Darth InSidious Posted September 24, 2006 Share Posted September 24, 2006 Missing Czerka Depot -------------------- PCGM Link WARNING: This is just a very quickly put together hack of a module. This module restores the missing Czerka depot which may or may not have been part of either Sleheyron or Korriban. It's definitely Czerka style, however. There was a thread on this at Holowan a while back. This module is purely a modder's resource, and has no play-through value. I've included the module itself as well as the source files. The placeables' z co-ords are wrong, but don't let that bother you, you can still use it. Also, the lightmaps and walkmeshes in places are VERY screwy. Screenshots ------------- http://i15.photobucket.com/albums/a362/jimspriggs33/KotOR0000m.jpg http://i15.photobucket.com/albums/a362/jimspriggs33/KotOR0001g.jpg http://i15.photobucket.com/albums/a362/jimspriggs33/KotOR0002c.jpg http://i15.photobucket.com/albums/a362/jimspriggs33/KotOR0003a.jpg http://i15.photobucket.com/albums/a362/jimspriggs33/KotOR0004a.jpg http://i15.photobucket.com/albums/a362/jimspriggs33/shot0012.jpg Installation ------------ Put "m21aa.mod" into your MODULES folder. Use in-game ----------- type "warp m21aa" into the console without the quotes. NOTE: m21aa is the name I gave the file. If you compile your own module with the other included files, substitute "m21aa" with the filename of your module. Disclaimer ---------- I own nothing in this mod, it all belongs to Bioware/LucasArts. However, I would appreciate being asked before this gets uploaded elsewhere/ some mention if you create a new custom module using this one. Link to comment Share on other sites More sharing options...
Dirtnose Posted September 24, 2006 Share Posted September 24, 2006 awsome mod man! Link to comment Share on other sites More sharing options...
Agent Xim Posted September 24, 2006 Share Posted September 24, 2006 Excellent, I can definately use this! Could be a nice addition to Korriban... well done Darth Insidious Link to comment Share on other sites More sharing options...
Emperor Devon Posted September 24, 2006 Share Posted September 24, 2006 Thanks for releasing these, DI. Glad you aren't having any more trouble with PCGM. Has anyone else experienced this, or does the game crash about halfway through loading the module? I tried compiling everything again myself, but that got the same result. Link to comment Share on other sites More sharing options...
Agent Xim Posted September 24, 2006 Share Posted September 24, 2006 Has anyone else experienced this, or does the game crash about halfway through loading the module? I tried compiling everything again myself, but that got the same result. Did you put them in your Overide folder or Modules folder? (should go in modules) Works great for me! Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 24, 2006 Author Share Posted September 24, 2006 Thanks for releasing these, DI. Glad you aren't having any more trouble with PCGM. Has anyone else experienced this, or does the game crash about halfway through loading the module? I tried compiling everything again myself, but that got the same result. Hmm...Did you try deleting the placeables? They're the only things I can think of that might have caused a screw-up... Link to comment Share on other sites More sharing options...
Emperor Devon Posted September 24, 2006 Share Posted September 24, 2006 ^^^ I just tried that, and it worked perfectly. Thanks. Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 24, 2006 Author Share Posted September 24, 2006 No problem Link to comment Share on other sites More sharing options...
foolproof Posted September 24, 2006 Share Posted September 24, 2006 Good work on releasing Darth! Umm by the way, now i know there is (most likely) no way to fix the walkmesh issue, but is there any way to fix the lightmaps for a better visual effect in-game? Its just a little too dark in my IMO. Other than that its very usefull to have every bit of different looking module possible so THANKS again for finding (i'm pretty sure it was u who found this leftover - that thread sure was old), compiling and releasing this! Edit : SORRY for double posting guys ! my bad... Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 24, 2006 Author Share Posted September 24, 2006 you could try altering the fog/dynambientcolor settings. Or fiddle with the lightmaps. They're in the lightmaps folders in KT. Link to comment Share on other sites More sharing options...
foolproof Posted September 24, 2006 Share Posted September 24, 2006 Thx for the info man. Actually I was thinking of altering the fog/dynambientcolor settings just like you did in the droid planet landing module for your awsome TSL tomb, but I was unsure if I could still get an indoor effect (which shouldn't be a problem). If not I'll try messing with the lightmaps. Cya. Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 25, 2006 Author Share Posted September 25, 2006 Good luck Link to comment Share on other sites More sharing options...
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