envida Posted February 12, 2005 Share Posted February 12, 2005 15-MAR-2005 - Updated the Ebon Hawk Smugglers Compartment Mod, Khoonda Lost Room Mod and Harbinger Quarters Mod. My mods are now also available at pcgamemods.com To download go to my website to get all the info. Get them here Installation: Extract the rar file and copy the override folder to your kotor2 directory. And thanks to the people here at Holowan labs for helping me. RedHawke, tk102, ChAiNz.2da and everyone else has been very helpful Ebon Hawk Lab Station Mod 1.1 Download Here This mod adds a lab station in the med bay (medical room) onboard the Ebon Hawk. NB! If you have the Ebon Hawk Smugglers Compartment Mod you dont need this mod since it already contains the lab station. I decided to release the lab station as standalone mod beacuse there are some people who wanted the Lab Station without the other stuff from the Ebon Hawk Smugglers Compartment Mod. Harbinger Crew Quarters Mod 1.2 Download Here One of my first gripes with the game was onboard the Harbinger when you came to your quarters. Finally I thought I would find some new clothes like a robe since you are a jedi but no the only thing you had in your locker was an armband! I mean you would think you would travel with more than your underwear and an armband right? This is where the mod comes in. The mod will add a new container with some new items in your quarters onboard the Harbinger. Included are two new jedi robes that are only wearable by you (the robes are the same just in different colors and are modified version of the in-game robes). The best part about the robe; it’s fully upgradeable (2 slots) unlike the rest of the robes in the game. Along with the new robe I have made a new implant, belt and armband. Ebon Hawk Smugglers Compartment Mod 1.3 Download Here One thing that is missing on the Ebon Hawk is a lab station; you already have a workbench so why not a lab station too. There is also a lack of containers where you can store stuff. So this mod will add a lab station in the med bay, a container in the communication room and a smugglers compartment in the storage room (where Mira stands). You will find some jedi robes and other equipment in the smugglers compartment along with two all new lightsaber crystals. Khoonda Lost Room Mod 1.3 Download Here This mod opens up the private doors inside the Khoonda building on Dantooine (original not accessible). The doors are now open and in one of the rooms you will find a footlocker which is locked, so you will need to find the key. You don’t have to look far the key is in the same room. Footlocker contains some jedi robes and lightsabers along with two all new lightsaber crystals. Link to comment Share on other sites More sharing options...
Keiko Posted February 12, 2005 Share Posted February 12, 2005 Those are AWESOME< to bas I don't have TSL yet! Link to comment Share on other sites More sharing options...
RebelScum! Posted February 12, 2005 Share Posted February 12, 2005 Whoa! have you even beat TSL yet? Rofl..i dont have it either...might get it today doh. Link to comment Share on other sites More sharing options...
beel2112 Posted February 12, 2005 Share Posted February 12, 2005 Awesome--I was hoping someone would fix that glitch on the Ebon Hawk: the dang Medical Lab *IS* in the ship, but only when you're fighting a certain group of slavers.... Link to comment Share on other sites More sharing options...
Raveth Posted February 12, 2005 Share Posted February 12, 2005 Nice Mods, Havn't Completed TSL Yet im only at the Telos Citadel Station And Im Stuck .. Link to comment Share on other sites More sharing options...
Darth Stryke Posted February 12, 2005 Share Posted February 12, 2005 Ahhh, I can already see these will be must-haves. I should just download them now for when I get the game in a few days. Great job, especially the Ebon Hawk Lab bench. Link to comment Share on other sites More sharing options...
Darth Smaug Posted February 12, 2005 Share Posted February 12, 2005 nice work when i beat TSL i'll download it. Link to comment Share on other sites More sharing options...
Darth333 Posted February 12, 2005 Share Posted February 12, 2005 Looks good! I'll clearly be using the medical lab mod (it was on my todo list ) Link to comment Share on other sites More sharing options...
Bubbles Posted February 12, 2005 Share Posted February 12, 2005 Props! 'Specially the med lab. I'm downloading it as soon as I get home from work. Link to comment Share on other sites More sharing options...
RedHawke Posted February 12, 2005 Share Posted February 12, 2005 Very nice work envida! Especially the EH Medical Lab one... But I have a quick and vital question... How did you get the coordinates for your placeable to spawn without the 'whereami' cheat? Inquiring minds really want to know... Link to comment Share on other sites More sharing options...
envida Posted February 12, 2005 Author Share Posted February 12, 2005 Originally posted by RedHawke But I have a quick and vital question... How did you get the coordinates for your placeable to spawn without the 'whereami' cheat? Inquiring minds really want to know... Well since I started these mods on xbox it took some guessing but it was pretty easy actually. The med lab appears on the ebon hawk at on time but disappears again so I got the coordinates from that one, the container shows up in the prologue and the smugglers compartment I used the coordinates from the damage hk-47 just tweaked it a bit. The same on Harbinger I used coordinates from locker already there and did some trial and errors to get it where I wanted it. The one in Khoonda was the worst since I didn’t have anything close by to use so a lot of guessing but it worked! So basically some guessing with trial and errors It will be much easier now with the pc version. Unfortunately the game wont run on my pc for some reason it crashes every time after I create the character and it loads the first level Guess I’ll have to wait for a patch… Link to comment Share on other sites More sharing options...
stinkymonz Posted February 12, 2005 Share Posted February 12, 2005 You know, I never found where this Lab Station was. I played through the Prologue and di explore the Ebon Hawk with the Slavers, but... I never found the Lab Station. Where exactly is it? Link to comment Share on other sites More sharing options...
