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12-04-2006, 08:05 AM
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#1
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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[K1] Tatooine Rakatan Temple and Missing Czerka Depot Modules
Re-uploaded the the Czerka depot because PCGM is down.
Also, with the Tatooine Temple put the .VIS and .LYT files in the Override folder, put 'm19aa.mod' into the 'modules' folder.
Tatooine Temple + Missing Czerka Depot (both archives are shown on the same page)
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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12-04-2006, 09:06 AM
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#2
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Rookie
Join Date: Aug 2006
Posts: 154
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Read about this in your thread in Holowan Labratories, looks cool
Is there a way to get to them without warping?
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12-04-2006, 09:21 AM
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#3
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Quote:
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Originally Posted by Ambrose
Is there a way to get to them without warping?
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Unlikely, as they are unfinished modules.
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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12-04-2006, 11:35 AM
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#4
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Actually, I included the module files
For the Tatooine temple, just place 'm19aa.mod' in your modules folder, then open the game and type 'warp m19aa' into the console without the quotes.
The Czerka depot, however, is a repost of the old one, and still has the same issues with it that the previous version had...I suggest removing all the placeables from the .git before compiling.
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12-04-2006, 02:17 PM
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#5
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Veteran
Join Date: May 2006
Posts: 866
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I just tried out the module for the Tatooine Temple. Instead of warping there, I was there after loading a saved game. This looked pretty cool. I did find some "sticky" edges, where the PC would get stuck. It almost looks like it would have been made for Korriban. Still, it is a shame that this went to waste.
I QUIT LF!
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12-04-2006, 02:45 PM
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#6
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
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Current Game: KotOR II
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^Indeed. Personally, I would've preferred it to the Krayt Dragon quest...
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12-04-2006, 03:13 PM
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#7
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Rookie
Join Date: Oct 2005
Posts: 180
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Quote:
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Originally Posted by D'Albetot
I just tried out the module for the Tatooine Temple. Instead of warping there, I was there after loading a saved game.
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how did you get there without warping?
[TSL] Harbinger New Decor~[TSL] Ebon Hawk Reskin ~[TSL] Ravager New Decor ~[TSL] Onderon New Decor ~[TSL] Logan Essex's Ebon Hawk Interior
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12-04-2006, 03:39 PM
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#8
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Veteran
Join Date: May 2006
Posts: 866
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Quote:
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Originally Posted by logan essex
how did you get there without warping?
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I don't know. I just loaded my auto saved game and after it was done loading I was there.
Now it makes me wonder if it was for Korriban, because that's where my saved game was at. Maybe it was to be at the back of the Shyrack caves, through that opening that says it's to the waste lands (or something like that). Since they didn't complete the temple, they could have labeled the opening as a way to the waste lands, and put the star map in Sadow's tomb instead. But who knows.
I QUIT LF!
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12-04-2006, 04:43 PM
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#9
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Hmm...nope, I'm almost certain it's part of the old Tatooine Star Map quest with the Sarlacc Pit...I'd guess it was just a random glitch...
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12-04-2006, 04:57 PM
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#10
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Rookie
Join Date: Oct 2005
Posts: 180
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how fixable is the tat temple for placement in the game?
[TSL] Harbinger New Decor~[TSL] Ebon Hawk Reskin ~[TSL] Ravager New Decor ~[TSL] Onderon New Decor ~[TSL] Logan Essex's Ebon Hawk Interior
Last edited by logan essex; 12-04-2006 at 08:22 PM.
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12-04-2006, 07:38 PM
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#11
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36 Wings, 365 Eyes
Join Date: Oct 2004
Posts: 5,479
Current Game: Ass Effect
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Quote:
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Originally Posted by logan essex
HOW FIXABLE DO YOU THINK IT IS
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No need to type in caps.
It's probably a random glitch. There's not really anything to be done about that...
Thanks for uploading these, DI. I can't wait to try them out. 
Quote:
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Originally Posted by Sabretooth
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12-05-2006, 03:56 AM
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#12
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Quote:
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Originally Posted by logan essex
how fixable is the tat temple for placement in the game?
