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Old 01-09-2005, 01:59 PM   #1
Tanesh
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Post [K1] My mods are finally available in English

It took a very long time, but finally, it's done!

First one:
Enhanced Sith Saber v1.2
Also available as German version

This mod will replace the Sith Lightsaber you find on Korriban with a fully upgradable, uniquely skinned Sith Lightsaber with special properties. For this to work, you must not disturb the Sith Statue. Otherwise,you must start a new game.
The original mod "Enhanced Sith Saber v. 1.0" belongs to Shimaon, but he quit modding for KotOR (at least until KotOR II) and gave me permission to continue his work. So here it is.
Hilts
Crystal


Second one:
Mekel Recruitment Mod v1.1
Also available from StarWarsKnights.com and as German version

With this mod, you can replace Zaalbar with the Sith-student Mekel on Korriban

* the earliest point to recruit Mekel is in the Tomb of Tulak Hord
* if you can't or don't want to recruit him right then, you can ask him to meet you later
* Zaalbar's personal quest must be completed before Mekel can join the group; however, he will wait for you at a meeting-place on Korriban until you have finished everything
* new Journal Entries!
* new Dialog!
* new Banter!
* modified dialogs (if Mekel is in your party, he won't sound like Zaalbar)
* new items (three quite powerful lightsabers and a robe; it depends on your behaviour how much items you will get from Mekel)
* source scripts included
Mekel 1
Mekel 2
Sabers
Hilts 1
Crystal 1
Hilts 2
Crystal 2
Hilts 3
Crystal 3

The second mod is quite big, but I should have found and deleted most of the bugs (I hope). Should you find one, please tell me.


Last edited by Tanesh; 09-17-2005 at 03:37 PM.
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Old 01-09-2005, 02:55 PM   #2
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Great job Tanesh! I can vouch for the depth and level of detail put into the Mekel recruitment mod. The banter by itself is worth its weight. Remember: Mekel isn't a very nice person and his character is fleshed-out a great deal by Tanesh. And unlike the other "bad" NPCs in the party (Canderous, HK-47), Mekel isn't afraid of antagonizing or even threatening the other party members.

And just like the other party NPCs, the more you talk to him, the better the information becomes.

All in all, a very high quality mod, and one that adds a great deal to the story.


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Old 01-09-2005, 08:15 PM   #3
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It sounds cool. I'll definately play with a save game before landing on Korriban.
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Old 01-10-2005, 03:28 AM   #4
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Wow With TK's glowing review I'm even more eager to play this. Now I'm starting to think I should hold off on releasing the final version of recruit Darkkender and really put more effort into it.


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Old 01-10-2005, 04:14 AM   #5
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I hope you'll like it. It took me months (really) to complete it.
In my haste to upload everything before going to bed I completely forgot to thank tk102 officially for his help. This release was only possible because he took the time to check each of my translations for errors (poor guy).

Thank you, tk102!

And of course Darth333, who always gave me very helpful tips for scripting, especially when I took my first steps with modding back in June.

Thank you, Darth333!

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Old 01-11-2005, 04:46 AM   #6
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An excellent job on both mods, Tanesh.

BTW - you may want to check out my Holowan Laboratories report for today - you (and your mods, of course) are in it:

http://www.rpgdot.com/

or you can check it out here:

http://kotor.rpgdot.com/

(mmm - check it out AFTER I have filed my report for today - right now, I'm still working on it - as of 0937 AM EST *chuckles*)


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Old 01-11-2005, 06:33 AM   #7
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Look great I haven't played the mod yet but from our past discussions, I know you've put a lot of work in this mod and that there are many details. Will try it next weekend!
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Old 01-11-2005, 07:50 AM   #8
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Quote:
Originally posted by CDRSeadog
An excellent job on both mods, Tanesh.

BTW - you may want to check out my Holowan Laboratories report for today - you (and your mods, of course) are in it:

http://www.rpgdot.com/

or you can check it out here:

http://kotor.rpgdot.com/

(mmm - check it out AFTER I have filed my report for today - right now, I'm still working on it - as of 0937 AM EST *chuckles*)
Cool. I feel all important now.

Quote:
Originally posted by Darth333
Look great I haven't played the mod yet but from our past discussions, I know you've put a lot of work in this mod and that there are many details. Will try it next weekend!
Thank you. I'm glad that you're finally able to see what I've learned from you (ok, and from some available source scripts from KotOR itself ), for I knew nothing about scripting before.

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Old 01-17-2005, 08:36 AM   #9
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Hmmm, I don't mean to be rude, but I'm curious: could someone who tested my mods give me feedback, please? There were so many downloads, but no feedback except one person at pcgamemods (ok, and tk102 who knows the dialogs).
They can't be so bad that no one wants to give me feedback, can they?

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Old 08-22-2007, 04:40 PM   #10
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Quote:
Originally Posted by Tanesh
Hmmm, I don't mean to be rude, but I'm curious: could someone who tested my mods give me feedback, please? There were so many downloads, but no feedback except one person at pcgamemods (ok, and tk102 who knows the dialogs).
They can't be so bad that no one wants to give me feedback, can they?
looking excellent

Don't mean to put a damper on things if it is a problem.

