Landing pad. Are you talknig about the landing pad in the Jedi Academy or outside of Khoonda/Matale Residence?

e-varmint
01-12-2008, 12:14 PM
......I know where it is! :).......

I *knew* I shouldn't have left 009 on that door label. Now everybody will figure it out........

Here's an idea:
Link an elevator in the Undercity (UC) to a Shadowland (SL) module. Link the SL module to the door in the Dantooine Landing pad. Make it so that from now on you can land there instead from on the UC elevator. Make a guide that takes you from the PL to the UC, like the Mandalorian on Duxn.

Sorry got to go. I'll edit later and explain further. :) :) :)

I understand exactly what you are getting at. It's a good idea! The current setup would work nicely with something like:

Elevator from m70va to sewer (m70vc) to the retextured area(m70ve) to tomb module (not finished yet) to shadowland module to retextured Dantooine module. All this, and I haven't even used the sewer door outside the undercity compound yet.........

So you mind If I completley give away what it is? :xD:

I would prefer to have the player figure out where this area originally came from. I'm leaving the music alone, so it probably won't be a mystery for long, though......

.......
1) Will this mod be compatible with Brotherhood of Shadow ?
2)Will any new armor, weapons etc. be added ?


I hope to make it compatible with BOS. I'll PM Silveredge9 when I get a final plan together for my Dantooine and Ebon Hawk revisions. If there are any conflicts, I can make adjustments. As it is now, it is NOT compatible with any mod that changes the Ebon Hawk.

There will be several custom placeables, but I'm saving most of them for the Final Release.

Edit: I am not going to use the TSL Patcher since I don't intend to modify any .2da files or the .tlk file. I'm hoping that this will minimize compatibility issues.

LoganZezima
01-12-2008, 02:16 PM
I understand exactly what you are getting at. It's a good idea! The current setup would work nicely with something like:

Elevator from m70va to sewer (m70vc) to the retextured area(m70ve) to tomb module (not finished yet) to shadowland module to retextured Dantooine module.



Yeah, then when you get there, you are captured by the PL citzens, then you are taken to the PL's leader, and tell him that there is a whole other city, and that the PL has been lost for ages. Then the two citys will live together, and later the PL leader will retire (or be killed, either one), and when there is no successor, you will become the PL leader!



All this, and I haven't even used the sewer door outside the undercity compound yet.........



Sorry, I was thinking about the Zombie Planet Elevator that carries you back to the Hawk... I remember now...

But didn't you put the starting area from the Hawk next to the elevator? That must have been what I meant...

If not, then I will have to go and play it again. I get confused sometimes... :)

rearviewmirror
01-12-2008, 05:56 PM
Sometimes it takes two trys to download big files from my site provider, especially if you have IE7. When the feed from my provider gets slow, it tends to abruptly cut off the download, resulting in a useless .zip file. If the file you ended up with is significantly less than 10mb, you will have to download again. I used Windows XP to put it into a .zip file, so I don't know how WinRar will react to it (I don't have WinRar to experiment with).

If you can wait until this weekend, I'm going to release the updated Janice fight sequence. It's designed to provide a challenge for those who insist on playing with a Level 20 character. I'll also be adding another area/level to the mod.

http://www.e-varmint.net/m70va-2.jpg

Alright so is this done now? All these pic look great!

e-varmint
01-12-2008, 10:44 PM
Alright so is this done now? All these pic look great!

It will be ready late in the day on Sunday. I hit a couple of snags today.

rearviewmirror
01-12-2008, 11:13 PM
ok no problem I'll check back.

ARC Cody
01-13-2008, 12:24 AM
Why does Janice Nall have a lightsabre? Want she just a nice droid techie?

e-varmint
01-13-2008, 09:21 AM
Why does Janice Nall have a lightsabre? Want she just a nice droid techie?

She bought an ancient holocron from an explorer, and has developed some new "interests".

Edit:

01/13/08, 16:30 US Eastern Time.
The new area has been added. See the first post to download.

rearviewmirror
01-13-2008, 07:21 PM
01/13/08: Version 7 has been released.

This mod lets you return to Taris after Malak's attack. Thanks to Danyael27, DarthDingDong, and Miltiades for convincing me to do this! The beta release contains 3 of 5 modules, and is functional enough to make it worth downloading. I will assemble a full list of credits which mentions everyone who has contributed ideas for the mod and include it with the Full Release.
____

Wow it looks great. good job. Can't wait until the full release.

