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Taris Ruins Mod Beta Release


e-varmint

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Sometimes it takes two trys to download big files from my site provider, especially if you have IE7. When the feed from my provider gets slow, it tends to abruptly cut off the download, resulting in a useless .zip file. If the file you ended up with is significantly less than 10mb, you will have to download again. I used Windows XP to put it into a .zip file, so I don't know how WinRar will react to it (I don't have WinRar to experiment with).

 

If you can wait until this weekend, I'm going to release the updated Janice fight sequence. It's designed to provide a challenge for those who insist on playing with a Level 20 character. I'll also be adding another area/level to the mod.

 

 

Oh, I will. I've only been to tatooine and dantooine on this runtthrough, so I can wait for now. Besides I gotta get the ord mantell mod working, even though I'll have to wait till I have leveled up more. The only merchant I could get working at this point is the one on tatooine, that bot that sells good stuff. Kinda wanted a few new shops set up around. BTW, my new character is a chick, and her name?

It's Jaina Darklighter.

Best-name-ever

haha

 

My next run through KotOR II will feature a character named "Blood Chinios". Yes it's from ultraviolet, which rocked if you watched the extended version with more story. It had the BEST hand-to-hand and plain fight sequesnces EVER.

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.......ultraviolet......

 

Excellent movie. Just rented RE:E. Makes me wish someone would make a playable Alice........

 

.....Or mabye, it dosen't have to be on the Hawk...

 

It could be on Dantooine next to the workbench where you construct your first lightsaber...

 

Or it could be on the Hawk's workbench, like the mod which lets you construct items. That would be the best solution!

 

A workbench is a distinct possibility, as long as I'm careful about mod conflicts. I don't need any more cats in an already-overstuffed bag...

 

Edit: This looks promising:

http://www.lucasforums.com/showthread.php?s=&threadid=137370

It may be a way to correct the Warp Droid spawning issue.

 

.........Janice Nall was just a droid tech, and she was nice so i dont think she would attack a familiar face on site... btw does it hav promised land, id love to meet he poor agen. it would be funny if u asked about bombing and with them being down under they dont know what u talking bout. :lol:

 

I really like your dialog idea! I'm struggling with the Promised Land issue from a technical standpoint at the moment. The vision I have in my head may exceed my capabilities. Even if I have to drop the Promised Land as a playable area, I will certainly work your idea into one of the remaining two modules.

 

Janice has some "issues" that are caused by her mysterious holocron. Part of her wants to be nice, part of her is violently unpredictable. We'll get to see how she emerges from her dilemma later (except for players who kill her off).

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You could reskin the Jedi Enclave to be the Promised Land.

 

Edit:

 

A workbench is a distinct possibility, as long as I'm careful about mod conflicts. I don't need any more cats in an already-overstuffed bag...

 

Edit: This looks promising:

http://www.lucasforums.com/showthread.php?s=&threadid=137370

It may be a way to correct the Warp Droid spawning issue.

 

 

 

 

Yeah, that might cause problems. Linking to a dialogue would be your best bet, so far...

 

This is a great tutorial...

http://www.lucasforums.com/showthread.php?p=2406944#post2406944

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You could reskin the Jedi Enclave to be the Promised Land.

 

I hadn't thought of that. I'll play around with it and see what happens. You'll get bigtime credit if I use it, too!

 

Edit: I probably need to also retexture one of the Shadowland modules, since the player can reasonably expect to have to travel a long distance through "rakghoul-infested areas". I think that it has also been established that the planet is/was not completely covered by the city, so outdoor areas are fair game.

 

Can you actually go up and see the actual ruins themselves?

 

Unfortunately, I am not good enough with NWMAX to pull this off. It sure would be nice, though. How about a Level 3 retexture tease instead? I removed the minimap from this picture to preserve some mystery regarding the area's origin.

 

m70ve.jpg

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Very Cool!!

 

Thanks!!!

 

WOW.

 

That actually wouldnt look out of place as a basement on either Tatooine or Korriban.

 

You've just given me a devious idea. How about an area, similar to this, that connects to a retextured dueling arena on Tatooine? Sort of a mini-grand-arena. By the time I finish this mod, I may have developed the scripting skills needed to pull it off.

 

Back on-topic: The level pictured above is going to have a bio-research-gone-wrong theme. I'm trying to resist the urge to create any Gizghouls.

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Edit: I probably need to also retexture one of the Shadowland modules, since the player can reasonably expect to have to travel a long distance through "rakghoul-infested areas". I think that it has also been established that the planet is/was not completely covered by the city, so outdoor areas are fair game.

 

m70ve.jpg

 

Here's an idea:

Link an elevator in the Undercity (UC) to a Shadowland (SL) module. Link the SL module to the door in the Dantooine Landing pad. Make it so that from now on you can land there instead from on the UC elevator. Make a guide that takes you from the PL to the UC, like the Mandalorian on Duxn.

 

Sorry got to go. I'll edit later and explain further. :):):)

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......I know where it is! :).......

 

I *knew* I shouldn't have left 009 on that door label. Now everybody will figure it out........

 

Here's an idea:

Link an elevator in the Undercity (UC) to a Shadowland (SL) module. Link the SL module to the door in the Dantooine Landing pad. Make it so that from now on you can land there instead from on the UC elevator. Make a guide that takes you from the PL to the UC, like the Mandalorian on Duxn.

