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New Planet Shola Beta


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8/5/07: Due to the loss of the source files, this is as good as this one gets. All four previously-released levels are now in the shola.zip file.

 

Screenshots:

http://oldhickorystix.com/k1mods/SCREENS.htm

 

Download Here :

http://oldhickorystix.com/k1mods/shola.zip

Readme file that I left out:

http://oldhickorystix.com/k1mods/sholamod-readme.txt

 

AUTHOR:** VornskrsRevenge

 

EMAIL:** use PM

 

NAME:** Shola Mod

 

FILENAME: shola.zip

 

FILE SIZE: 35mb

 

This mod creates a new planet (Shola). There is no plot to speak of, just carnage.

 

Note: Come heavily armed!

 

From the k1 cheat console, type:

 

warp sho_m63ac

 

If you just want the red camo jedi robe and the Fire Sword:

 

http://oldhickorystix.com//k1mods/sho_mstrrobe84.zip

The Robe Patch:

http://oldhickorystix.com/k1mods/SholaRobe1.zip

http://oldhickorystix.com/k1mods/newrobe.htm

 

INSTALLATION INSTRUCTIONS:** !!!Always Back Up Your Override Folder Before Installing A New Mod!!!

 

Extract from the .zip file and place the files from the Modules folder into your ......SWKotOR\modules folder.

 

Place the files from the Override Folder in your ....SWKotOR\override folder If you do not have an Override folder,

just copy the one from the .zip file to ....\SWKotOR\.

 

The files in the Source folder are just for general information.

 

COMMENTS: This is my first attampt at a "stand-alone" mod where the re-textures do not effect the base modules (Tatooine, in this case).

 

BUGS:** Globally retextures sith apprentices and kath hounds (for the better, IMHO).]

 

PERMISSIONS:** This mod may not be used without the explicit permission of the author.

This mod may not be distributed on other sites without the express permission of the author.

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Strange planet lol .... Gonna see it :D

 

Can you add more pics?

Done:

 

http://oldhickorystix.com/k1mods/shola2.html

 

Level2 is now here:

Edit: If you have downloaded PlanetShola.zip, there is no need to download this file.

 

http://oldhickorystix.com/k1mods/shom84ac.zip

 

Does this work with Ord Mandel?

It should. RedHawke's modules, etc. all start with "rh_" and mine start with "sho_". Let me know if you see any texture problems.

 

I have added Level 2 (above), which uses one of the same base modules as Ord Mandel, so if there are conflicts, you will see them in sho_m84ac or in Ord's caves.

 

Edit by user:

The only potential conflicts that I can find with other mods are:

1) If someone uses custom modules named xxx_m63ac or xxx_m84ac, my modified .mdl, .mdx, wok, .vis, and .lyt files will cause a conflict with their mod. Not a problem with Planet Ord Mandel or the Jawa Shop.

2) If someone else picks the same prefix (e. vra_yyyyy.tga) for their graphics, there will be a conflict.

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Given the geologic instability of the planet, it will be mostly volcanic in about 4000 years. Since I'm learning about custom dialogs, this would be a good opportunity to put together an explanation of the impending planetary catastrophe.

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Delightful! I hardly recognized the stuff you were reskinning - it looked almost like a brand new area! (BTW, if I make another KOTOR vid, can I use this planet? I'll certainly give you full credit.)

 

Anyway...only trouble I hit:

 

* The Plains (sho_m63ac) don't seem to be connected to the other modules.

 

* I tried exiting the "Upper Cavern" to the Plains with no luck as well. Also, finding the exit out of the cavern was a little difficult. The party kept getting stuck in the pillars.

 

* The Sith base (sho_m66ab - which is STELLAR!) is connected to the Upper Cavern, but not to anything else (it has a prompt saying "to Lower cavern," but the warp's not working).

 

Oh, and I whipped up a script and a bit of dialogue so I can warp there using the cheatbot (I don't know how to edit the Galaxy Map). And if you want custom dialogue - especially party-related - PM me.

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* The Plains (sho_m63ac) don't seem to be connected to the other modules.

 

* I tried exiting the "Upper Cavern" to the Plains with no luck as well. Also, finding the exit out of the cavern was a little difficult. The party kept getting stuck in the pillars.

You have to walk between the two pillars in the North Cave to get to sho_m84ac. The other "exit" areas on the plains are not active yet. When I get the Lower Caverns done in a couple of days, I'll connect it to the South end of m63ac. I'll see what I can do about the pillars. It's hard to come up with a decent exit-point from that particular area.

 

Edit: This should fix the issues with the transitions to m84ac and m66ab:

http://oldhickorystix.com/k1mods/Patch.zip

Edit 2: If you have downloaded PlanetShola.zip, there is no need to download this file.

 

 

 

* The Sith base (sho_m66ab - which is STELLAR!) is connected to the Upper Cavern, but not to anything else (it has a prompt saying "to Lower cavern," but the warp's not working).

Thanks!!! My favorite part is the Genetics Lab. I'll have the Lower Caverns connected in a day or so (or 5).

 

Feel free to use this in your video.