ARC Cody
01-14-2008, 05:10 AM
O, that sounds cool. So is there going to be a main plot and some side quests, just side quests or only hack and kill. Can you pls show some screen shots of the different areas?
Thnx

e-varmint
01-14-2008, 08:33 AM
O, that sounds cool. So is there going to be a main plot and some side quests, just side quests or only hack and kill. Can you pls show some screen shots of the different areas?
Thnx

The final version will have more "content". Two plot elements that will be developed further are:

The origin of Janice's mysterious holocron; and

The search for the Promised Land.

I will probably create/complete the rest of the modules, then go in and finish up the plot(s), add the placeables, etc. It's going to take a while, since at least three more modules will be required to complete the Promised Land. I also have not used the sewer door that is outside the compound yet, so there is the possibility of another module or two there. I'll post some more screenshots later this week.

ARC Cody
01-20-2008, 09:14 AM
I have a few questions about the mod, so if you have the time can you please answer them?
1)So far, what are the major bugs and glitches left in the mod?
2)Will any of the Outcasts, at least the named ones be making a reappearance?
3)Will the Taris ruins appear on the Galaxy Map?
4)Where is that secret lab with 009 on the door? I dont get it.
Thnx a lot

e-varmint
01-20-2008, 10:49 AM
I have a few questions about the mod, so if you have the time can you please answer them?
1)So far, what are the major bugs and glitches left in the mod?
2)Will any of the Outcasts, at least the named ones be making a reappearance?
3)Will the Taris ruins appear on the Galaxy Map?
4)Where is that secret lab with 009 on the door? I dont get it.
Thnx a lot

1 The Warp Droid.
2 Probably not, but I'm tempted to have one or two return as Rakghouls.
3 There are too many potential mod-conflict issues to put Taris on the Galaxy Map.
4. The number 009 that you see in the screenshot has been changed to "Artifact Analysis Lab". I number the doors so that I can easily identify unique doors when I am "walking through" the module. It makes it a lot easier to determine which ones should be locked, and what the various door labels should be. This particular room only has one artifact at the moment, but will have more when I'm ready to activate the tomb/temple module.

When I'm finished with the various revisions that I am currently working on, I'll make good on my earlier promise to update the screenshots.

Robespierre
02-01-2008, 10:34 PM
Rather than put the new Taris on the Galaxy map, couldn't you just have T3 'pick up a message' from Taris and then warp you straight there?

I just had the thought of this mod yesterday, after playing through Taris for the first time on KOTOR. After dreading the thought of actually trying to make my ideas into a reality, I found this mod! I'll download it shortly and give it a play! It looks great.

Darth Payne
02-02-2008, 08:07 AM
I just thought of something about this mod.

This thought came to me when i visited the Yavin Space station.

The hallway with the doors you have to open so you can get to the main hall looks like it would fit in with the Promised Land area. It should be possible to block the window that shows Yavin though, right?

e-varmint
02-03-2008, 07:14 PM
Rather than put the new Taris on the Galaxy map, couldn't you just have T3 'pick up a message' from Taris and then warp you straight there?.........I'll download it shortly and give it a play! It looks great.

I have concocted something similar with a droid on Dantooine in case I can't get the Warp Droid issue resolved.

I hope that you enjoy the mod in it's current Beta form. Let me know if you have any problems or ideas for improvement.

I just thought of something about this mod.

This thought came to me when i visited the Yavin Space station.

The hallway with the doors you have to open so you can get to the main hall looks like it would fit in with the Promised Land area. It should be possible to block the window that shows Yavin though, right?

I may be able to substitute the Taris sky (minus the buildings). I'll play around with it a bit after I

exterminate the Korath Clan with a Terror Star......

Darth Payne
02-03-2008, 07:58 PM
Hmm, maybe instead of putting in the Taris sky you could use the Manaan one?

The sky above, and the sea below?

The promised land could be on the seaside of taris.

ThatEvilDude
03-01-2008, 12:57 AM
wow nice job cant w8 to try it, but make sure u get the kinks out first.

minx.eh
03-01-2008, 01:02 PM
A few suggestions, to make the game play better. In the end its all up to you. I just think it would be a cool mod if you added a few things.

~ Add exchange bosses who may be out for the PC's head. She/He did steal the Ebon Hawke and kill Davik
~ If you haven't already, make sure you can't use the droid until you are able to leave Dantooine. You still have to go through the Jedi Enclave before you can leave.
~ Add an encounter with the Sith that were on the planet. You did break into their Taris Base and in the end it was your/Bastila's presence that made Malak turn on Taris.
~ Rackgol infestation would be cool and awesome. Imagine it. The city is in ruins, the Rackgols have been let out of the undercity, and Zelka (or the exchange) lost the Serum. What to do?

Also...Didn't Rukil say that you couldn't leave the Promised Land? Just to point that out to you. You might want to create a big quest where you have to find a way out. Just so it all makes sense.