 

Sorry got to go. I'll edit later and explain further. :):):)

 

I understand exactly what you are getting at. It's a good idea! The current setup would work nicely with something like:

 

Elevator from m70va to sewer (m70vc) to the retextured area(m70ve) to tomb module (not finished yet) to shadowland module to retextured Dantooine module. All this, and I haven't even used the sewer door outside the undercity compound yet.........

 

So you mind If I completley give away what it is? :xD:

 

I would prefer to have the player figure out where this area originally came from. I'm leaving the music alone, so it probably won't be a mystery for long, though......

 

.......

1) Will this mod be compatible with Brotherhood of Shadow ?

2)Will any new armor, weapons etc. be added ?

 

I hope to make it compatible with BOS. I'll PM Silveredge9 when I get a final plan together for my Dantooine and Ebon Hawk revisions. If there are any conflicts, I can make adjustments. As it is now, it is NOT compatible with any mod that changes the Ebon Hawk.

 

There will be several custom placeables, but I'm saving most of them for the Final Release.

 

Edit: I am not going to use the TSL Patcher since I don't intend to modify any .2da files or the .tlk file. I'm hoping that this will minimize compatibility issues.

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I understand exactly what you are getting at. It's a good idea! The current setup would work nicely with something like:

 

Elevator from m70va to sewer (m70vc) to the retextured area(m70ve) to tomb module (not finished yet) to shadowland module to retextured Dantooine module.

 

 

Yeah, then when you get there, you are captured by the PL citzens, then you are taken to the PL's leader, and tell him that there is a whole other city, and that the PL has been lost for ages. Then the two citys will live together, and later the PL leader will retire (or be killed, either one), and when there is no successor, you will become the PL leader!

 

 

All this, and I haven't even used the sewer door outside the undercity compound yet.........

 

 

Sorry, I was thinking about the Zombie Planet Elevator that carries you back to the Hawk... I remember now...

 

But didn't you put the starting area from the Hawk next to the elevator? That must have been what I meant...

 

If not, then I will have to go and play it again. I get confused sometimes... :)

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Sometimes it takes two trys to download big files from my site provider, especially if you have IE7. When the feed from my provider gets slow, it tends to abruptly cut off the download, resulting in a useless .zip file. If the file you ended up with is significantly less than 10mb, you will have to download again. I used Windows XP to put it into a .zip file, so I don't know how WinRar will react to it (I don't have WinRar to experiment with).

 

If you can wait until this weekend, I'm going to release the updated Janice fight sequence. It's designed to provide a challenge for those who insist on playing with a Level 20 character. I'll also be adding another area/level to the mod.

 

m70va-2.jpg

 

Alright so is this done now? All these pic look great!

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Why does Janice Nall have a lightsabre? Want she just a nice droid techie?

 

She bought an ancient holocron from an explorer, and has developed some new "interests".

 

Edit:

 

01/13/08, 16:30 US Eastern Time.

The new area has been added. See the first post to download.

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01/13/08: Version 7 has been released.

 

This mod lets you return to Taris after Malak's attack. Thanks to Danyael27, DarthDingDong, and Miltiades for convincing me to do this! The beta release contains 3 of 5 modules, and is functional enough to make it worth downloading. I will assemble a full list of credits which mentions everyone who has contributed ideas for the mod and include it with the Full Release.

____

 

Wow it looks great. good job. Can't wait until the full release.

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O, that sounds cool. So is there going to be a main plot and some side quests, just side quests or only hack and kill. Can you pls show some screen shots of the different areas?

Thnx

 

The final version will have more "content". Two plot elements that will be developed further are:

 

The origin of Janice's mysterious holocron; and

 

The search for the Promised Land.

 

I will probably create/complete the rest of the modules, then go in and finish up the plot(s), add the placeables, etc. It's going to take a while, since at least three more modules will be required to complete the Promised Land. I also have not used the sewer door that is outside the compound yet, so there is the possibility of another module or two there. I'll post some more screenshots later this week.

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I have a few questions about the mod, so if you have the time can you please answer them?

1)So far, what are the major bugs and glitches left in the mod?

2)Will any of the Outcasts, at least the named ones be making a reappearance?

3)Will the Taris ruins appear on the Galaxy Map?

4)Where is that secret lab with 009 on the door? I dont get it.

Thnx a lot

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I have a few questions about the mod, so if you have the time can you please answer them?

1)So far, what are the major bugs and glitches left in the mod?

2)Will any of the Outcasts, at least the named ones be making a reappearance?

3)Will the Taris ruins appear on the Galaxy Map?

4)Where is that secret lab with 009 on the door? I dont get it.

Thnx a lot

 

1 The Warp Droid.

2 Probably not, but I'm tempted to have one or two return as Rakghouls.

3 There are too many potential mod-conflict issues to put Taris on the Galaxy Map.

4. The number 009 that you see in the screenshot has been changed to "Artifact Analysis Lab". I number the doors so that I can easily identify unique doors when I am "walking through" the module. It makes it a lot easier to determine which ones should be locked, and what the various door labels should be. This particular room only has one artifact at the moment, but will have more when I'm ready to activate the tomb/temple module.

 

When I'm finished with the various revisions that I am currently working on, I'll make good on my earlier promise to update the screenshots.

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