What about DS ending?




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Last edited by Wedge Suron; 08-22-2007 at 05:49 PM.
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Old 08-24-2007, 02:56 PM   #11
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Quote:
Originally Posted by Paul Rhodes
looking excellent

Don't mean to put a damper on things if it is a problem.

What about DS ending?
Um, I'm not sure what you mean exactly with your last question. Mekel comments your decision after you've returned from the temple and talk to him, and if you've chosen the dark path, he'll kill Mission for you.
Originally, I wanted to make him available for the rescue mission on the Leviathan, let him join you in the temple in case Juhani wasn't available and give him a more important role if the player chose the dark side, but I wasn't skilled enough to get it to work as I wanted. I had the idea to give a LS player the option to convert him to the light side, too, but then I decided to keep him more like the rest of the other party members. I tried to implement some of the things for a new version, but after TSL came out I never found the time or interest to finish it. Maybe I'll look at it again if I'm in the mood to mod again and have some time left ... But I'm not sure if there would be any interest for it.

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Old 01-19-2005, 08:28 PM   #12
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I managed to play KotOR abit today and I have to say I really like it. So far the dialog is very good nice story I have only been able to play abit of it , but Mekal feels like a real character.

I hope you'll be around for to Make some TSL mods

From what I have played, I really like it. Great job Tanesh
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Old 01-21-2005, 02:05 PM   #13
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Yes! Feedback! I'm glad you like the mod.
There seems to be a glitch with the dialog in front of the Rakatan temple, though. It happens only if Juhani isn't with you (in other words: she was killed on Dantooine). I think I have fixed it, but it need some more testing. An update should be released around next Monday.

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Old 02-03-2005, 12:49 PM   #14
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Finally, I finished the tests for the new version of my Mekel Recruitment Mod. There were some bugs that interrupted the dialogs during some cutscenes and in front of the Rakatan temple. It happened only if Zaalbar/Mekel (cutscenes) or Juhani (temple) weren't in your party.
I completely forgot it could be possible that Zaalbar is still on Kashyyyk and Mekel on Korriban during the cutscenes. Silly me. Everything should work now.


Last edited by Tanesh; 09-17-2005 at 03:31 PM.
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Old 02-03-2005, 09:28 PM   #15
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great job, Tanesh


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Old 02-04-2005, 11:26 AM   #16
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Very good job indeed!
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Old 02-04-2005, 11:46 AM   #17
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Thank you, guys.

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Old 03-25-2005, 02:16 AM   #18
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Mekel Recruitment mod now listed in the KotOR Featured Mods section of Starwarsknights.com
http://www.starwarsknights.com/kotor1mods.php


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Old 03-26-2005, 04:13 PM   #19
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I haven't played Kotor 1 for quite some time. This mod has me tempted to reinstall it. It sounds like you went all out, and you should be proud of yourself.

I am curious as to why you needed a translater. Just reading this tread, your English seems very good. I would like to see some Kotor 2 mods of yours though. If you work on them as hard as this one, you may become one of the top modders here.
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Old 03-27-2005, 02:29 PM   #20
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Thank you, I hope you like it.

My English is certainly good enough to post here, but I wanted to make my mod "perfect". I still make grammar or spelling errors, and I wasn't sure how to translate some phrases I used in my mod, so I needed at least a beta-reader that made sure I didn't write any nonsense. tk102 didn't only correct the whole thing, he also made some improvements for some dialogs and descriptions. He was a great help.

I guess I will make a mod for TSL, too. If I need as long as I needed with this mod, expect it around September 2005.

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Old 03-27-2005, 06:34 PM   #21
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Quote:
Originally posted by Tanesh
I guess I will make a mod for TSL, too. If I need as long as I needed with this mod, expect it around September 2005.
It would be worth the wait though.
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Old 05-22-2005, 02:16 AM   #22
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Hello,

I have a question that might be stupid. I'm trying to figure out how to get the enhanced sith saber. I'm in the tomb of Ajunta Pall, and I have the three swords from his tomb and when I place the correct sword on the statue that doesn't give an enhanced sith saber.

It's been a long time since I played the game through, so is it another statue that gives the enhanced sith saber?

Thanks for the help. By the way, I just told Mekel to go wait for me, and am looking forward to having him in my party.
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Old 05-22-2005, 02:58 AM   #23
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Quote:
Originally posted by isaacson1000
Hello,

I have a question that might be stupid. I'm trying to figure out how to get the enhanced sith saber. I'm in the tomb of Ajunta Pall, and I have the three swords from his tomb and when I place the correct sword on the statue that doesn't give an enhanced sith saber.

It's been a long time since I played the game through, so is it another statue that gives the enhanced sith saber?

Thanks for the help. By the way, I just told Mekel to go wait for me, and am looking forward to having him in my party.
You get the Sith lightsaber when you to the "test" for the head of the academy. Seeing you haven't found the saber yet then you haven't done the "test" so I won't give you more info that could be spoilers.
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Old 05-22-2005, 03:25 AM   #24
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Thanks. I'm doing the test now, so hopefully I should get it soon
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Old 05-22-2005, 08:57 PM   #25
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I received the upgraded sith lightsaber with no problem.

