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The Ekun mod


Emperor Devon

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Originally posted by Emperor Devon

I recently downloaded the Ekun mod, put it into my override and modules folder, but I am not allowed to go there even if I use the warp code. Does anyone know how I can get it working?

You can't go to Exar Kun tomb if you already have been in Yavin IV station area in your current save game.

 

When you save a game Kotor loads info of an area in the save file. Since Exar Kun tomb door is in Yavin IV station it is considered like new info of that area. Therefore unaccessible to a previously saved game.

 

You coukd ask: "It means i have to start a new game?". Nope. All you need is to use a save game set before your first visit to Yavin IV station.

 

Hope it solves your problem.:)

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Originally posted by Emperor Devon

I loaded a game before I went to yavin, typed warp EKun, and nothing happened. But I couldn't talk to anything or go to the menu.

A while back i had a similar problem. I was in some sort of area but stuck with no image. It was a bug solved by Kotor patch 1.3.

 

According to bug fix list. It was a conflict between Dntooine pazaak player and the Rodian at Yavin. Even after i installed the patch the only way to fix my bug was to load a previous game earlier in Dantooine. No idea if it will work for you or even if it is the same problem though.:(

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My solution to it was to change the door that you use to get there by renaming the the door dialogue to yav47denied I think it was for the 2 doors in the back that pop access denied. This was a solution that doom dealer helped me with. it has never failed even if I have visited yavin 4 before loading the ekun mod. I'll double check the dialogue name you need to change and post it later.

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Originally posted by sherlockemery

Where do you put the .nss files for this mod? I can't seem to find where to put them, and yes I did read the mod readme, but couldn't find where it mentioned this.

 

Thanks!

.nss files are the source scripts, edit-able with Notepad, they don't go anywhere, but are included in mods zip files to help fellow KOTOR modders.

 

I hope this helps! :D

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OK,

 

I followed the directions present in the link above about the dlg file, and still am unable to reach the Exar Kun area. I have tried everything I can think of (which isn't much). I tried making the change, and then trying to warp. Game Freezes. I tried to start a new game, and warp while I'm on Taris... Game Freezes. On my game where I am finished at Kashyyyk, I try to warp, and it freezes. I try to go there the way you are supposed to (traveling to the system, and talking to the inventor dude and going back) and am unable to get there. I'm rather stumped.....

 

Have been using th KMM and tried deleting/adding back and removing the .kmm file. Still doesn't work...

 

Starting a new game....

Rather frustrated at this point...

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Originally posted by sherlockemery

I have tried everything I can think of (which isn't much). I tried making the change, and then trying to warp. Game Freezes. I tried to start a new game, and warp while I'm on Taris... Game Freezes. On my game where I am finished at Kashyyyk, I try to warp, and it freezes.

Did you put the .mod file in your modules folder? (this file does not go into the override folder.)

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Originally posted by sherlockemery

Does the mod manager do that? That's what I use for all my mods...

Err...no: Kmm will check if two or more mods are using the same files and if yes, will let you disable some mods (read the readme that comes with mod manager)

 

...as for mod installation, I suggest you have a look at the Guide for the Newbie Sticky: it explains how to install mods and where to put the files. Sticky threads in a forum are always there for a specific reason: they contain valuable information and guidelines of general interest. Always read them (and reading the readme that comes with every mod doesn't hurt either).

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Originally posted by sherlockemery

Well, it seems you hit the nail on the head....

 

I used the manager, and it doesn't install the module file. I have corrected that, and now have the mod available. I also now must contend with the dreaded Yavin Gizka!!!!!

 

Thanks a ton!!

:D

...and now you have to try modding ;)

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Originally posted by Darth333

Err...no: Kmm will check if two or more mods are using the same files and if yes, will let you disable some mods (read the readme that comes with mod manager)

 

 

you can actually when first setting up the kmm choose the directory a particular file will be loaded into. So say you unpack a zip into it's own file folder. you choose add mod with kmm, when you are allowed to review the files in the mod you can change the directory that it gets inserted into by clicking on the file and there is a change directory button(can't recall it's label). change the XXX.mod file location from overide to mods and viola KMM does it for you.

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