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Black Vulkar Base Restoration v1.1


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Original Version

 

A lot of people have been asking to make the restoration compatible with other mods. So I whipped up a V1.1 and the changes are:

 

-This mod is compatible with any mod that doesn't use the files tar_m10aa.mod and tar_m10ab.mod

 

-New dialogs to make up for the missing dialog.tlk file

 

I did release this to kotorfiles.com a few days ago, but it hasn't gone up yet, and I promised this to people a week or 2 ago.

 

Download Link

 

Original and the next versions Readme is included.

 

Remember, put the files into your MODULES folder and not your Override.

 

Enjoy!

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DJ, I hope you did not mess with my translations :-) . Just kidding!!!

 

My question is, is there any interest to enhance that area?

 

Spoiler alert ahead!

 

My ideas:

 

 

- Delete all keycards which can be found for free.

- The keycard can be gained only from the spice junkie.

- You can leave the area only with the keycard. (Maybe this keycard is the only possibility to turn off the turrets in the other level. But that would take it a bit far, and - most of all - would mean that we change the game itself, which I am very reluctant to do!)

- You can enter the laboratory only if you manipulated the heating system.

 

 

 

I guess those ideas are along the lines the devs had in mind. But even if that isn't so, those things would make the level much more interesting to play!

 

Other things which could be done:

 

 

- The jail area is pretty empty. This is a big area to put in some additional stuff into. the pc could free a bunch of female Twi'lek prisoners which would be very thankful afterwards. (Just kidding, this is a pg 6 forum if I am not mistaken. And for female players it must be male prisoners. Then again there are other tastes intirely. But I stop here...)

- Serious though some need ideas could be done here.

 

 

 

I'd like to hear some oppinions, and if someone want to help, everybody is welcome.

 

Take care

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Right but there are an aweful lot of empty crates and footlockers. We could toss in many, many goodies - bu is that advisable? I think not.

 

It would be good if can make a brainstorming what to do with that level to make it as interersting as possible!

 

Take care

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hmm maybe put in a sneak peek of bastilla being escorted by vulcars to race tracks in preperaation of swoop.

 

dialogue could be hey thats bastilla you scream out her name 3 of lets say 8 vulcars turn to fight you while rest escort bastilla out of base!!

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hmm maybe put in a sneak peek of bastilla being escorted by vulcars to race tracks in preperaation of swoop.

 

dialogue could be hey thats bastilla you scream out her name 3 of lets say 8 vulcars turn to fight you while rest escort bastilla out of base!!

 

Not a bad idea indeed. Though we will do nothing which has not VOs. So it will be difficult. But a cutscene might be possible. DJ?

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If the escort thing gets done, will bastilla be in her default clothing or the slave outfit she has in the cage?

 

I ask because there are several mods that change the slave outfit.

 

Might be best to use the default outfit and have the Vulkars change her at another location, or something like that.

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- The jail area is pretty empty. This is a big area to put in some additional stuff into. the pc could free a bunch of female Twi'lek prisoners which would be very thankful afterwards. (Just kidding, this is a pg 6 forum if I am not mistaken. And for female players it must be male prisoners. Then again there are other tastes intirely. But I stop here...)

 

Well, in the interests of keeping this "clean", perhaps they can provide you with a location of riches (random or otherwise) that spawn elsewhere.

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If the escort thing gets done, will bastilla be in her default clothing or the slave outfit she has in the cage?

The "slave outfit" are her panties of the dark side. Basically, if you strip he when she's wearing a dark jedi robe, she'll be on that outfit. So I don't see why it isn't possible. ;)

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Needing to have force persuade might not be such a good idea.

 

I myself don't do any leveling up past lvl2 until dantooine, and i don't think i'm the only one that do that.

 

however, neediing a certain persuade level could work. Either that or intimidation if you fail a persude check.

 

Perhaps a guard for the cache?

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Okay, while the Shadowland level is in DJ's capable translating hands, I'll give it a go for the Vulkar Base.

