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Darksword Mod is now Available!


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* Click For Important Note About Mod Permissions *

 

Grab'em and growl peeps! The Darksword hath cometh to lay some whippin' on your enemy's arse ;)

 

Clicky Here! (NEXUS)

Clicky Here! (Deadly Stream)

Clicky Here! (LucasFiles)

Clicky Here! (FileFront)

Clicky Here! (My Site)

 

edit: above link now points to the revised version

 

if you have downloaded version 1 from PCGM, be sure to download this fix:

 

http://www.jumpstationz.com/games/mods/Darksword/baseitems.2da

 

From the readme:

 

Description of Mod:

==============

Being tired of looking at the same melee sword with just different colored hilts, I decided to make a new model sword. This one has a twist however. Based off of Mighella's Darksword, this weapon preceeds the lightsaber. While being a different sort of weapon, it shares common properties of a lightsaber, and as such will provide you with a decent weapon until you're able to construct a lightsaber of your own (which took way too long for my tastes).

 

This sword also has a special animation effect to the blade. Upon activation (flourish/fight), the blade will emit a strobing plasma arc :)

 

Mighella Source = http://www.thelightsaber.com/historyM.htm

 

 

Darksword Description:

----------------------

"Rarely spoken of, and even moreso seen, this millenia's old weapon is known as a darksword.

 

This weapon preceeds the lightsaber used by ancient Sith, but often treasured by both collectors, and those who still find the pleasure in more 'carnal' ways of dealing with their opponents.

 

Utilizing similiar technologies found in today's lightsabers, the weapon is surprisingly well suited for upgrading.

 

In it's most simple and elegant description, the Darksword is essentially a saber made from duranium and plasmetically charged."

 

 

Darksword Crystal Description:

------------------------------

"Because of limited technologies & crystal supply (most mines had yet to be found), the Darksword used a special crystal "fixture" that allowed the weapon to harness the collective energies from smaller crystal fragments.

 

Less powerful than today's lightsaber, the Darksword was more a symbol than practical. Seperating those trained in the Force (most often Sith) from the common person. Still, because today's lightsaber technologies were based primarily from the Darksword, little has changed.

 

Darkswords found today, albeit rarely, can still incorporate most, if not all standard lightsaber upgrades. Some may blame the Jedi for their stringent hold on 'tradition', though the more wise know how valuable & practical keeping certain physicalities "standard".

 

Antiquated perhaps, but no Jedi or Sith has yet complained of the fact that sometimes "discovered" upgrades conveniently fit their own weapon..."

 

 

STATS:

---------

- Upgradeable (uses lightsaber upgrades)

- 1-10 Physical

- 1d4 Energy

 

Colors included: Blue, Red, Green, Yellow, Violet, Silver, Cyan, Viridian & Orange

 

**- this mod uses both an upcrystals.2da & baseitems.2da file. If you are already using such a file, some editing will be required. HOWEVER, I've tried very hard to make mine compatible with other mods. A big thanks goes to Darkkender for providing an outstanding base to work off of! Below is a list of mods that my included "upcrystals.2da" & "baseitems.2da" will work with (safe to overwrite):

 

()- compatible .2da mods:

 

- Darkkender's Guardian Saber

- RedHawke & Maverick187's Prestiege Class

- RedHawke's Exile Item Pack

- Xcom's SH Crystal Pack

- Shadow's Saber Pack

- Shadow's Odyssey Saber

- Jetstorm's & Darkkender's Lightsaber Crystal Expansion

- Maverick187's Megido & Avenger Sabers

- Maverick187's Jedi W.M. Mav Model

- Darkkender's Segan Wyndh v2 mod

- Darkkender's Painted Droids mod

- Drakonnen's Jedi v Sith Armor Pack

 

=====================

Super-Special thanks to:

 

[] T7nowhere - http://members.shaw.ca/t7nowhere/KotOR.htm

For initially luring me to start modeling and following through with uncanny support when I needed it most. Plus, for providing the animation "trick"...

 

[] svösh - http://www.angelfire.com/crazy2/xclone_0101/kotor_mods.htm

For your outstanding tutorials, both on modeling and skinning. You are a true master and an inspiration. Much of my stuff wouldn't have been possible without your guidance...

 

[] Darkkender - http://www.pcgamemods.com/u/4616/

For providing the outstanding .2da compatibility base to work off of...

 

Why are you still reading this? GO! Shoo! Download! ENJOY! :D

 

 

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I can't say i'll use it... Because i prefer light sabers after all...

 

But it is very nicely done...

I haven't watch the mpg sample showing the render of the effect in-game but i'm sure it is nicely done too...

