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Planet ORD Mandell Released (New Areas)


RedHawke

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I tried and it didn't work for me. Added entries to planetary.2da, k_pebn_galaxy and galaxymap.gui and no new planet showed up. It is probably hardcoded. One time I have been searching for LivePlanet 6. It's in 2da, but not in the *.gui file. I duplicated all entries for LivePlanet 5 and modified them to suit number 6. But six refused to appear.

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I modify them using any GFF editor (Bioware's or tk102's KGFF).

 

So, there is no way to have the sixth planet???
What I know, there is no way how to have it on the Galaxy map.

 

If planet=module then use StartNewModule?

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Well I have gotten the text to work on my end finally with stoffe's Talk Ed, so if I do release another update I will use stoffe's patcher to edit the 2 dialog.tlk lines so the planet will have text. ;)

 

Allow me to say "Oooh."

 

Seeing as how when you released this mod the first time I was a lurker I'll congratulate you now :). Well done - what a fun mod. :thmbup1:

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  • 5 weeks later...

RedHawke,

 

Thank you for all your hard work on the ORD Mandell mod. I installed this mod some months ago, and played this mod completely with no problems. But just recently, I began a new game and tried to play the ORD Mandell mod again. Everything worked fine except until when I got to the secret place inside the cave. At this spot, I'm now getting a message that I can't proceed to where I know I'm suppose to go. I've checked both the override and the module folders to make sure eveything is in its proper place, and all appears well. I'm not sure if any mods I've added since this is a conflict. I would like to enter this secret place again, and if you are aware of any problem that might be prohibiting this, I would be grateful for any assistance you might be able to offer.

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There is no 'secret place' it is an error in the readme file... something I intended to do but didn't. ;)

 

I've been wondering that for a while... Is there any reason you wanted to include it but didn't? I doubt you had a release date.

 

My free time period I had to make the mod came to an end. -RH

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sluggard,

 

There is no 'secret place' it is an error in the readme file... something I intended to do but didn't. ;)

 

What part of the mod are you referring to?

The back cave with the Mandalorians?

Actually I called it the "secret place" because I didn't want to give it away. Being new to the forum I don't know how to hide spoilers. But it is the spot in back of the Rancor "Happy." When I try to continue in the cave after killing "Happy," I can't. I remember before that there was where I encountered all those Mandalorians (not counting the three on the way). But now, when I try to proceed, I get this message that reads "This cave leads to the inhospitable surface of the planet. There is nothing for you to see there." BTW, I talked to all the right guys to spawn this quest, at least I think I have.

 

Thanks

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It must be another mods file messing with that... check your override for the following file k34_trg_passage.dlg if present delete it from your override. ;)

You're brilliant RedHawke, that worked! Many thanks. Again, thank you for all your work on this and other mods!

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  • 4 months later...

Okay... you've heard it over a hundred times now... but awesome mod! Just downloaded and installed it (havent finished it yet - but I will). Of the 3 I've tried so far it is my fav! On a side note - don't recall whose it was, but the mod that puts the Crystal Cave on Korriban also ads the K34_trg_passage.dlg file into override. Instead of disallowing you to proceed though it puts you in the Korriban version of the Crystal cave - and when you exit you are back on Korriban. I deleted it. Just wanted to add that incase any other newbies (such as myself) have that problem. Again, thanks for the wonderful mod - so far I love everything of yours I've tried!

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Certainly the biggest mod I've come across in terms of 'new' levels and quests, I just wish there were a couple more quests squeezed in there. Other than that, very good work... but...

 

Possible spoilers (though I just talk about the enemies)

It must have been the hard mod that I also had on the game, because the Mandalorians and the scum crew I found insanely difficult. They resisted force powers like crazy and kept knocking me down to one team member (and then I ran around and basically dealt with them one on one). With the Mandalorians, though, I was able to use the replicator force power and Darth Revan Shield bracer (that unlimited shield mod). I'm just wondering if that difficulty is normal or could it have been caused by the Hard mod?

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The really bad thing about that is you can't run away without your party through the exit for recouping.

 

Also, I had an idea, though I'm aware it is much too late to do anything about it now... but in the future (for a newer mod), it might be cooler if the scum crew were found at different places (maybe causing trouble throughout the base), and you had the option to get less experience if you could persuade some of them to leave on their own. You know, alternatives to fighting, it's the Jedi way. Just an idea to expand the options for a future mod and allow you to fight them in different areas.

