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Finally: A Mod to skip (most of) Peragus


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So I've got a Mod up at my site that does two things:

 

1.) It lets you skip from the very beginning of Peragus to the end of the Harbinger (later versions will do more, and be even more direct)

 

2.) After you use it you get, among other things, a short Lightsaber.

 

A lot of people wanted Mods that did either of the above, so now there is one. The mod is in its first version and I haven't done extensive testing on it, so please try it out and tell me if it works long term. (Note: I'll be away for the weekend so I won't be immediate in my response).

 

I hope you guys like the mod! (and I hope I packed all of the right files) :)

 

EDIT:

 

Everything is sorted out - the mod now does the following:

-Set Revan's gender, alignment. Set influence over other NPCs (16% up or down), and set your own LS/DS to a small degree.

-Gives items that are very appropriate for a run through Peragus

-Gives you a lightsaber and a handful of color crystals.

-Gives you a realistic amount of XP and a slightly above normal number of credits (I figured this would be better than giving a large number of more obscure item drops)

 

Also, you now warp from the security console straight to the entrance to the Ebon Hawk. You can finish Peragus in virtually no time now.

 

I'm much more pleased with this version of the mod. I believe it goes off without a hitch (and if I'm wrong please correct me quickly).

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This mod plays well. I'm not sure if the experience you get is real (what you actually get on peragus) or not but it takes out the most boring part of the game.

I came across a slight problem though. After skipping to the harbinger and following it through to the fuel lines. Then going down to where the hangar is, the door that leads to the hangar is locked, and i cant seem to find a way to open it. Is there any way? Is this a universal bug or just with my game, as it seems to have done it twice.

If it is universal, could it be written in the mod script to open that door? (Blast door between the hangar and the fuel depot) It tells me it can only be opened from the console.

Has anyone else tested this mod?

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that's good but we can't tell the game if revan is a good/evil dude or dudette
Perhaps my Mod didn't work for you when you played it - in order to skip Peragus you *must* go through a console that asks you if Revan is male or female, and if (s)he was good or bad - it is one of a handful of questions you have to answer before you warp to the Harbinger.

 

Re: People getting stuck:

I plan on doing at least one more tweak that warps you to the inside of the Hangar (by the Hawk) right after you get T3M4 - I just need to sort through some bugs.

 

Re: The XP you get:

It's currently a little high. On my test run I was at level 8 or 9 when I finished Peragus so I have to scale it back a little, especially since in this version you mow down a bunch more.

 

The game, however, does level up many (most?) enemies to adjust to your current level.

 

Re: Being stuck:

By T3M4 on the ground there should be a component you need to get to the Ebon Hawk, but I'll look into it. One of the reasons I handed out the Lightsaber was so that you could bypass some of the major locks by just sabering the door (it works on an awful lot of them in that area). Either way, the next thing on the to do list is a way to skip ahead and just go straight to the Hawk after you get T3. The only reason why I'm not skipping straight to the Hawk is because of some major problems that Kreia is causing and her apparent refusal to listen to my scripts. I think it's connected to the fact that there are two models of her (2-hands and 1-hand).

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Originally posted by Xcom

I think there is already a mod that does this.

http://www.pcgamemods.com/10722/

Thanks for the link.

 

This Mod is something similar, but it is a little less balanced, and doesn't allow you to set a couple of the optional globals (such as determining of Revan is male or female, good/evil, etc). The Revan bit would be easy to get around (I think) but there are still influences and so on.

 

Still - I did learn a couple things from it and I think I can make this mod much better. I may msg the author and collaborate.

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I would welcome improvements to your mod supersquall, especially as i cant get into the main hangar. When about to enter the hangar i am faced with the "fuel depot door" telling me:

"You'll need to open this door by slicing the hangar terminal above"

This is where my skip through peragus leaves me :( unless you know a fix supersquall, looks like ill have to wait till you bring out an update.

