I always thought Manaan was pretty boring, and I know a lot of people agree with me...
So without further ado I present to you the solution to the problem...
The Liberation of Manaan: A KotOR 1 Mod
After fighting your way through the Sith base, and Hrakert Station, then finding the star map and subduing the beast there (or poisoning it, whatever), your character returns to the surface. Near the Republic Embassy, you will find a Selkath by the name of Gossa. Gossa has a problem with the Sith, and he needs your help. The mod follows the fruition of Gossa's problem into something that could endanger all of Manaan, and give the Sith the upper hand they need to win the war. Beyond this, I cannot say, as that would be telling
What this mod includes:
A Brand New Party Member:
Show spoiler
Meet Gossa, the new Selkath addition to the party.
Gossa is part of a secret bounty hunter organisation (I'm sure many of you will be able to guess) and recently was tasked with retrieving an ancient Sith artifact from the ocean floor. After doing so, things turned a bit sour for Gossa (as you will find out in the mod) and now he needs your help.
New Areas (retextures only):
Show spoiler
There will be two completely new areas in Manaan for you to explore, a secret Sith facility and one of the many maintenance rooms that keep Auto City ticking over. (Screenies as they come)
New Story:
Show spoiler
The mod will feature hopefully another hour or so of gameplay telling the story of the Sith occupation of Manaan. You will decide the fate of the planet, among other things.
New NPCs:
Show spoiler
Several new major NPCs will be introduced, aside from Gossa, including a new Darth.
I've tried to keep this as spoiler-free as possible, even within the spoiler tags, to give everyone something new when the mod actually gets released.
Gossa is permanent, I'm working on a few ideas on how to incorporate a choice of who he will replace into the story.
I have got most of the main story written and working (with bugs.) I wouldn't like to estimate a percentage but lets just say it's playable, of course that doesn't mean it's close to completion
This looks like a great idea, but the main concern I have is compatibility. Do you plan on having this compatible with BOS:SR, Recruitable Kay - I'm guessing unlikely - and, when it's released, FG's Dantooine Tension - I think this one's the easiest when it comes to compatibility?
Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.
Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.
He could be hunted by the Genoharadan too; that'll give them more presence in the story. I thought the faction was always interesting, but never really developed.
This looks promising. From what I know, Manaan is not a planet that people usually expand on so this should be good. Plus I usually HATE Manaan so this will be something to look forward to next time I play.
"It's the one that says Bad Mother ****er." - Jules Winnfield... Describing his wallet, Pulp Fiction.
This looks like a great idea, but the main concern I have is compatibility. Do you plan on having this compatible with BOS:SR, Recruitable Kay - I'm guessing unlikely - and, when it's released, FG's Dantooine Tension - I think this one's the easiest when it comes to compatibility?
Thanks. I intend to do another playthrough of BOS:SR to re-familiarize myself with what happens and where there might be incompatibilities and try to find a way to make them work together. As for Dantooine Tension, there shouldn't be any incompatibilities as the entire thing happens on Dantooine and there's no recruitable characters (as far as I know.)
Quote:
Originally Posted by logan23
Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.
Nice idea, I'll give it some thought. I could even have him join you for his missions and just have him on the ship for the rest of the time.
Quote:
Originally Posted by CptPriceless
He could be hunted by the Genoharadan too; that'll give them more presence in the story. I thought the faction was always interesting, but never really developed.
Again, a nice idea. The way the story works he will leave the Genoharadan, so it makes sense. I agree that they really aren't explored enough, although I think there was a lot of cut content in TSL surrounding them, which is why I wanted to incorporate them.
Quote:
Originally Posted by supreme kotor
I like the idea I always did hate Mannan anyways good luck.
Thanks, I wouldn't go as far as saying I hate Manaan, but I think it would benefit from some more interesting story.
Quote:
Originally Posted by Christos K
This looks promising. From what I know, Manaan is not a planet that people usually expand on so this should be good. Plus I usually HATE Manaan so this will be something to look forward to next time I play.
Thanks, I noticed Manaan was a planet that hadn't really been modded before, and I think it has a lot of potential.
Quote:
Originally Posted by Zhaboka
Great idea! Hope to see this develop more. If you need any human (or alien, for that matter) VOs, I'd be honored to contribute.
Thanks a lot, I hope to add VOs towards the end of production, so I'll contact you then if you're still interested.