Bubbles Posted February 13, 2005 Share Posted February 13, 2005 It's in the infirmary. How do I have -just- the lab bench? I really think the hawk should have one, but I'm not into having the other items... Just copy the upgrade.2da? *Moron here*. Link to comment Share on other sites More sharing options...
envida Posted February 13, 2005 Author Share Posted February 13, 2005 If you just want the medbench just copy these three files from the ebon hawk mod over to your overrride folder: 003_ebo_enter k_003ebo_enter ev_ebo_medbench That should do it Link to comment Share on other sites More sharing options...
envida Posted February 21, 2005 Author Share Posted February 21, 2005 I have updated the mods. Just some minor changes. Also added a small mod Ebon Hawk Lab Station Mod 1.0 Download Here This mod adds a lab station in the med bay (medical room) onboard the Ebon Hawk. NB! If you have the Ebon Hawk Smugglers Compartment Mod you dont need this mod since it already contains the lab station. I decided to release the lab station as standalone mod beacuse there are some people who wanted the Lab Station without the other stuff from the Ebon Hawk Smugglers Compartment Mod. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted February 21, 2005 Share Posted February 21, 2005 Nice, those are very useful mods. Thanks envida and keep them coming Link to comment Share on other sites More sharing options...
envida Posted February 26, 2005 Author Share Posted February 26, 2005 I have a question for people who have used my Smugglers Compartment Mod or Lab Station Mod. Have you come across the problem listed below I got this on email and it seems other have gotten it too but I have never heard of it before? At first I can't see how these mods would interfere but I can't say it won't either at this point. If anyone has experienced this please let me know. Or even better yet if you have experienced this bug/problem without the mod installed. Which in that case would mean it's not my mod interfering. Here is the email I got about the bug/problem: "When you're on Nar Shadaa and Visas is scheduled to meet you next time you enter the Ebon Hawk, if you don't see her right away and continue doing quests and wind up with the slavers on your ship then it gets impossible to continue playing. Once you go to the Hawk the next time you get to kill the slavers but the moment after you kill the leader (or tell him to serve you) the area reloads and Visas' cut scene should begin with the mod installed it doesn't seem to, it could have something to do with the script that is run when you enter the ship I don't know, like I've said I haven't put much effort into finding out but I just thought I'd let you know." Link to comment Share on other sites More sharing options...
Jack Rackham Posted February 27, 2005 Share Posted February 27, 2005 Isn't there acually 7 diff maps of the ebon hawk? found using warp command 001ebo prologe interior 002ebo prologe exterior 003ebo interior (the most used) 004ebo slavers fight 005ebo sith troopers fight 006ebo after dant 007ebo used for cutseens Link to comment Share on other sites More sharing options...
envida Posted February 27, 2005 Author Share Posted February 27, 2005 Yes thats correct thats why I dont see how the mod would interfere with the slavers fight because thats a different module. My mod uses the 003ebo map which is used all the time except for the prologue and the fights. Link to comment Share on other sites More sharing options...
Keneth Posted February 27, 2005 Share Posted February 27, 2005 just one question though, if your mod only uses 003ebo and 004ebo and 007ebo are used for slavers/cutscenes, how come your mod works on those maps too? Just a thought, but like I've said in the email, if you put the mod files somewhere out of the override it works fine so I'm guessing it can't be anything else that's wrong and I've also tested the same method without your mod the first time I was playing and I didn't encounter the glitch, it's no big deal and can be easily avoided but it can get a bit annoying especially when your override is filled with hundrets of files and you don't know what's causing it. Link to comment Share on other sites More sharing options...
dakota6789 Posted February 27, 2005 Share Posted February 27, 2005 The problem is that after the fight, the module immediately switches to 003ebo, the interior. That is how your lab station creates the glitch; however, even when I remove the files from the override folder, the lab station remains. Link to comment Share on other sites More sharing options...
RedHawke Posted February 28, 2005 Share Posted February 28, 2005 Originally posted by dakota6789 however, even when I remove the files from the override folder, the lab station remains. That's because once the bench spawns it saves it to the module's file in your save game... just like items you pick up, etc. Link to comment Share on other sites More sharing options...
envida Posted March 1, 2005 Author Share Posted March 1, 2005 I have updated the Ebon Hawk Smugglers Compartment Mod and the Ebon Hawk Lab Station Mod to correct the problem with Visas and the Red Eclipse slavers. The reason these two mods caused this glitch is because it loaded the enter script for module 003ebo instead of the correct one 004ebo when you were fighting the Red Eclipse slavers. This happened because Obsidian in their wisdom decided and should get a kick in the butt for this, to call the enter script for module 004ebo the same as for module 003ebo! This causes a problem because this file usually has unique name for each module containing their module number usually like this "k_000_enter". Im guessing it was an oversight from Obsidian. Anyways long story short I added a new script that will check for the Red Eclipse slavers and load the correct module script and will no longer cause any problems with the Visas cut scene not showing up. See the first post to download I also updated the Khoonda Lost Room Mod. There was a bug where if you had already been to Dantooine when installing the mod the doors would still be locked. I have added a fix for this so now you can go back to Dantooine and open the doors even if you install the mod after you been to Dantooine. See the first post to download Link to comment Share on other sites More sharing options...
Darkkender Posted March 1, 2005 Share Posted March 1, 2005 This is good to have found out envida. The reason is I was making my new mod compatible with your's and liquid-x's using the K_003ebo_enter script. I was also considering redoing the 003EBO module/rim file including everybodies new accesories for it including yours in the near future. It will probably be needed As I plan to adapt the Ebon Hawk's NPC spawn points for my Death Star mod to include additional NPC's. Link to comment Share on other sites More sharing options...
Keneth Posted March 1, 2005 Share Posted March 1, 2005 good to see you've managed to fix it Link to comment Share on other sites More sharing options...
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