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As I have stated numerous times that I had a few other things I wanted to do to this mod, it is becoming highly unlikely I will re-visit this mod anytime in the future, sorry folks.

 

As to splitting up the Merc Crew, that makes no sense to me as a 'bully' always has an entourage. The persuade option was out because they were not going down without a fight.

 

This mod is as hard as it is because of all the 'whining' about the game being too 'easy', I simply showed people that it indeed could be very tough, giving NPC's the proper equipment, etc. My 'mistake' was making it lootable, but my belief is if you fought it in combat you have every right to have it afterward. (An AD&D Paladin I have has a rather large collection of +5 Unholy Reavers, for example.)

 

Just my random thoughts. ;)

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Well, I didn't mean split up the entire crew. Obviously, the main guy will always have a few of his posse on hand, but to further bully people around, he could have sent the wookie and one other (maybe the protocol droid, wouldn't that be a funny duo?) to go cause trouble somewhere, continue his reign of terror... and no one in their right mind messes with a wookie... well, no one except a jedi, maybe. Maybe one of their weaker members who is full of himself, and thinks no one will mess with him since he runs with the mercs, can be found alone somewhere. Or one of the crew could be having a drink at the bar.

 

Like I said, I realize that it would be too late to make any changes for this mod, but for these ideas to be kept in mind for any future mod as a way of opening up possabilities, especially when characters are this tough to deal with.

 

I think after I figured out a way of actually doing some kind of consistent damage to the Mandalorians, it became fun... but before that, I just ended up throwing grenades, shield, heal, repeat (and the grenades weren't even doing that much damage, so it took forever). I think if a balance can be achieved in having enemies be hard, but not making it so much that it feels like I'm inching forward through it, where it feels like I can actually use my powers for effect, then it becomes fun.

 

I think the difficulty level of this mod for being just this mod, is fine, but I wouldn't want to keep playing anymore mods like this. Difficult and challanging, yes. Insane? No. Part of the fun of being a Jedi for me is being able to use force powers and a lightsaber to slice enemies up (after several flurry attempts at no damage, it kind of gets discouraging).

 

Anyway, I appreciate the mod and what it brings to the table... I'm just offering feedback.

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Well, I didn't mean split up the entire crew. Obviously, the main guy will always have a few of his posse on hand, but to further bully people around, he could have sent the wookie and one other (maybe the protocol droid, wouldn't that be a funny duo?) to go cause trouble somewhere, continue his reign of terror... and no one in their right mind messes with a wookie... well, no one except a jedi, maybe. Maybe one of their weaker members who is full of himself, and thinks no one will mess with him since he runs with the mercs, can be found alone somewhere. Or one of the crew could be having a drink at the bar.

Is something like this possible? Yes... at the time I did the mod? No, it would have added a few more weeks worth of work.

 

Just some info for the masses, at the time this mod was made was well before we had the knowledge we have of the games scripting system, and we have since had a bonafide NWN scripting guru (stoffe -mkb-) show up around here. Stoffe -mkb- does things with scripts I never could have imagined possible.

 

Also KotOR Tool had no module editor, all this was done by hand with a GFF Editor, only some parts were able to be made with KT, every placeable and NPC you see had to be placed there manually, it wasn't a fast or pleasurable process.

 

I think the difficulty level of this mod for being just this mod, is fine, but I wouldn't want to keep playing anymore mods like this. Difficult and challanging, yes. Insane? No. Part of the fun of being a Jedi for me is being able to use force powers and a lightsaber to slice enemies up (after several flurry attempts at no damage, it kind of gets discouraging).

Please remember you are using another mod (Hardcore Mod) that increases the difficulty of the game... you can hardly comment on my mods difficulty here, try it without that mod installed then we can talk. ;)

 

See when I designed this mod I didn't have that one really in-mind as I mod an unmodded game whilst tinkering. (I have played this mod with the Hard-Core mod installed only a couple of times, and I had my full Revan item pack 'kit' on as well as my NPC's using their equipment I made for them and the fights while tougher were survivable, but I did take note of the feedback and it was quite scary with that mod installed.)

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