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Old 05-30-2007, 04:16 PM   #1
Mindtwistah
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modules of M4-78?

Are the modules of the unfinished M4-78 still left in the game? If it is, what is their module names?
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Old 05-30-2007, 04:24 PM   #2
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No but they are on the xbox version. You can find the files here: http://www.lucasforums.com/showpost....4&postcount=30

Just drop the files in your modules folder.
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Old 05-30-2007, 04:24 PM   #3
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Team Gizka recovered them from the xBox.. download them from their site:
http://www.team-gizka.org/downloads.html

Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!!

meh, darth333 beat me to it
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Old 05-30-2007, 05:38 PM   #4
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Quote:
Originally Posted by Mindtwistah
Are the modules of the unfinished M4-78 still left in the game? If it is, what is their module names?
You can get a 'completed' version of the planet here for a better playing experience: http://knightsoftheoldrepublic.filef...anet_Mod;78148

Quote:
Originally Posted by glovemaster
Team Gizka recovered them from the xBox.. download them from their site:
http://www.team-gizka.org/downloads.html

Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!!

meh, darth333 beat me to it
Exciting, isn't it (countin' down the days!)

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Old 05-30-2007, 06:57 PM   #5
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Quote:
Originally Posted by Gargoyle_King
You can get a 'completed' version of the planet here for a better playing experience: http://knightsoftheoldrepublic.file...lanet_Mod;78148
After playing through that "completed" version I have to say that it is far more complete than I expected. I'm sure it will be fully restored sooner or later even though the M4-78 restoration project was cancelled. I have couple of questions about the planet for those who know more about the original script than I do:

-What was Master Vash's connection with M4-78 supposed to be?

-How was the exile supposed to find the planet originally?

Quote:
Originally Posted by glovemaster
Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!!
25 bugs left now!! I can't wait!
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Old 05-30-2007, 08:40 PM   #6
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Quote:
Originally Posted by swfan28
-What was Master Vash's connection with M4-78 supposed to be?
She learnt that a group of Sith sought the one known as the last of the Jedi, the Exile. She then tracked them to M4-78, after receiving permission from the council, and waged war against them.

Quote:
Originally Posted by swfan28
-How was the exile supposed to find the planet originally?
We have no idea. The M4-78RP team fabricated the idea that Korriban acted as a sort of "conduit" - i.e. the player would travel to Korriban and then discover that Master Vash had run off with her padawan, Kaah, to M4-78. How the planet was originally tied into the game I cannot say but judging by the layout of the galaxy map scripts, I'd say it was originally accessible after Telos but that is just an (un)educated guess.
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Old 05-31-2007, 03:56 PM   #7
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Quote:
Originally Posted by Pavlos
Quote:
Originally Posted by swfan28
-What was Master Vash's connection with M4-78 supposed to be?

She learnt that a group of Sith sought the one known as the last of the Jedi, the Exile. She then tracked them to M4-78, after receiving permission from the council, and waged war against them.


Quote:
Originally Posted by swfan28
-How was the exile supposed to find the planet originally?
We have no idea. The M4-78RP team fabricated the idea that Korriban acted as a sort of "conduit" - i.e. the player would travel to Korriban and then discover that Master Vash had run off with her padawan, Kaah, to M4-78. How the planet was originally tied into the game I cannot say but judging by the layout of the galaxy map scripts, I'd say it was originally accessible after Telos but that is just an (un)educated guess.
Thanks for the info!

Since the Jedi were scattered and unable to contact each other, I guess Vash was originally supposed to go directly to M4-78 with her Padawan. Exile was likely supposed to find out about the planet from Atris' recording. I think Korriban was originally intended to be in the game only for the Ludo Kressh's tomb. The Exile was to visit it after finding all of the Masters to "revisit the dark moments of his/her past before facing the present" as Kreia would say.
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Old 06-01-2007, 05:33 AM   #8
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The dialog strings are in the dialog.tlk file. Im not sure if there is the complete amount of strings and im not sure if all the strings are complete.
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Old 06-01-2007, 08:04 AM   #9
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Quote:
Originally Posted by swfan28
Thanks for the info!

Since the Jedi were scattered and unable to contact each other, I guess Vash was originally supposed to go directly to M4-78 with her Padawan. Exile was likely supposed to find out about the planet from Atris' recording. I think Korriban was originally intended to be in the game only for the Ludo Kressh's tomb. The Exile was to visit it after finding all of the Masters to "revisit the dark moments of his/her past before facing the present" as Kreia would say.
Then again, the hologram states that Vash is on Korriban...

I have heard that there was originally meant to be a character on Korriban called Dvakhvar Ghrarhk (or something like that), who was going to be sort of like the Disciple (and be instead of the Disciple), but for DS players...I haven't seen much evidence for this in the modules themselves, though...



