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-   -   [TSL] Coruscant - Jedi Temple (http://www.lucasforums.com/showthread.php?t=176163)

deathdisco 03-01-2007 02:23 AM

Coruscant - Jedi Temple
 
Screenshots

The download is an 8MB .rar file.
Download this mod (DEATHDISCO's KOTOR MODS)
Download this mod (FileFront)

UPDATE: New patch to make this mod compatible with Stoffe's
Handmaiden Party Member Option For Female Exiles.
Download compatibility patch.

UPDATE: Multi-Language patch.
This does not translate the text. It only makes text visible if your using a different
language version of the game.
Unfortunately I can't actually test it myself, being that I only have the
English version of the game.
Download multi-language patch.

From the readme:

----------------------------
[TSL]Coruscant - Jedi Temple
----------------------------
This mod adds a new planet to the galaxy map. The Jedi Temple on Coruscant.

--------
Features
--------
This mods create three new areas re-using exiting modules.

1.The Jedi Temple Landing pad.
2.The Jedi Temple itself.
3.The Jedi Council chambers.

You can learn a handful of Jedi power. (Depends on skill/attribute checks)
Learn a bonus Lightsaber form. (Prestige class required)
Learn a bonus Force form. (Prestige class required, excluding Jedi Master/Sith Lord)
Practice your blaster bolt deflection skills.

Acquire high level Jedi related items/upgrades.
Dark Side items also available.

I've added a couple of items I created for previous mods.
I created some new Jedi/Sith items for this mod.
I re-created some K1 items (.uti's only) not available for TSL for this mod.

Some surprises. ;)

------------
Installation
------------
Extract the contents of tsljeditemple.rar.
Run the installer and select your game directory. IE: e:\Program Files\Lucasarts\SWKotOR2
The installer will create backups of files it modified. Save these for un-installation.

---------
Uninstall
---------
See separate UninstallREADME.txt

-----
Notes
-----
This mod is not currently compatible with any other mods that edit the galaxy map.
This mod adds a lighsaber hilt reskin using model w_lghtsbr_151, which
is compatible with USM and The Masters of the Force Hilt pack.
All source files included in the NSS folder.

--------------
Special Thanks
--------------
This mod would not be possible without the modding tools and help (direct or indirect)
of these individuals.

Fred Tetra
TK102
Darth333
Stoffe
Dashus
Darth InSidious

-------
Contact
-------
I can be reached at Lucas Forums:
http://www.lucasforums.com/forumdisplay.php?f=321

Darth InSidious 03-01-2007 02:42 AM

Looks sweet :)

Seems you got this out quickly!

Looking forward to playing it :)

deathdisco 03-01-2007 02:57 AM

Hope you like it. :)
Quote:

Seems you got this out quickly!
Well, I started putting together the models for the main module in December. It took about 2 and a half months, so not that quick.

Shem 03-01-2007 03:10 AM

Quote:

Originally Posted by deathdisco
I don't know what my bandwidth limit is so if it's down try again later. I've PM'd Shem to try to get it up at FileFront also.

Your download did time out on me and had to make a couple of attempts, but I was able to get it and then I reviewed and uploaded it to FileFront as you requested. :D

http://knightsoftheoldrepublic.filef...i_Temple;76316

Master Michael 03-01-2007 05:12 AM

Looks sweet. Looking forward to trying it out next time I play TSL.

Anach 03-01-2007 09:54 AM

Great mod. Its a pity about the distant scenary (I know its not the modders fault). I know the area was only meant for a cutscene, but they should made it dark (night) like Nar Shadar or reused the Nar Shadar back-drop, then you wouldnt notice the low detail back-drop so much.

Darth Smaug 03-01-2007 12:44 PM

Looks sweet.

TLM20 03-01-2007 01:21 PM

Looking forward to trying this one out :), will leave feedback asap. Good job!

Prime 03-01-2007 02:30 PM

Looks great!

deathdisco 03-01-2007 03:03 PM

Thanks for getting it up at FileFront for me Shem.
Quote:

Originally Posted by Anach
{snip}but they should made it dark (night) like Nar Shadar or reused the Nar Shadar back-drop{snip}

The only problem with that is that the Council Chambers backdrop is in full daylight.

Thanks for the kind words. :)

Master Zionosis 03-01-2007 04:16 PM

Wow, this looks amazing, I'm downloading it now, like 10/10 deathdisco.

jedi7000nathan 03-01-2007 07:43 PM

What is the masters of the force pack

Anakin Skywalker 03-01-2007 10:26 PM

Quote:

Originally Posted by deathdisco
Well, I started putting together the models for the main module in December. It took about 2 and a half months, so not that quick.

Actually... that is quick... ^_^

I look forward to using it the next time I play TSL...

Prime 03-01-2007 10:28 PM

I assume I do not need to start a new game? Are there any other requirements for starting this mod mid-game?

deathdisco 03-02-2007 08:58 AM

@Prime:
As long as your past Telos(academy) It'll be on the gaxaly map.

@jedi7000nathan:
Since that other mod hosting place went belly up, I can't look up who the author is. It's a lightsaber pack including:
Anakin ROTS
Anakin AOTC
Luke ROTJ
Quinlon EU
Unfortunately he forgot to include the Quinlon Vos hilt skin(he seemed to disappear shortly after releasing them).

Arátoeldar 03-02-2007 09:38 AM

I love mods that add content deathdisco. :heart:

Achilles 03-02-2007 12:40 PM

Quote:

Originally Posted by deathdisco
@jedi7000nathan:
Since that other mod hosting place went belly up, I can't look up who the author is. It's a lightsaber pack including:
Anakin ROTS
Anakin AOTC
Luke ROTJ
Quinlon EU
Unfortunately he forgot to include the Quinlon Vos hilt skin(he seemed to disappear shortly after releasing them).