Great work on this ChAiNz... :eek::thumbsup:

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Originally posted by lord_yig

I can't say i'll use it... Because i prefer light sabers after all...

hehe.. same here ;)

 

I mainly made this as a 'supplement' until you can get your saber built (since it takes forever)... but it's got some nice bonuses in case you want to melee Mandalore or another non-Jedi/Sith :D

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WHOHOO!!!

ChAiNz, you are the man!!!!!!!:cool:

If I wasn't drunk, I would try it now. (dont worry, I'm 21, Dont drink underage kids)

Edit: the readme is great!!!! sometimes Readme's get overlooked, or or at least done half-way . You really went ALL out . Great ReadMe, and great job!!!

:cool:

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I downloaded the darksword but the game CTD when i try to get it using the giveitem code. I also tried to use KSE to add the item to my inventory but the game CTD when i loaded the save can you help

 

Also im new on the forum so hello

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this is the single greatest thing to come along since the lightsaber was invented....that effect is TERRIFIC...the way it buzzes like that is great...does it still do that when u have it in non-combat mode? cus' that wouldnt be cool...im at skool tho so i can't try it out...it looks amazing! too bad i refuse to use cheats to get it ingame...is it able to be found anywhere? I might have to edit one of my UTI files if it's not...now i have to go dload KotOR tool again...and i have one more question: what feats apply to this weapon? is it considered a lightsaber or a melee item? b/c i usually don't waste my points on melee feats...

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I downloaded the darksword but the game CTD when i try to get it using the giveitem code. I also tried to use KSE to add the item to my inventory but the game CTD when i loaded the save can you help

 

Welcome to the forums:)

 

Did you put the files in your override?

 

@Chainz Holy cow man!!!! This is sweet! Off to DL my copy now~:D

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My game also crashes if I try the giveitem cheat. I have removed other mods to be sure there is no conflict. When I change baseitem in the .uti file to a normal lightsaber I can get the sword. The stats are wrong, but I can admire the cool lightning effects. :)

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Spawning it with the giveitem console command works fine for me. Though admittedly I am not using the included 2da files, I just added the two required lines to my own 2da files according to the instructions in the ReadMe.

 

Looks good, some nice variation from the normal vibroblades and swords. :)

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I'm having the same problem (and it also crahses at the conversation when boarding the harbinger). even when I backed up and replcaed my current baseitems file with the one that came with the mod it doesn't work [changed the GFF back to 108]. The first time I tried to get the sword it came up as the stormtrooper armor (was an armor item with the storm armor stats) but with the Darksword's description, so i'm thinking there might be a conflict there (but I don't see with what).

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I've got the same crash problem upon entering the Harbinger.

The cutscene starts, Kreia talks about sensing that something's strange and - bang - the game crashes.

The same thing happens with an edited savegame (added the darksword to my inventory). The game starts loading and suddenly crashes to the desktop.

 

Removing all other mods from the override folder didn't help.

 

Any suggestions?

 

Apart from that: Thank you for this great mod! Once I get this to work, I'll definitely enjoy weilding your creation.

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Hmmm... let me go thru and double-check all of the feedback everyone is giving.

 

One question, is everyone loading a game before entering the Harbinger, or at a game where you are already on the Harbinger but the dialogue hasn't started?

 

All of my beta testing was done from a savegame while I was NOT on the harbinger at all.. then I proceeded to board the ship... ??

 

I'm testing everything here on my end and can't seem to replicate the problems some are having?? :(

 

I'll keep trying to see what may be causing the problems... hopefully I'll find something and get a fix released soon :)

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I've been using a save from before the Harbinger and I'm having that freeze in during the dialog problem too. I haven't tried to use KSE or cheat them in game yet so I'm not sure about that problem. I kind of get the feeling there's a problem with the .2da's since people that edited their own don't seem to have as much of a problem with it. I'm at work so there's nothing I can do to help with trouble shooting it right now, but I'll take a look myself when I get off unless you've fixed it by then.

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If theres no problem with the sword for you, there'll be no problem with the dialog I think. Since if the sword is crashing the game, wouldn't the game crash upon attempting to spawn a NPC using the sword (the nightsister spawn script is attacked to either kreia's or attons dialog right?)

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I would agree with the above poster, the dialog crash on the Harbinger likely comes when the game tries to spawn the swords on the NPC, just like it seems to crash when they are using "giveitem" to spawn it.

 

[some incorrect speculation snipped]

 

The only thing that differed between the Darksword line I added to my 2DAs and the line in the 2DAs that came with the mod is the row index. And it worked fine without any crashes for me, as mentioned before.

 

The baseitems.2da in the mod is also missing lines with index 105 and 106, but since it works for ChAiNz.2da it is strange if that is the problem. Some 2DAs are accessed by line number rather than line (label) index in Neverwinter Nights, but I am unsure if this is the case in KotOR, and if baseitems.2da was one of those files.

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