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**NEW** Jedi Trainer Module... BETA v1.0.6


Mav

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Jedi Trainer Module

^^^^^^^^^^^^^^^

CLICK ABOVE

 

This is an Arena-esque module that I made about 4 weeks ago, but I haven't had time to release, most of you know why. The mod itself was inspired by the fact the during the part of the game where your PC goes through his/her Jedi Training, you don't actually get to do any training.

 

There are several different "enemies" you can train with including:

 

Training Droids: 3 droids; difficulty: Very easy

 

Tarentatek: 1 beast; difficulty: Fairly Easy

 

Jedi Padawans: 3 young Jedi; difficulty: Easy

 

Jedi Knights: 3 Jedi Knights; difficulty: Normal

 

Jedi Masters: 3 Jedi Masters; difficulty: Hard

 

Jedi Council: Zhar, Vrook, Dorak; difficulty: Very Hard

 

Master Vandar; difficulty: damn near impossible (for some)

 

**OPERATION NOTE**

As it says in the readme, which I strongly advise you read; the only way to get to the module and have it work is via the Jedi Training Computer, if you try to cheat warp there you will end up in an empty module, try having fun with that....LOL

 

Anyway just try it out and let me know what you think, I might update it to it's final version later on if I have enough time.

 

Mav

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Thanks, for the compliment, but I wouldn't say it is anywhere near as good as the orginal Arena Mod, the Arena Mod has much more depth and replayability, and my mod was just meant to be a temporary sidequest while your PC character is on Dantooine, but thanks for the compliment.

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Darth_ToMeR:

 

You can leave the module whenever you want via a computer within the Arena module. (Darth333 I edited the comp's dialog som now it isn't too strange to end up in front of the Ebon Hawk ;))

 

Darth Dex:

 

The reason you can't type the warping cheat is because the Taris Arena is part of a larger module, and when typing the warp cheat you appear in the wrong part of the module a.k.a. the Cantina and not the Arena. To solve this I had to create a waypoint within the arena and have the warp script refer to not only the module, but also the waypoint. Hell I don't know maybe if you type "warp jeditrainer, jeditrainer" it will work, but I don't know for sure and I highly doubt it would work.

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Mav,

 

Just a quick note, for both of your new area mods, you don't need any of the .utc, .utp, scripts, etc. files from your .mod file placed in the KOTOR override for your module to work, those should all be packed in the .mod file, as DD tutorial shows.

 

You only need to put special upgradeable items (If any, like your Mod Shop has), and the way to get into your module (The Jedi Comp Dialogue and warptoyourmod.nss file) in the override for your module to work.

 

The .mod file in the modules folder is supposed to contain all the necissary files to run the area, check out my Jawa Shop Mod and you will see what I mean.

 

Another note, .ndb files are junk and go into the windows Recycle Bin, as they are not used for anything in KOTOR, they are some sort of holdover from NWN.

 

I hope this helps! :D

 

EDIT: I meant to inform you of this earlier, but I wanted to create a new area myself, to see if I was correct, before I commented on anything.

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@RedHawke

 

That is a relief, now i can clean up my override file a bit. I really don't feel the need to make a new upload at pcgamemods.com just for this, but if I ever get around to adding things to the mod then I'll be sure to unpack what isn't necessary.

 

So I assume, .utp, .utc, .utd, .utw, and scripts that are contained within the custom module do not need to go in the override folder. Just scripts and dialogue that are OUTSIDE of the custom module?

 

I just need a little clarification for future reference.

 

Thanks,

Mav

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Originally posted by maverick187

So I assume, .utp, .utc, .utd, .utw, and scripts that are contained within the custom module do not need to go in the override folder. Just scripts and dialogue that are OUTSIDE of the custommodule?

 

Correct! :D

 

You only need the files in override that are required to get you into the module. Everything else, including the exit scripts are to be packed in the modules .mod file. (I believe you have already done so for both your mods.)

 

The override files for your Mod Shop you would need the Warp Script .nss, the Walrusman NPC spawn script .nss, the Walrusman NPC .utc, the Walrusman NPC's Dialogue file, and the games sith dialogue file. Plus the custom Mav's saber files, and the new upcrystals.2da.

 

The override files for your Trainer, you just need the Warp Script .nss and the Jedi Comp dialogue file.

 

I hope this helps! :D

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Just a quick note, for both of your new area mods, you don't need any of the .utc, .utp, scripts, etc. files from your .mod file placed in the KOTOR override for your module to work, those should all be packed in the .mod file, as DD tutorial shows.

 

Ah so that's why I cuoldn't alter the Trendoshans in your mod... :D

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Originally posted by Mono_Giganto

Ah so that's why I cuoldn't alter the Trendoshans in your mod... :D

 

Well Mono if they are just too hard for ya'... J/K :D

 

But seriously, you can just use KT and ectract them from my .mod file, alter them to your taste, and you should be able to put them in your override folder just like any other game file. I tried give everything I could think of, people might want to change, a fairly unique file name so people could do that if they wanted. :D

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