He goes by Hefe and USA Hefe.

He also made a pretty sweet Windu hilt that will crash your game because the texture isn't sized correctly.

His Obi-Wan hilts are also very good.

Darkkender 03-02-2007 11:50 PM

I can't wait to play through with this added.

MetalMark 03-03-2007 10:42 AM

I actaully wanted too wait for TSLRP to re-install TSL but with this mod out I will do it sooner.

Vegard Aune 03-03-2007 03:04 PM

Good mod, but there is one thing that bothers me: In the council chambers, you can actually walk THROUGH the chairs and pillar. I know that you can't edit walkmeshes, but isn't it possible to put some invisible placeables in the chairs and pillar so they don't just seem like overly-realistic holograms?

deathdisco 03-03-2007 04:55 PM

Actually, invisible placeables wouldn't stop you from walking through it.

Quatra 03-03-2007 10:52 PM

okay, i just finish Telos and i want to go to coruscant. I click on it, the Ebon Hawk is in hyperspace then i am in the Hawk again. I want to get out and it says that i cannot leave the ship in transit. I tried to join the jedi temple after i land on another planet and it keeps put me to the same planet.
I can't join the jedi temple.
The only mod i have is the Final Touch of Oldflash.

deathdisco 03-04-2007 09:10 AM

Have you tried a different save game? You can also try to warp there if you have cheats enabled. At the console type: warp 954cor

If nothing else, could you post the contents of the installlog.rtf file. It's created when you run the installer and will be located in the same directory as the installer. That might help narrow it down.

Quatra 03-04-2007 01:51 PM

it works when i use the cheat. Do you know the command to warp to the ebon hawk? just in case i can't enter it while i am in Coruscant

deathdisco 03-04-2007 11:53 PM

You shouldn't have a problem getting back into the Ebon Hawk but just in case:
warp 003ebo

Quatra 03-05-2007 01:12 AM

I had no problem getting into the Ebon Hawk but i am wondering why i couldn't go to the planet normally... btw... good job :)

Anach 03-05-2007 01:25 AM

I like the ideas of the mini quests within this world, but Its a little heavy on the cheat side with the sheer amount of items available and the high level 'end-game' force powers granted.

Other than that its great.

deathdisco 03-05-2007 02:37 AM

Quote:

Originally Posted by Quatra
I had no problem getting into the Ebon Hawk but i am wondering why i couldn't go to the planet normally... btw... good job :)

Could be something went wrong upon installation. :giveup:

Quote:

Originally Posted by Anach
I like the ideas of the mini quests within this world, but Its a little heavy on the cheat side with the sheer amount of items available and the high level 'end-game' force powers granted.

Other than that its great.

I wanted to make items available that you might not normally get in a regular play through. I figured the Jedi Temple would be a storehouse of good Jedi related items. The Force power you might not get on every play through. There is a prerequisite required to get it so it depends on how you like to build your characters.

Skittlez 03-05-2007 06:20 AM

I love it!!

Kudo's to Disco!!!!

Any other secret mod's in the work's?

logan essex 03-05-2007 11:56 AM

great mod!
what's next?

TLM20 03-11-2007 09:24 PM

Simply THE best mod for TSL that I've ever downloaded. Splendid stuff

Darth_Eradycus 03-13-2007 09:54 PM

I'm Having the same problem as Quatra. the only 2 files that didn't go thru are k_sup_galaxymap.ncs and a .2da file. i tried to reinstall it, but it still won't work. Would the holowan plug-in, recruitable dustil, or imperial knights mods conflict?
Edit: Warping works, and i have to say that this mod is excellent and your hard work is very appreciated.

deathdisco 03-14-2007 01:10 AM

Quote:

Originally Posted by Darth_Eradycus
I'm Having the same problem as Quatra. the only 2 files that didn't go thru are k_sup_galaxymap.ncs and a .2da file. i tried to reinstall it, but it still won't work. Would the holowan plug-in, recruitable dustil, or imperial knights mods conflict?
Edit: Warping works, and i have to say that this mod is excellent and your hard work is very appreciated.

It's the Holowan Plugin, specifically The Handmaiden Choice Mod. Could you test a patch for me? In your override folder back up k_sup_galaxymap.ncs(re-name it). Download this file HCMPatch.zip and unzip the new k_sup_galaxymap.ncs to your override folder and let me know if that works.
TIA

Darth_Eradycus 03-14-2007 11:55 AM

DeathDisco: Thanks for the patch, it works perfectly! Happy days!!

CSI 03-14-2007 09:20 PM

Oh yes...Nice

Darth Seraph 03-15-2007 05:31 PM

im using and i loved !! but i want to ask 1 thing : why cant i add the itens from your mod using KSE ???

deathdisco 03-16-2007 08:50 AM

The items aren't in the override folder. They reside within the module(952cor). They would have to be extracted and placed in the override folder before you could use KSE to add them to your inventory.

Prime 03-23-2007 01:39 PM

What is the way to open up the .mod file? Kotor Tool? I think my KT is out of date. :) I wouldn't mind playing around with the files for my own use...

stoffe 03-23-2007 01:59 PM

Quote:

Originally Posted by Prime
What is the way to open up the .mod file? Kotor Tool? I think my KT is out of date. :) I wouldn't mind playing around with the files for my own use...

You can open MOD files and extract the content with KotorTool if it's placed in the Modules folder (it will show up in KotorTool's treeview), or with any ERF editor that's compatible with the ERF format used by the KOTOR games.

deathdisco 03-24-2007 12:00 AM

In KT you'll find them under: ERFs->Modules


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