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Planet ORD Mandell Released (New Areas)


RedHawke

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Well, I did say in my first reply that it may have been because of that (and asked if maybe it was).

 

In any case, I appreciate what the mod is and all the work that went into it. I've used many of your other items to good effect as well, and have only been trying to be as helpful as possible with my feedback. Thanks for your time, keep up the good work.

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  • 4 weeks later...
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An excellent mod, Red Hawke.

 

Just a little problem with finishing the cave quest. I have killed everything that can be killed in the cave (Rancor, mandalorians and all the droids), but according to the Major I havn't finished the quest.... Is there anything I am missing?

 

I have the 1.2 version.

Is the "RedHawke's ORD Mandell Mod.kmm" file going anywhere? It's not specified in the Readme

I also have the following mods installed:

WotOR 1.3

Holowan Plugin2

Jedi Royal Guard 1.02

Korriban Crystal Cave

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An excellent mod, Red Hawke.

 

Just a little problem with finishing the cave quest. I have killed everything that can be killed in the cave (Rancor, mandalorians and all the droids), but according to the Major I havn't finished the quest.... Is there anything I am missing?

 

I have the 1.2 version.

Is the "RedHawke's ORD Mandell Mod.kmm" file going anywhere? It's not specified in the Readme

I also have the following mods installed:

WotOR 1.3

Holowan Plugin2

Jedi Royal Guard 1.02

Korriban Crystal Cave

 

Ah. I think it's the Korriban cave that's holding you up. The Ord Mantell mod has a script meant for the back of the korriban cave that will clash with the crystal cave. It's kor_35trgpass.dlg - or something similar. It's the dialogue file that in an unmodded game tells you there's nothing on the planet's surface.

 

If you've got darth 333's armband, you can set up a warp dialogue for both the crystal cave module and the Ord Mantell cave.

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Ah. I think it's the Korriban cave that's holding you up. The Ord Mantell mod has a script meant for the back of the korriban cave that will clash with the crystal cave.

For the record it is the Crystal Cave mod that is at fault here, for that mods file is overwriting mine by being in the override. ;)

 

And it is ORD Mandell. :p

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This batch file makes removing and restoring the offending file easy. Just create a new text file in override, paste this inside it, and rename it to .bat extension. Then run the .bat when you travel to Ord Mandell, and again when you leave, there's no need to re-extract the file from the mod's archive.

 

IF EXIST k34_trg_passage.dlg GOTO rendlg
IF EXIST k34_trg_passage.dlg.bak GOTO restoredlg
GOTO end
:rendlg
ren k34_trg_passage.dlg k34_trg_passage.dlg.bak
GOTO end
:restoredlg
ren k34_trg_passage.dlg.bak k34_trg_passage.dlg
:end

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Is this mod compatible with the Korriban crystal cave mod? Think it's affecting one of the quests.

Nope, they are incompatible.

 

Also in all actuality it is up to whomever made the Korriban Crystal Cave mod to fix this issue IMHO. As they easily could use the TSL Patcher by Stoffe to solve this. Since my mod is already packed into modules I really can't do anything to fix this.

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  • 2 weeks later...

Mod note: I've cleared out a long exchange from this thread that didn't have much to do with the topic. If you feel the need to continue that discussion please do so in a more suitable place, like via PMs.

 

Back to the topic at hand please: Redhawke's Ord Mandell mod. :)

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  • 2 months later...

This mod is great! I'm FINALLY getting around to playing KOTOR for the 1st time (yeah I know it's super old news to all of you already).

 

Just wanted to say thanks for the hard work Redhawke, I've really been enjoying this, the Ebon Hawk Workbench, and many of your other mods. I'm happy to be getting my long neglected Star Wars fix!

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[insert Evil Laugh Here]

 

And I have no idea if the planet will become unavailable like the others do when you crash on the unknown world, I hope it does, but I have no idea if it really will, either way I would suggest once going to the unknown world, if the planet is still available, to avoid going to it, as I don't know what the effects on your savegame would be. If the planet is still available when you leave the unknown world, and you go to it, instead of the Star Forge like you are supposed to... you could mess up your save game so you do this at your own risk!!!

 

Enjoy! :D

 

Well just in case you still don't know; I've played a couple of times after the Unknown world and seems to work fine ... Ord Mandell doesn't even appear in the galaxy map (the planet icon, the other planets do appear as usual without names) ... so good news for this new planet. :thmbup1:

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  • 3 weeks later...

Hello -

 

I have enjoyed playing this mod thru before, on a previous install of K1, on a previous computer. I have encountered an issue that I'm not sure how to deal with.

 

Specifically, this time through, I have wiped out the Mandalorians in the cave, and all of the malfunctioning droids. I kill Mr. Happy, collect the Fallen One's Robes (worth the price of admission right there :)) and then discover the "hidden" cave.

 

Go thru, kill all the uber-kinrath, get all my crystals... and here's where I run into a problem.

 

I return back to the cave entrance/exit, and when I stroll through, I arrive in the Korriban cave, with a Tarentatek waiting for me, along with Shyracks.

 

Mod conflict? I do have the Korriban Crystal Cave mod installed, but that didn't stop me from entering the Ord Mandell crystal cave. I read in this thread a few pages up that a specific script, k34... was responsible for some issues with these two mods working together. I removed this script from my override, and still I cannot return to the Ord Mandell caves.

 

I haven't played through Korriban yet. Is that an issue?

 

Any help would be appreciated, RH - I am a big fan of your mods in general.

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Any help would be appreciated, RH - I am a big fan of your mods in general.

I'm sorry qui_gon_glenn, as I do not have that Korriban Crystal Cave mod I can be of no assistance here. :giveup:

 

Also in all actuality it is up to whomever made the Korriban Crystal Cave mod to fix this issue IMHO. As they easily could use the TSL Patcher by Stoffe to solve this. Since my mod is already packed into modules I really can't do anything to fix this.
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Well.... I apologize for my error.

 

I found that the offending script was not the one mentioned earlier in this thread, but a warp script... I was being sent to the incorrect crystal cave, due to the warp script in the korriban crystal cave mod.

 

I had forgotten the difficulties of your cave.... oh the horror :blaze6:

 

Thanks to your construction bench mod, I survived the encounter minus my PC. Thanks to KSE, your Mission as a Jedi Mod (Guardian this time, for a change), and Canderous sporting Custom Heavy Armor and the Custom Heavy Repeater, I made it through :)

 

Your mods are a great extension to the gameplay, RedHawke. I have been playing KotOR for a while now, and mods like yours make it enjoyable still.

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  • 2 weeks later...
Wow! I downloaded this mod yesterday, and I love it! Never have I had a more difficult time in all of my KotOR experiences. How I wish the whole game was that hard and had as many enemies. :D
You only just played it, Wow! It is pretty hard but there's nothing like a good challenge now is there? If you want a harder game you could get Shem's Kotor

 

Enhancements mod: http://knightsoftheoldrepublic.filefront.com/file/;69389

or some hardcore mod:

http://translate.google.com/translate?u=http%3A%2F%2Fwww.sternenschmiede.de%2Findex.php%3Fcmd%3Dsubcat%26scid%3D34&langpair=de%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools

 

to make the game harder! (Thought Ord Mandell was hard as is, try a harcore mod! :D )

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  • 2 weeks later...

OK It seems to be a great mod but I've encountered a problem; Whenever I try to exit the Ebon Hawk it goes to the loading screen but starts an autosave EVEN WHEN I've turned the Autosave function OFF. And it crashes about 1/6 of the way throught the autosave. Can anyone halp me/Give suggestions?

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