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Old 06-01-2007, 08:45 AM   #10
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Quote:
Originally Posted by glovemaster
The dialog strings are in the dialog.tlk file. Im not sure if there is the complete amount of strings and im not sure if all the strings are complete.
From what M4-78RP managed to piece together, Master Vash's dialogue is there, a very basic dialogue for the guardian droid of the Central Zone (I forget his name... I never worked on that area), the confrontation with Kaah - which appears to be incomplete... or at least very restricting seeing as how you often only have one or two responses, and all the computer consoles still have their dialogue strings in place.

That's off the top of my head, there are probably more.
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Old 06-01-2007, 09:18 AM   #11
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Quote:
Originally Posted by Darth InSidious
Then again, the hologram states that Vash is on Korriban...

I have heard that there was originally meant to be a character on Korriban called Dvakhvar Ghrarhk (or something like that), who was going to be sort of like the Disciple (and be instead of the Disciple), but for DS players...I haven't seen much evidence for this in the modules themselves, though...
He was a red Devaronian, , just thought I'd add that.

Dvakvar Grahrk

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Old 06-01-2007, 05:37 PM   #12
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Hey does anyone know if there is a way to clear up the blue-green mist/fog/haze that is floating around modules 802 and 803? I'm guessing it was part of a quest or something, maybe having to do with DRO803 the environment control zone module, but since such a quest doesn't exist is there a quick in game command to remove it? Is there a command I could use in a script, perhaps "SetAreaFogColor"? If the latter what would I set the fog color to to make it transparent?
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Old 06-02-2007, 06:14 AM   #13
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no you cant use scripts to change the values in the ARE files... A feature i hope for in KotOR 3 along with a weather changing script..

You need to open the ARE files in a GFF editor, i would recommend kgff by tk102, download the latest version here: http://www.starwarsknights.com/tools.php#gmt
Then you need to change the values but if you want it to look like one of the other modules, (eg. the M4-78 Landing Pad, which is nice and clear), you can "cheat" and extract the ARE file from the landing pad module and rename it to "803DRO" with out the quotes, then pack it into the RIM file, or MOD, how ever you like to pack your modules.
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Old 06-02-2007, 11:20 AM   #14
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I'm pretty sure there's a SetAreaFog() scripting function...



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Old 06-02-2007, 11:38 AM   #15
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Sort of...

Code:
// 746: SetAreaFogColor
// Set the fog color for the area oArea.

void SetAreaFogColor( object oArea, float fRed, float fGreen, float fBlue );
This doesnt affect the density of the fog though, and so the fog will still be heavy.
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Old 06-02-2007, 11:39 AM   #16
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Quote:
Originally Posted by Darth InSidious
I'm pretty sure there's a SetAreaFog() scripting function...
Yeah that does sound familiar, i think i saw it in the TSLRP decompiled scripts pack, but theres allot of modules in there, could take some time to find it,

EDIT:

Quote:
Originally Posted by glovemaster
Sort of...

Code:
// 746: SetAreaFogColor
// Set the fog color for the area oArea.

void SetAreaFogColor( object oArea, float fRed, float fGreen, float fBlue );
To quick if you ask me.

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Old 06-02-2007, 11:46 AM   #17
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lol, you know kotor tool has a function to search through the NWscript for functions
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Old 06-02-2007, 11:57 AM   #18
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Quote:
Originally Posted by glovemaster
lol, you know kotor tool has a function to search through the NWscript for functions
Yeah i knew, i just err... Forgot.

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Old 06-03-2007, 01:30 PM   #19
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Well that kinda sucks. Kinda off topic I wonder what they were going to do with the green radiation/fog stuff then? I assume you had to send in one of your droids and they would clean it up then the PC could enter those modules. That leads me to a general programming question. Could they have changed the fog stuff directly with something hardcoded in the .exe or would they have had to have included separate modules with "regular" .are files that would load with no fog?
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Old 06-03-2007, 01:32 PM   #20
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most likely two separate modules


If you're looking for any of the junk I did a few years ago; you can probably still find it all on filefront
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Old 06-04-2007, 09:50 AM   #21
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Quote:
Originally Posted by Ulic and Cay
Hey does anyone know if there is a way to clear up the blue-green mist/fog/haze that is floating around modules 802 and 803? I'm guessing it was part of a quest or something, maybe having to do with DRO803 the environment control zone module, but since such a quest doesn't exist is there a quick in game command to remove it? Is there a command I could use in a script, perhaps "SetAreaFogColor"? If the latter what would I set the fog color to to make it transparent?

the fog enviroment is set in the .are file under (sun fog color) they can be
adjusted to clean up the area. there is no way to script the enviroment colors.
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Old 06-04-2007, 10:45 AM   #22
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Quote:
Originally Posted by DSTONEY642000
the fog enviroment is set in the .are file under (sun fog color) they can be
adjusted to clean up the area. there is no way to script the enviroment colors.
The easier way to do it would be just to change the "1" to "0" in the "SunFogOn" tab in the module's .ARE in a GFF editor.