 

My first step will be to make it enjoyable to play and a coherent level with what is already in it. After we will add (maybe) new things which make sence AND are doable.

 

For that matter a question: I can't remember where a door which can only be opened with a key card is. If someone who knows where one of those doors is in-game, I'd be glad for any hint.

 

Thanks and take care

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Right but there are an aweful lot of empty crates and footlockers. We could toss in many, many goodies - bu is that advisable? I think not.

 

Perhaps you could put some essentially useless things in there? Some adhesive grenades, a blaster or two, perhaps some vibroblades, etc. And some antidote and medpacks.

 

Hmmm, location of a cache containing riches the Vulkars have hidden from Davik would be very cool.

 

I don't see how Brejik could *not* try to double-cross Davik.

 

I would have it so that Brejik's latest 'payment' to Davik was full of 'counterfeit credits'. So the first container you find is full of credits (well, say 200 or something), but the rest are full of fake credits. In one of the crates you also find a datapad with Brejik's instructions on how the credits are to be delivered.

 

Its just there's a real issue with balancing if you start giving low level players lots of credits to spend.

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Its just there's a real issue with balancing if you start giving low level players lots of credits to spend.

 

Well, one way to balance that out would be to make the vulkar guards a lot tougher than the ones you meet in the lower city. 200 creds is actually pretty paltry. In the swoop garage hangar there is already a footlocker that contains 2000 credits and several other items. You could also make it so that there's an item or two being sold by one of the merchants (or a new one) that eats up a number of your new found credits in this cache. Or maybe you can set up a situation where someone has to be bribed, and that could end up costing $$ too. Btw, just exactly how much do you consider to be too much? Besides, given all the modding tutorials, you could always downgrade the stats you think over the top with ones more to your liking (or simply avoid a mod you find "unbalanced"). ;) Remember, there are already a few mods out there that try to address the question of balance by making the game harder. Incorporate those into your game as well.

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I agree with totenkopf, 200 credits is way too low.

 

There is one armor on dantooine that costs 15,000 and another on kashyyyk that costs 10,000. Then there is Cassus fetts blaster on korriban for 10,000.

 

I'd recommend at least 25-35,000 credits, leave a datapad there as well explaining why there are so many credits there.

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Maybe there was a payroll cache on one of the republic pods that crashed on Taris. :D

I was thinking initially in the range of ~20-25K myself. Most of us who use the mods are people that have probably played the game several times already anywhow. The whole point of these things is to punch up the game for playability. Just using RH as an example, his expansion pack gives you 150K on the ES itself, and another 60K+ or so in the Ruins. He also gives you the option in his KEG to spend up to 100K of that upgrading your players stats a bit on the EH. Seriously, if balance is a really big issue, then maybe using TK's KSE to "weaken" the PC might be an avenue worth exploring or maybe Kotor tool to generate weaker weapons/stronger enemies for the override folder. Just a few suggestions to tweak the game to a more challenging level. :)

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Did any one else find that the Nikto tech in the spice lab spoke in english? I think that the Ithorian lab tech should be changed to another species, or given a dialog option asking you to let him go, because he doesnt have any fight animations and just stands there. Just my o so useless input.

Thanks

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Did any one else find that the Nikto tech in the spice lab spoke in english? I think that the Ithorian lab tech should be changed to another species, or given a dialog option asking you to let him go, because he doesnt have any fight animations and just stands there. Just my o so useless input.

Thanks

Don't you mean Galatic Basic :o
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Yeah, I've noticed the ithorian problem as well. Also, as regards the medpacs, as your VP get higher, you need more medpacs to get you back to full health. They only seemed more effective when you were "weaker" b/c your VP was fairly low. But since you often have enough time to fire up an armband shield or use force powers before going into combat, it's probably not too big a problem. I s'ppose one could always alter the stats of the medpacs w/KT and dump their upgraded versions into their OR folder. Pretty painless bit of modding.

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