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I played through 2 times once as a female and once as a male. When I get to the panel where the HK unit disables T3 after you talk to T3 the beam animation plays and it hits me instead of T3 then I'm transported back to one of the first beginning levels. Since I haven't broken in and gotten to the hawk it locks the game. Since when I try to go back through the Harb and down into the fuel depot...the door opens to Kreia and Mr. Cigarette Ash just standing about. Then I'm trapped.

 

Ooh yeah, when it transp. me back to the admin level I had droid to fight while the Atton opening dialogue kept me talking as the droids hacked me to pieces over and over...lol

 

 

AAHHHH!!!!

 

:)

 

:sbdance:mm1:3pdance::band1

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Version 1.0 is out now!

 

Everything is sorted out - the mod now does the following:

-Gives items that are very appropriate for a run through Peragus

-Gives you a lightsaber and a handful of color crystals.

-Gives you a realistic amount of XP and a slightly above normal number of credits (I figured this would be better than giving a large number of more obscure item drops)

 

Also, you now warp from the security console straight to the entrance to the Ebon Hawk. You can finish Peragus in virtually no time now.

 

I'm much more pleased with this version of the mod. I believe it goes off without a hitch (and if I'm wrong please correct me quickly).

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Your determined to have us skip a good hour or more of mind numbing running up and down halls aren't ya? lol :)

 

All kidding aside man I can't wait to try out the final version. I don't mind just repairing the ebon hawk in the beginning (about the most interesting part of Peragus) but everything else was really mindnumbing. I'm very glad you came out with this mod. I'm downloading now after I post this WELL DONE... to ya man

 

:)

 

My TSL Mods site...

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Thanks very much for the work on this mod.

 

I think I may have found one problem though. I seem to have not been granted the "force chain" feat that links the pc to Kreia. I was on Telos in the citadel when I noticed this. It tried going thru the conversation about the bond with Kreia a couple of times but never recieved the feat.

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Originally posted by Lars1000

Thanks very much for the work on this mod.

 

I think I may have found one problem though. I seem to have not been granted the "force chain" feat that links the pc to Kreia. I was on Telos in the citadel when I noticed this. It tried going thru the conversation about the bond with Kreia a couple of times but never recieved the feat.

Ahh yes. I took care of Force Precognition but missed Force Chain. I will update the mod to take care of this.

 

As far as your current game is concerned there should be a way to add Force Chain using cheats, so don't feel you've missed out. I also think there *may* be a problem with a boolean connected to Visas. I had it triggered in my initial release but I turned it off while debugging. We will see.

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Version 1.1 is done, this should be the final version now.

-Fixed the Force Chain quirk, the feat is now given out to both the Exile and Kreia.

-Set the Global connected to Visas - I belive this will fix a potential problem.

 

Originally posted by Arlen Treesong

If I'm not mistaken you don't gain the force bond until your on the Ebon Hawk correct? In any case before testing it, since your around, does your mod check the Boolean for lightsaber created?

Although they don't mention it until you are on the Ebon Hawk the Force Chain Feat is added as soon as Kreia joins your party. As far as the Lightsaber created boolean is concerned, my mod just gives you a completed one and does nothing else to impact the lightsaber quest. No variables are touched - it's no different then if I gave you a vibroblade (which I also do). The catch is that some people tend to give out the first lightsaber item they see in the inventory listing (the g1_ item) but I gave out the lightsaber model that actually works (the g_w_ item) so your lightsaber is fully upgradeable, etc.
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Originally posted by SuperSquall

As far as the Lightsaber created boolean is concerned, my mod just gives you a completed one and does nothing else to impact the lightsaber quest. No variables are touched - it's no different then if I gave you a vibroblade (which I also do). The catch is that some people tend to give out the first lightsaber item they see in the inventory listing (the g1_ item) but I gave out the lightsaber model that actually works (the g_w_ item) so your lightsaber is fully upgradeable, etc.

Thank you. :D Also, great work, Finally a working perfection to skip peragus. :)

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