However, I can't seem to find Mekel. I tried talking to the pilots in the cantina like the quest log says, but they don't mention him at all. This mod sounds great, and I'm sure the error must have been mine, but I just thought I'd follow through with my feedback.

I am supposed to be looking for Mekel in the cantina on Korriban, correct?

Oh yeah, I've already finished the Wookie's personal quest already (albeit in a very evil fashion since I'm playing a DS Male.)
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Old 05-23-2005, 10:27 AM   #26
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Hmm, strange. You should have a new dialog option with either of the two pilots on your left when you enter the Cantina on Korriban if you have agreed to meet Mekel later. Did you use cheats or KSE? A player had a similar problem and it turned out that he used KSE to change many things and my mod didn't seem to like it.
You could try to open your savegame (but don't forget a backup copy) with KSE or Kotor Tool and look for the global variable "mekel_waits". If you find it, change it to "1", then the dialog option with the pilots should be available. If not, I guess there was a problem with the waiting-script that should set the variable. You can send me your save and I'll try to fix it.

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Old 05-23-2005, 08:47 PM   #27
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Cool mod...

I wish I could mod that good...


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Old 11-25-2005, 03:32 PM   #28
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Can someone explain to me how I install this or any other mod on this site? I'm at a loss.
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Old 11-25-2005, 04:22 PM   #29
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Well, all you have to do is reading the readme file I have included ...
Almost every file of my mods has to be extracted in the override folder, except the file "ebo_m40ad.mod". You must extract this file (and only this one!) into the modules folder.

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Old 11-25-2005, 05:01 PM   #30
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Does that apply to all mods? or jsut yours, and what readme file? i didnt find one when i downloaded the rucruit mekal mod.
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Old 11-26-2005, 12:41 AM   #31
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Quote:
Originally Posted by Randomguy2476
Does that apply to all mods? or jsut yours, and what readme file? i didnt find one when i downloaded the rucruit mekal mod.
Randomguy2476, Welcome to the forums!

We have a thread dealing with this topic right here, this should help answer your questions.


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Old 12-20-2005, 08:25 AM   #32
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This mod is fantastic, I just played thru the whole game with this mod (And a few other smaller ones) installed, it changed the game quite a bit

Good job Tanesh! I think this mod is just amazing.

I notice there is up to v1.6 floating around, but it's readme is in german so I wasn't game to install it. Is v1.1 english equivalent, or are there any plans to release newer english versions?
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Old 12-20-2005, 09:25 AM   #33
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Also does this mod has voice acting?
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Old 12-20-2005, 11:15 AM   #34
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I can answer that one, there is no voice acting at the moment.

If someone was skilled and willing to they could voice for Mekel, but voice acting couldn't be fully implemented, becuase when Mekel talks to other group members they have new lines too...
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Old 12-20-2005, 12:35 PM   #35
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I see..i was really looking forward too use this mod..but i might not use it now
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Old 12-20-2005, 02:32 PM   #36
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@Herbatic: Thank you! I'm glad you like it. And you guessed right, the v1.6 is the German equivalent of the English v1.1. The number difference is simply because I made the German one first, and after I thought I'd found all bugs I translated the v1.5 which resulted in the English v1.0.

@Dream Evil: As Herbatic said, Mekel has banters with the other party members, too. I would need voice overs for almost each party member (Canderous, Carth, Bastila, Juhani, Mission and Jolee) and of course for Mekel himself. His in-game dialog is way too short to cut and paste new lines as Darth333 did with her Dustil mod.
I tried my best to merge my mod with the rest of the game. I don't like recruitment mods where the new character has only one line like "Ok, let's go!" or something like that and uses the lines of the replaced character during the cutscenes. For me, that's not really a new char. If you don't want to play it just because of missing voice acting, I'm sorry, but this mod will never have it. Too much voice overs to do (and I would need it twice for each language version), and even if it was only for Mekel, I couldn't do that myself, since he would end with a female voice and German accent.

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Old 12-20-2005, 02:44 PM   #37
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Are you still working on your TSL mod?

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Old 12-20-2005, 03:51 PM   #38
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Hmm, not really. I'm very busy at the moment and simply don't have the time to do something similar like the Mekel mod for TSL. I did a request with the different Sith Assassin armors for nap$ter, but that's only for his private use. There's already a similar mod out there, only it didn't work for him, so I did one myself. And I experimented with different colors for the armor and gave them different stats as clothes for the Exile, but I'm still not sure if it's worth to be published or not.

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Old 01-26-2006, 10:16 AM   #39
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Downloaded and installed Mekel mod and I just finished playing darkside Jedi for the first, tell the truth.

Altough at first I was little suspicious, but when I played further I started to enjoy the mod. This mod is like wind breeze, you know. Lightsabers Mekel gives you are nice too! Good job Tanesh!
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Old 01-27-2006, 06:13 AM   #40
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Cool Guy

great job, gonna enjoy having a decent character and not that walking carpet!


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