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modules of M4-78?


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Are the modules of the unfinished M4-78 still left in the game? If it is, what is their module names?

 

You can get a 'completed' version of the planet here for a better playing experience: http://knightsoftheoldrepublic.filefront.com/file/Droid_Planet_Mod;78148

 

Team Gizka recovered them from the xBox.. download them from their site:

http://www.team-gizka.org/downloads.html

 

Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!!

 

meh, darth333 beat me to it

 

Exciting, isn't it (countin' down the days!)

 

:thumbsup:

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Originally Posted by Gargoyle_King

You can get a 'completed' version of the planet here for a better playing experience: http://knightsoftheoldrepublic.file...lanet_Mod;78148

After playing through that "completed" version I have to say that it is far more complete than I expected. I'm sure it will be fully restored sooner or later even though the M4-78 restoration project was cancelled. I have couple of questions about the planet for those who know more about the original script than I do:

 

-What was Master Vash's connection with M4-78 supposed to be?

 

-How was the exile supposed to find the planet originally?

 

Originally Posted by glovemaster

Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!!

25 bugs left now!! I can't wait! :thmbup1:

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-What was Master Vash's connection with M4-78 supposed to be?

 

She learnt that a group of Sith sought the one known as the last of the Jedi, the Exile. She then tracked them to M4-78, after receiving permission from the council, and waged war against them.

 

-How was the exile supposed to find the planet originally?

 

We have no idea. The M4-78RP team fabricated the idea that Korriban acted as a sort of "conduit" - i.e. the player would travel to Korriban and then discover that Master Vash had run off with her padawan, Kaah, to M4-78. How the planet was originally tied into the game I cannot say but judging by the layout of the galaxy map scripts, I'd say it was originally accessible after Telos but that is just an (un)educated guess.

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Originally Posted by Pavlos

Originally Posted by swfan28

-What was Master Vash's connection with M4-78 supposed to be?

 

 

She learnt that a group of Sith sought the one known as the last of the Jedi, the Exile. She then tracked them to M4-78, after receiving permission from the council, and waged war against them.

 

 

Originally Posted by swfan28

-How was the exile supposed to find the planet originally?

 

We have no idea. The M4-78RP team fabricated the idea that Korriban acted as a sort of "conduit" - i.e. the player would travel to Korriban and then discover that Master Vash had run off with her padawan, Kaah, to M4-78. How the planet was originally tied into the game I cannot say but judging by the layout of the galaxy map scripts, I'd say it was originally accessible after Telos but that is just an (un)educated guess.

Thanks for the info!

 

Since the Jedi were scattered and unable to contact each other, I guess Vash was originally supposed to go directly to M4-78 with her Padawan. Exile was likely supposed to find out about the planet from Atris' recording. I think Korriban was originally intended to be in the game only for the Ludo Kressh's tomb. The Exile was to visit it after finding all of the Masters to "revisit the dark moments of his/her past before facing the present" as Kreia would say. :)

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Thanks for the info!

 

Since the Jedi were scattered and unable to contact each other, I guess Vash was originally supposed to go directly to M4-78 with her Padawan. Exile was likely supposed to find out about the planet from Atris' recording. I think Korriban was originally intended to be in the game only for the Ludo Kressh's tomb. The Exile was to visit it after finding all of the Masters to "revisit the dark moments of his/her past before facing the present" as Kreia would say. :)

Then again, the hologram states that Vash is on Korriban...

 

I have heard that there was originally meant to be a character on Korriban called Dvakhvar Ghrarhk (or something like that), who was going to be sort of like the Disciple (and be instead of the Disciple), but for DS players...I haven't seen much evidence for this in the modules themselves, though...

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The dialog strings are in the dialog.tlk file. Im not sure if there is the complete amount of strings and im not sure if all the strings are complete.

 

From what M4-78RP managed to piece together, Master Vash's dialogue is there, a very basic dialogue for the guardian droid of the Central Zone (I forget his name... I never worked on that area), the confrontation with Kaah - which appears to be incomplete... or at least very restricting seeing as how you often only have one or two responses, and all the computer consoles still have their dialogue strings in place.

 

That's off the top of my head, there are probably more.

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Then again, the hologram states that Vash is on Korriban...

 

I have heard that there was originally meant to be a character on Korriban called Dvakhvar Ghrarhk (or something like that), who was going to be sort of like the Disciple (and be instead of the Disciple), but for DS players...I haven't seen much evidence for this in the modules themselves, though...

 

He was a red Devaronian, :D, just thought I'd add that.

 

Dvakvar Grahrk

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Hey does anyone know if there is a way to clear up the blue-green mist/fog/haze that is floating around modules 802 and 803? I'm guessing it was part of a quest or something, maybe having to do with DRO803 the environment control zone module, but since such a quest doesn't exist is there a quick in game command to remove it? Is there a command I could use in a script, perhaps "SetAreaFogColor"? If the latter what would I set the fog color to to make it transparent?

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no you cant use scripts to change the values in the ARE files... A feature i hope for in KotOR 3 along with a weather changing script.. :D

 

You need to open the ARE files in a GFF editor, i would recommend kgff by tk102, download the latest version here: http://www.starwarsknights.com/tools.php#gmt

Then you need to change the values but if you want it to look like one of the other modules, (eg. the M4-78 Landing Pad, which is nice and clear), you can "cheat" and extract the ARE file from the landing pad module and rename it to "803DRO" with out the quotes, then pack it into the RIM file, or MOD, how ever you like to pack your modules.

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I'm pretty sure there's a SetAreaFog() scripting function...

 

Yeah that does sound familiar, i think i saw it in the TSLRP decompiled scripts pack, but theres allot of modules in there, could take some time to find it, :wornout:

 

EDIT:

 

Sort of...

 

// 746: SetAreaFogColor
// Set the fog color for the area oArea.

void SetAreaFogColor( object oArea, float fRed, float fGreen, float fBlue );

 

:snear: To quick if you ask me.

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Well that kinda sucks. Kinda off topic I wonder what they were going to do with the green radiation/fog stuff then? I assume you had to send in one of your droids and they would clean it up then the PC could enter those modules. That leads me to a general programming question. Could they have changed the fog stuff directly with something hardcoded in the .exe or would they have had to have included separate modules with "regular" .are files that would load with no fog?

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Hey does anyone know if there is a way to clear up the blue-green mist/fog/haze that is floating around modules 802 and 803? I'm guessing it was part of a quest or something, maybe having to do with DRO803 the environment control zone module, but since such a quest doesn't exist is there a quick in game command to remove it? Is there a command I could use in a script, perhaps "SetAreaFogColor"? If the latter what would I set the fog color to to make it transparent?

 

 

the fog enviroment is set in the .are file under (sun fog color) they can be

adjusted to clean up the area. there is no way to script the enviroment colors.

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the fog enviroment is set in the .are file under (sun fog color) they can be

adjusted to clean up the area. there is no way to script the enviroment colors.

 

The easier way to do it would be just to change the "1" to "0" in the "SunFogOn" tab in the module's .ARE in a GFF editor.

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If someone were to put something simple together, I think they would have everyone's support. Since I am uncertain about how long I am going to lingure around, I do not have the mental commitment to start anything. I wish the modder good luck.

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