-Minx.eh

e-varmint
03-06-2008, 08:02 AM
Great Suggestions! I am taking a break from this mod to get some perspective, but I will incorporate your ideas.

minx.eh
03-06-2008, 09:28 AM
Cool. I'm looking forward to it. ^_^

Thesimsdude
03-06-2008, 05:17 PM
I can't enable the Cheat Console!!!!! :'(

I entered the EnableCheats=1 under [GameOptions] like you said, but it won't work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

HELP!!!!! PLEASE!!!!

Totenkopf
03-06-2008, 06:17 PM
Well, go back in to that file and make sure you saved it properly (or that the machine did anyway) and start a new game. Unless there's something wrong with your machine or your game itself, you should be able to activate the cheat console by hitting the tilde key on your board. Can't think of anything else.

Thesimsdude
03-06-2008, 06:52 PM
It still doesn't work!

My game is normal and my computer is normal!!!

I have never been able to do that!!! Is there a certain place you have to be at in the game? Or is there a certain option configuration I need?

This is what my file says:

[Sound Options]
Sound Init=0
Music Volume=85
Voiceover Volume=85
Sound Effects Volume=85
Movie Volume=100
Force Software=0
EAX=0
Disable Sound=0
Number 3D Voices=16
Number 2D Voices=24
Environment Effects Level=0.60
2D3D Bias=1.50
Environment Effects=1
Environment Effects Nonstreaming=1
Environment Effects Streaming=1


[Game Options]
EnableCheats=1
GUIsInScreenShot=1
EnableScreenShot=0
Reverse Mouse Buttons=0
Hide InGame GUI=0
Use Small Fonts=0
Keyboard Camera Deceleration=2000.000000
Keyboard Camera Acceleration=500.000000
Keyboard Camera DPS=200.000000
Hide Unequippable=0
Tutorial Popups=1
Subtitles=1
Mini Map=1
Floating Numbers=1
Status Summary=1
Enable Mouse Teleporting To Buttons=1
Mouse Sensitivity=33
Auto Level Up NPCs=0
Mouse Look=0
AutoSave=1
Reverse Minigame YAxis=0
Combat Movement=1
Enable Tooltips=1
Difficulty Level=1
TooltipDelay Sec=1.000000
Memory Access=1
Memory Level=1
Disable Movies=0


[Movies Shown]
Movie 0=16
Movie 1=0
Movie 2=0
Movie 3=0
Movie 4=0
Movie 5=0
Movie 6=0
Movie 7=0
Movie 8=0
Movie 9=0
Movie10=0


[Alias]
HD0=.\
OVERRIDE=.\Override
TEMP=.\Temp
MODULES=.\Modules
LOGS=.\Logs
LOCALVAULT=.\LocalVault
DMVAULT=.\DMVault
SERVERVAULT=.\ServerVault
STREAMMUSIC=.\StreamMusic
TEMPCLIENT=.\Tempclient
SAVES=.\saves
CURRENTGAME=.\currentgame
TEXTUREPACKS=.\texturepacks
STREAMWAVES=.\StreamWaves


[Graphics Options]
V-Sync=1
Anisotropy=16
Frame Buffer=1
Anti Aliasing=8
Texture Quality=2
Emitters=1
Grass=1
Soft Shadows=1
Shadows=1
Brightness=57
EnableHardwareMouse=1
FullScreen=1
RefreshRate=75
Width=1024
Height=768

[Autopause Options]
Mine Sighted=1
End Of Combat Round=0
Enemy Sighted=1
Party Killed=1
Action Menu=0
New Target Selected=1
[config]
firstrun=0

[Keymapping]
Action286B=8
Action286A=7
Action285B=10
Action285A=9
Action284B=54
Action284A=51
Action283B=54
Action283A=51
Action282B=69
Action282A=73
Action281B=53
Action281A=76
Action280B=69
Action280A=73
Action265=52
Action264=57
Action263=43
Action262=85
Action261=84
Action260=83
Action259=82
Action258=81
Action257=80
Action256=79
Action255=78
Action254=77
Action253=31
Action245=75
Action244=55
Action243=67
Action242=74
Action241=87
Action240=56
Action239=68
Action238=82
Action236=83
Action234=81
Action232=80
Action230=79
Action228=78
Action226=77
Action225=70
Action224=90
Action223=31
Action222=25
Action221=24
Action220=29
Action219=28
Action218=42
Action217=87
Action216=65
Action215=63
Action214=62
Action213=60
Action212=61
Action211=66
Action210=59
Action209=71
Action208=89
Action207=72
Action206=30
Action205=55
Action204=67


Help please!!!

minx.eh
03-06-2008, 10:00 PM
I think you need to put the enablecheats=1 at the BOTTOM of the Game Options list. I always have put it in the bottom of the file and it always works.