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Old 06-04-2007, 03:32 PM   #23
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I may be wrong about this but I dont remember that being an option in the .ARE
I just used the sun fog color numbers from 801DRO.
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Old 06-05-2007, 06:30 PM   #24
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If someone were to put something simple together, I think they would have everyone's support. Since I am uncertain about how long I am going to lingure around, I do not have the mental commitment to start anything. I wish the modder good luck.



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Old 06-05-2007, 07:19 PM   #25
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Anything would do for M4-78. If a fully-featured restoration doesn't ever pull through then atleast the community has the blank modules to design the planet through their own creative intentions.
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Old 06-05-2007, 07:35 PM   #26
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Quote:
Originally Posted by Gargoyle_King
Anything would do for M4-78. If a fully-featured restoration doesn't ever pull through then atleast the community has the blank modules to design the planet through their own creative intentions.
Well... Between you and me, something is stirring, but shhhhh!!! It's a secret,

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Old 06-05-2007, 07:38 PM   #27
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Quote:
Originally Posted by master zionosis
Well... Between you and me, something is stirring, but shhhhh!!! It's a secret, lol.
It probably is; just for the record do you think there are any unveiled plans within the modding community for M4-78?
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Old 06-05-2007, 07:40 PM   #28
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Quote:
Originally Posted by Gargoyle_King
It probably is; just for the record do you think there are any unveiled plans within the modding community for M4-78?
Yes, and didn't i say it was a secret, I'm not going to come out and say it like previous things that i have let slip, lol, its between me and anyone who reads this post, lol.

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Old 06-05-2007, 07:54 PM   #29
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Quote:
Originally Posted by master zionosis
Yes, and didn't i say it was a secret, I'm not going to come out and say it like previous things that i have let slip, lol, its between me and anyone who reads this post, lol.
Mmmmm...... Is it something you have planned maybe?

P.S. How's the Yavin translations coming along, can't wait to play it!

Last edited by Gargoyle King; 06-05-2007 at 08:05 PM.
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Old 06-05-2007, 08:23 PM   #30
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Quote:
Originally Posted by Gargoyle_King
Mmmmm...... Is it something you have planned maybe?

P.S. How's the Yavin translations coming along, can't wait to play it!
Something I have planned, errr, if you like, lol, but i will say its not the story that was originally intended for M4-78, that is almost impossible as nothing really exists for M4-78, what I'm keeping quiet about, , is something different.

And Yavin, well, I'm waiting on -DK- for the English text to be sent to me, then i will get everything sorted, tomorrow i will also post the parts for the Voice acting.

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Old 06-05-2007, 08:44 PM   #31
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Quote:
Originally Posted by master zionosis
Something I have planned, errr, if you like, lol, but i will say its not the story that was originally intended for M4-78, that is almost impossible as nothing really exists for M4-78, what I'm keeping quiet about, , is something different.

And Yavin, well, I'm waiting on -DK- for the English text to be sent to me, then i will get everything sorted, tomorrow i will also post the parts for the Voice acting.
Who cares. Just have fun with it. You have my support. If you need any type of feedback or advice, someone will no doubt help you out.

EDIT::
Several people have helped me in the past, so I am willing to give you some light support in production.



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Old 06-06-2007, 03:58 AM   #32
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Quote:
Originally Posted by MZ
nothing really exists for M4-78
On the contrary, ( posh word!) The Dialog strings are in the Dialog.TLK file. if you read them you can get a big idea of the story...
(not that i was sad enough to read dialog strings.. , )


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Old 06-06-2007, 08:52 AM   #33
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Damnit must you always do that, i said "nothing really exists" "really" sort of confirmed that i meant hardly anything of M4-78.

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Old 06-06-2007, 11:34 AM   #34
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lmao, sorry.. but you can get most the story line from the strings.. I remember that two droids had some keys or somthing to activate M4-78 and im not sure about the Archons. I never found many strings for them..


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Old 06-06-2007, 12:23 PM   #35
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Quote:
Originally Posted by glovemaster
lmao, sorry.. but you can get most the story line from the strings.. I remember that two droids had some keys or somthing to activate M4-78 and im not sure about the Archons. I never found many strings for them..
A series of events, in an unknown order, yes. It's sort of like getting half a book that has the chapters rearranged and trying to first put those in the right order and then extrapolate the story from it.
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Old 06-06-2007, 05:38 PM   #36
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Quote:
Originally Posted by master zionosis
Something I have planned, errr, if you like, lol, but i will say its not the story that was originally intended for M4-78, that is almost impossible as nothing really exists for M4-78, what I'm keeping quiet about, , is something different.
Sounds good, anything will do. If you ever need any help with ideas i could PM them for you if it would be any help but that's all i can do with helping as i haven't started modding yet (i hope i do one day, looks fun ) but i will assist with ideas if you want.
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