I'm liking the idea. However, I never got the dislike for Manaan. I think making it into a less action-oriented planet paved the way to showing a different side of the Republic-Sith conflict. A more political, tip-toe and espionage side. Anyway, there's my mini-rant. In conclusion, I like the looks of this and will keep my on it.
Quote:
Originally Posted by Vindikorr
]As for Dantooine Tension, there shouldn't be any incompatibilities as the entire thing happens on Dantooine and there's no recruitable characters (as far as I know.)
IF (that's a big if) there are any recruitable characters in Dantooine Tension they will only be temporary.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
I'm liking the idea. However, I never got the dislike for Manaan. I think making it into a less action-oriented planet paved the way to showing a different side of the Republic-Sith conflict. A more political, tip-toe and espionage side.
Don't get me wrong I enjoy the other side which shows itself in Manaan. In fact, I find it a welcome change from the action but I think the planet in general isn't very interesting.
Quote:
Originally Posted by Viralfelon
Some mods sound so good they should be made canon.
This is one of them
Don't get me wrong I enjoy the other side which shows itself in Manaan. In fact, I find it a welcome change from the action but I think the planet in general isn't very interesting.
I like the idea of expanding this planet which always seemed to be a bit too . . . boring. I think the problem with Manaan might be that it is too large. Perhaps this Gossa character could function somewhat like the Galaxy Droid that was cut out of KotOR1 - but instead of jumping from planet to planet, have Gossa enable you to jump from (above water) module to module.
As of 28APR13: I released a new small texture mod! Check it out here.
Yeah, the modules look fantastic. LDR's right, bring down the saturation on the blue for the Chiss, and bring up the brightness/intensity of the red in his eyes a little more.
Thanks for the feedback everyone. I'll work on the chiss today. As for the new modules I've seen that thread before and even messed around with some of the modules, I probably won't be using any in this mod though as I can get what I want from reskins. Still, I might find some use for them later in development.
However, like CptPriceless and others, I'm also concerned about compatibility with 2 of "my Override" MUST-HAVE mods: BoS Solomon Revenge or the first BoS, and Recruitable Kay.
I wonder if there is some way to remove let's say ... Kay, from the party to later replace her with Gossa WITHOUT losing track of recruitable Kay's mod main quest ... AND later re-join Kay again dismissing Gossa once you are done with "Gossa's quest" ...
I know I'm asking too much probably ... I know ...
However, like CptPriceless and others, I'm also concerned about compatibility with 2 of "my Override" MUST-HAVE mods: BoS Solomon Revenge or the first BoS, and Recruitable Kay.
I wonder if there is some way to remove let's say ... Kay, from the party to later replace her with Gossa WITHOUT losing track of recruitable Kay's mod main quest ... AND later re-join Kay again dismissing Gossa once you are done with "Gossa's quest" ...
I know I'm asking too much probably ... I know ...
good luck and keep it up dude
Ok AFAIK BoS:SR is kinda hard to be compatible with. But Recruitable Kay dosent seem like a probablem to me
Current WIP: Learning to mod Kotor
The Other WIP: TSL Tomb of Ak-Rev. Link
Hey, I don't know why I didn't ask this before, but will Gossa have Selkath voice overs or human ones?
He is getting Selkath VO's. I think it simply wouldn't make sense for the Selkath speak English, I always felt they would be biologically unable to pronounce 'human speak' because they are effectively fish. Maybe I'm wrong but that's what I always thought.
Just so everyone knows, there will be human VO's for some characters, hopefully voiced by me and Zhaboka, and of course anyone else who is interested. The chiss and the sith above are but two of the voiced characters.
He is getting Selkath VO's. I think it simply wouldn't make sense for the Selkath speak English, I always felt they would be biologically unable to pronounce 'human speak' because they are effectively fish. Maybe I'm wrong but that's what I always thought.
Yeah I think Selkath speak makes more sense, I just fear it may get repetitive if he's a full time party member.
The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.
It could be done - it would take not only a... creative voice actor, but a significant amount of processing. It sounds like the original game's Selkath VOs use a combination of a Mechanizer and a Step Filter to get that distinctive sound.
However, I think using the default VOs, even for a full-time-ish party member, would be just fine.
It could be done - it would take not only a... creative voice actor, but a significant amount of processing. It sounds like the original game's Selkath VOs use a combination of a Mechanizer and a Step Filter to get that distinctive sound.
However, I think using the default VOs, even for a full-time-ish party member, would be just fine.
Although what I posted before, I have to agree
Considering the time-needs of this kind of mod, it's better you -hopefully- and the modder focus on the human VO's for the new characters.