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Tomb of Azgath N'Dul v1.0

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by Darth InSidious

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Description

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This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. This is a complete reskin and relightmapping of parts of the vision tomb you face later on.

 

You will find it between the tombs of Ajunta Pall and Tulak Hord.

A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, and the Robes of Azgath N'Dul.

This is because of a model change that mod introduces.

They won't crash your game, but they will look a bit odd.

This mod doesn't use the TSLPatcher because it only changes two .2da files - placeables.2da and loadscreens.2da, which are, AFAIK,

used by no other mod out at this time.

 

Also, pay no attention to the locator arrow on the map. It's wrong. You actually start from the bottom-middle, about a couple of inches up from the blue line. It should make sense from then on, not that it's very easy to get lost, IMO.

 

There will be a mod conflict with any mod that alters the .dlg file 'kreia_kr' - her opening spiel on Korriban, and description of the different tombs.

 

This mod adds: four new robes, two new armours, two new(ish - I've released them separately before)

weapons, a new belt and a new pair of gloves. I've tried to keep the stats fairly balanced, but that's by my judgment.

 

My apologies for the rather sparse use of screenshots.

 

Where to download:

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KotOR2Files (Thanks, SithRevan...hey! lost-modules freak?! :xp: )

Here (select the file 'azgath1.7z')

 

 

Screenshots:

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azgathshots1.jpg

screen1.jpg

screen2.jpg

screen3.jpg

 

Installation

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Place the files in the 'StreamVoice' folder in the 'SWKotOR2\StreamVoice\' folder.

Place the files in the 'Override' folder in the 'SWKotOR2\Override\' folder.

Place the file in 'Modules' in 'SWKotOR2\Modules\'.

 

Uninstallation

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Remove the self-same files.

 

 

 

Legal Disclaimer

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All materials and copyrights belong to Lucasart, Bioware and Obsidian Entertainment Inc.,

Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.

I own none of the materials, and I'm not making any money out of this mod. It is to be distributed

as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.

Use it how you like, but if you're going to post it up somewhere or use it in

 

Thanks to:

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Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion

Darth333 for all her help with module re-texturing,scripting and much more :)

stoffe -mkb- for all her vital help on triggers and transitions :)

Holowan in general for being helpful, friendly and all the rest of the good stuff it is :)

Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this ;)

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  • 2 weeks later...
I don't think anybody has mentioned it to you yet DI but to my knowledge you need to contact somebody like Inyriforge or Shem to have them upload the mod to kotorfiles.
Actually he never updated his first post. He did send it to us, SithRevan took care of it, and it's been up since December 26.

 

http://knightsoftheoldrepublic.filefront.com/file/Tomb_of_Azgath_NDul;74143

 

:D

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Ahh, you ever so quite mod upload sites no wonder I'm a day late and a dollar short all the time.
I guess you can say we're quiet about it. We uploaded 69 mods in December and I guess we just assume people will check the site to see if mods go up or not. :D
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  • 2 weeks later...

Unfortunately I don't see any text and therefore I cannot select to enter the tomb. What is going wrong? I have several other modes installed, but none of the other mods use any file of the mod. I have redownloaded the mod but there is no change. :-(

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Unfortunately I don't see any text and therefore I cannot select to enter the tomb. What is going wrong? I have several other modes installed, but none of the other mods use any file of the mod. I have redownloaded the mod but there is no change. :-(

 

Do you use a non-English language version of the game? This mod likely only provided English language substrings for text shown in the game. If so no text would be shown in those instances when you play the mod.

 

If you have no non-English mods installed in your game you can work around the problem by simply changing the language setting of your game to English. This should not effect any of the standard text or dialog in the game, only text added by mods. If you want to do this you have to modify your dialog.tlk file, found in your main game folder, which contains the language setting. You can use a TLK editor like TalkEd to do this (File menu --> Set language).

 

If you do have non-English mods or don't want to mess with the language setting of your game you can use the Language Converter utility (found here) to convert the substrings to the language locale used by your game instead in all the GFF format files (DLG, UT* etc) ued by the game. This takes a bit more work to do though.

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This mod is indeed supplied without a non-English version...

 

@xasx: Do you have any mods in that modify Korriban at all apart from this?

 

Also: Try changing your 'override' folder's name to something else, say, 'overridx', and creating a new folder named 'override', placing ONLY the Azgath N'Dul files in it, and see if it works then. If not, delete the new folder, and rename your old folder to 'override'.

 

Other than a mod conflict, or the above suggestion by stoffe, I can't think of a reason...:(

 

Did you put all the files in the specified folders?

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  • 1 month later...
great mod!!

i am curious, though, how to find dialogs i want amd converting them into a form that will play on media players.

(i tried to pm you, but your box is full)

I assume you mean the voice-overs? In that case, you need to get Miles Sound Tools, and decompress the files. They're in the SWKotOR2/Streamvoice folder ;)

 

@Deadman: Not sure why you can't play in 711KOR, but the problems in the mod itself might be due to the large number of textures...As for the map for the custom module, that is mucked up in the current version. I'm planning to fix it in a small update of the mod...Have you tried re-downloading and re-installing?

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