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That is some impressive retexturing! :thumbsup: This really has potential to become one of the best mods of the year. It just needs a good story and some dialogue between the fights. I have a couple of suggestions to make it even better:

 

-The modules are still quite sparse with placeables. You should add something to all modules with the exception of the desert perhaps. The genetics lab is a prime example. The creatures now appear to spawn out of thin air. There should also be something to justify the presence of creatures other than the Sith outside the genetics lab. For example some holding facilities. Also some of these creatures are armed, which seems quite strange in these circumstances.

 

-The loot from dead enemies could use some work. It doesn't make sense if firebats are dropping weapon upgrades when killed. Generally I think you should decrease the loot from killed enemies and scatter more items in placeables in the Sith Base for example.

 

-Item stats of the new sword and robes are quite extreme. I think you should lower them a bit. On the other hand the difficulty level of the enemies is very good: it is challenging but not too hard for unmodded characters. The balance is sometimes difficult to get right.

 

-Fix the script that gives you the robes and sword at the start of the planet. It now gives new items in every area transition. It would be better if you find these items near the beginning of the level instead of them just appearing in your inventory.

 

I'm looking forward to test this more. Keep up the good work and this will become one of the best mods out there. :thumbs1:

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-The modules are still quite sparse with placeables. You should add something to all modules with the exception of the desert perhaps. The genetics lab is a prime example. The creatures now appear to spawn out of thin air. There should also be something to justify the presence of creatures other than the Sith outside the genetics lab. For example some holding facilities. Also some of these creatures are armed, which seems quite strange in these circumstances.

 

-The loot from dead enemies could use some work. It doesn't make sense if firebats are dropping weapon upgrades when killed. Generally I think you should decrease the loot from killed enemies and scatter more items in placeables in the Sith Base for example.

 

-Item stats of the new sword and robes are quite extreme. I think you should lower them a bit. On the other hand the difficulty level of the enemies is very good: it is challenging but not too hard for unmodded characters. The balance is sometimes difficult to get right.

 

-Fix the script that gives you the robes and sword at the start of the planet. It now gives new items in every area transition. It would be better if you find these items near the beginning of the level instead of them just appearing in your inventory.

 

Thanks for the input!!! I'll address these very good points in the next patch, which I should have out in a couple of days.

 

I actually toned-up the robe in this patch, because the first Sith Apprentice kept wiping out my whole party (playing at Level 10). Anyway, I have added the patch description and link to the first post.

 

If I can figure out how to script it, I can put the creatures in force cages and have some sort of trap release them.

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Nice work! :thumbsup:

The Sith base looks good!

 

Thanks!!

 

Hey those Sith armor robes can you make em for TSL?

 

I haven't tried any TSL yet. I'll see what I can do.

 

Note: Patch 2 has now replaced Patch 1. The patch link in the first post will retreive it. What it does:

Adds dialogs to Shola Plains and the Temple/Sith Base,

Removes FireBat inventory,

Adds flame vents to cave,

Alters on-enter scripts,

Other small stuff.

 

Note2: I did not REALLY tie-dye the dog.........

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WOW THIS SOUNDS LIKE A REALLY COOL MOD BUT WENEVER THE DOWNLOAD STARTS IT STOPS AND WINRAR SAY UNEXPECTED END OF ARCHIVE AND I ONLY GET THE MODULE FILES BUT NO THE ONES THAT GO IN THE OVERRIDE

 

I have had trouble with my "test" downloads using IE7, but I don't know what is causing it. I'm not sure if it is a browser issue, a server issue, or an ISP issue. I just downloaded it using Firefox, and it came through OK. Are you choosing "open", or "save" when the download starts?

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........what force powers were you were using? (the first 3 screens)

 

Force Burn (the mushroom-cloud icon) is a custom power that I put together. It projects flame and lightning, knocks the target down, sets it on fire, and stuns it for 20 seconds. Here is the script:

 

#include "k_inc_force"
void main()
{
SWFP_DAMAGE_TYPE = DAMAGE_TYPE_FIRE;

object oCaster = OBJECT_SELF;
object oTarget = GetSpellTargetObject();

SWFP_DAMAGE = 30;

effect eBeam = EffectBeam(2053, oCaster, BODY_NODE_HAND_LEFT);
effect eBeam1 = EffectBeam(2066, OBJECT_SELF, BODY_NODE_HAND_LEFT);
effect eVFX = EffectVisualEffect(3013);

effect eDamage = EffectDamage(SWFP_DAMAGE, SWFP_DAMAGE_TYPE);
effect ePush = EffectForcePushTargeted(GetSpellTargetLocation());
effect eFlame = EffectVisualEffect(VFX_IMP_FLAME);


ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(3007),GetSpellTargetLocation());
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, ePush, oTarget);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eFlame, oTarget);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectStunned(), oTarget, 20.0f);


ApplyEffectToObject(1, eBeam, oTarget, 1.5f);
ApplyEffectToObject(1, eBeam1, oTarget, 1.5f);

ApplyEffectToObject(1, eVFX, oTarget, 1.5f);

}

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