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It MIGHT be possible to put it in-game with a little work, but there's a few walkmesh bugs that would need to be fiddled with...There's also the lack of roof/blankness behind everything. With a skybox, it might work. Without...Hmmm...
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12-05-2006, 03:52 PM
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#13
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Rookie
Join Date: May 2005
Posts: 37
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I tried some editing of the .are file, and it looks better with fog (I copied the values from the shyrack cave). Most of the blankness/open to the void problems are fixed. But you can still see the caves from areas in the temple. However, some tweaking of the .vis file can fix this. I also found that (115.54, 160.78, 10.02) is a very good place for an entry point.
There are still some areas in the cave (those big diagonal black things, and a point where the rocks float above the ground) that simply need to have their geometry edited (if that's possible yet). And the lightmaps in the temple are just too bright.
BTW, Is that large octagonal well supposed to be the sarlacc pit? Maybe it is there, but I can't see the bottom.
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12-05-2006, 04:41 PM
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#14
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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km: Thanks for the input
I think that room is the entrance to the Sarlacc Pit, yes, but I suspect there was a cutscene for the descent and a new module for the Sarlacc itself...However, that doesn't seem to have survived 
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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12-30-2006, 11:14 PM
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#15
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Forumite
Join Date: Aug 2003
Location: Seattle
Posts: 575
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Hmmm. Nifty little thing. Now...what can anyone do with it?
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01-04-2007, 05:35 AM
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#16
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Rookie
Join Date: Jul 2006
Posts: 12
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Create a new area , write a new quest. Let me see what I can do with it. I might need the gurus
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01-17-2007, 08:59 PM
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#17
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Rookie
Join Date: Jan 2007
Posts: 11
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If you need anything story/NPC-wise, I'll be happy to help. I haven't checked these out yet, but it sounds cool. Downloading it now...
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03-07-2007, 01:07 PM
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#18
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Junior Member
Join Date: Mar 2007
Location: Somewhere in the Outer Rim
Posts: 482
Current Game: Rainbow six Vegas
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how to install this .mod file
Hi, I'm pretty new in this, so I don't know how to decompress this .mod file into the modules folder (to see the RIMs); or does the game extract them when running?
Can I do it with Kotor Tool???? Any help please? 
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03-07-2007, 11:49 PM
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#19
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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You don't need to "decompress" the .mod. Just drop it in the modules folder. I don't know what the difference is between a .mod and .rim file extension but they are essentially the same thing.
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04-09-2007, 04:31 AM
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#20
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Lurker
Join Date: Mar 2007
Posts: 4
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Ok im having some trouble with this thing. When i extracted all the files i needed and stuff and tried to run my game none of my saved games would load. The load bar goes only about 1/4th of the way then freezes. I can still Alt F4 my way out of the game though. But then when I try starting a new game instead of my new guy going to the ender spire he goes directly to the cave. And when i do the whereami cheat it says that im on the module:END_M01AA instead of m19aa. Also whenever i try and warp out of the cave i just end up going back to where i orginally was put in the cave, with the only difference being that when i type in whereami it says im on the map i warped too but im still in the cave. How do i fix this?
Last edited by snowboardbj; 04-09-2007 at 07:30 AM.
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04-09-2007, 08:58 AM
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#21
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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You should only put the .mod files into your modules folder. Do not put any of the other files into any other folder, with the exception of any .VIS and .LYT files, which should go into your Override folder.
Works-In-Progress
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Mods Released
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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04-09-2007, 05:31 PM
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#22
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Lurker
Join Date: Mar 2007
Posts: 4
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Ah ok that fixed it. Thanks Darth. Ok i have a new question now though. I am completely new to modding so im having some difficultys with this. I'm trying to put in a bunch of dark jedi to fight but it just isn't working. Can someone explain to me how exactly you go about putting in somebody like that. I followed all the tutorial's that i could find but it still wont work.
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04-20-2007, 02:00 PM
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#23
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Rookie
Join Date: Mar 2007
Location: Hell
Posts: 140
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I tested it bu When I loaded an AutoSave on Taris it put me there.
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