Try that.

Thesimsdude
03-22-2008, 04:01 PM
I think you need to put the enablecheats=1 at the BOTTOM of the Game Options list. I always have put it in the bottom of the file and it always works.

Try that.

It finally works!!!

I can't wait to try the mod!!!

YAY!! ^_^ Thanks, man!

Darth Xander
03-22-2008, 08:14 PM
I supposed the easy part of this mod was that no area reskins were needed as it is the same planet.

The Padawannabe
03-25-2008, 07:04 PM
does not mean that some buildings are not relatively intact.


Now that's a double-negative

e-varmint
03-25-2008, 10:19 PM
I supposed the easy part of this mod was that no area reskins were needed as it is the same planet.

Sadly, major reskinning will be required to complete the mod. By the time I get it finished, the "new area" mods will be coming out, and I'll have to come up with something extremely unique (plotwise) to compete for attention. So, the plot-consistency gloves are coming off! Time for some good old-fashioned, blatantly tasteless, unrepentant, politically incorrect revisionist shock value.

In other words, Janice is just the beginning of the heresy.

Totenkopf
03-26-2008, 01:48 AM
I think you need to put the enablecheats=1 at the BOTTOM of the Game Options list. I always have put it in the bottom of the file and it always works.

Try that.

Interesting. Always put it at the top of the list and it always worked. Well, whatever works, I s'ppose.

Paddythegreat
03-26-2008, 09:54 AM
I could never get enablecheats=1 to work so i just got the tsl save game editor, it wins.

Tooplex
06-01-2008, 02:35 PM
Please tell me this most awesome modder is still doing this mod. The beta is still awesome! But i would love to see this finished. Im currently in the stage of creating a KOTOR Mod Manager version for people who use that. Could i have the modders permission to upload that and post it up here?

e-varmint
06-02-2008, 03:21 PM
...........Could i have the modders permission to upload that and post it up here?

You have my permission, but you may want to wait. The "warp droid" has been nixed, and I am changing a few things that cause the mod to misbehave on my newest computer.

Since you have paid me a most excellent compliment, I will get off my a$$ and try to get it finished.

Tooplex
06-02-2008, 04:53 PM
You have my permission, but you may want to wait. The "warp droid" has been nixed, and I am changing a few things that cause the mod to misbehave on my newest computer.

Since you have paid me a most excellent compliment, I will get off my a$$ and try to get it finished.

Thank you very much. Im having trouble getting the KOTOR Mod Manager to work with the ".wok files and the nwscript.nss" May i ask exactly what these files contain please?

e-varmint
06-03-2008, 08:09 AM
Thank you very much. Im having trouble getting the KOTOR Mod Manager to work with the ".wok files and the nwscript.nss" May i ask exactly what these files contain please?

The .nss file is not essential, and can be ignored (a far as I know). It is a file that is used when compiling/uncompiling scripts.

The .wok files are the "wallkmaps" for the 3D area models. I don't think that these cause any compatibility issues unless two mods use the same module name.

Edit: There are also several retextured .tga files that are going to be included in the final version. These are not in the Beta version.

Tooplex
06-03-2008, 12:53 PM
The .nss file is not essential, and can be ignored (a far as I know). It is a file that is used when compiling/uncompiling scripts.

The .wok files are the "wallkmaps" for the 3D area models. I don't think that these cause any compatibility issues unless two mods use the same module name.

Edit: There are also several retextured .tga files that are going to be included in the final version. These are not in the Beta version.


Hmmmm Ok A Few Things:

1: In your next release it would be a good idea to put all the files that are not needed like the "nwscript.nss" in another folder called "Source"

2: Whats the estimated time of release?

3:Ill Sort out the .Wok files dont worry.

e-varmint
06-04-2008, 03:18 PM
It will be at least a month before it is released.

Tooplex
06-04-2008, 07:23 PM
It will be at least a month before it is released.

Ah ok good luck with it. (My 17th birthday is on the 30th of june Be awesome if it was released sometime then :P) But yeh as soon as you release it ill get working on making a KOTOR Mod manager file. Not much point right now.

e-varmint
06-07-2008, 10:22 AM
Ah ok good luck with it. (My 17th birthday is on the 30th of june Be awesome if it was released sometime then :P) But yeh as soon as you release it ill get working on making a KOTOR Mod manager file. Not much point right now.

I might just make the 30th.

Here is one final tease:

http://www.lucasforums.com/showthread.php?t=189415

before I request:

Moderator: please close this thread. I will conduct further business relating to this mod in the Holowan Labs forum.

As you wish! :vadar: -RH