HdVaderII Posted April 14, 2008 Share Posted April 14, 2008 This is my first real modding attempt, it adds a new slum section onto Telos. Every city has to have a slum! Slums of Telos (Version 1) HdVaderII Star Wars: Knights of the Old Republic II ********************************************************************** Description: --Adds 4 New modules --Two New Quests --New NPC's to talk to --A few items ********************************************************************** Installation: Copy the files in the override folder into the OVERRIDE folder in you SWKotor2 directory. Copy all of the files in the modules folder into the MODULES folder. NOT THE OVERRIDE!!! ********************************************************************** Bugs: --No journal entries --Only works with a save before Telos --Combining other mods might have undesireable effects, but I wouldn't lnow, I've only had this mod in my override ********************************************************************** Uninstall: Delete the files in the override folder. Delete: 101slum.mod 102slum.mod 103slum.mod 104slum.mod from the modules folder ********************************************************************** Comments: If you want to use this mod in one of your mods, ask for permission first. *********************************************** A BIG thanks to my Beta Testers, BIOShazard, loony636, and Ctrl_Alt_Del, who helped me make this mod a lot better than it was! *********************************************** Contact: Contact me at lucasforums, I'm HdVaderII ********************************************************************** Credits: Fred Tetra's KotOR Tool. The best modding tool out there. All of the people on lucasforums who have answered all of my n00b modding questions LucasArts for this great game. ********************************************************************** That's about it. Filefront Link: http://knightsoftheoldrepublic.filefront.com/file/Slums_of_Telos;89179 Screenshot links: http://knightsoftheoldrepublic.filefront.com/screenshots/File/89179/2 http://knightsoftheoldrepublic.filefront.com/screenshots/File/89179/3 http://knightsoftheoldrepublic.filefront.com/screenshots/File/89179/5 Link to comment Share on other sites More sharing options...
JD-Rom Posted April 14, 2008 Share Posted April 14, 2008 Looks great! This will definitely be in my Override if I ever decide to play TSL again. Link to comment Share on other sites More sharing options...
The Padawannabe Posted April 14, 2008 Share Posted April 14, 2008 Is there voice-acting? Link to comment Share on other sites More sharing options...
HdVaderII Posted April 14, 2008 Author Share Posted April 14, 2008 I've made the aliens all have sounds, but the humans don't have voices...yet. I'm thinking of making a second release sometime. Link to comment Share on other sites More sharing options...
TriggerGod Posted April 16, 2008 Share Posted April 16, 2008 Ok, so I've just gone through the new mod, so for a little review on the things Vader missed, go see my comment on the mod. Andale! Link to comment Share on other sites More sharing options...
Ctrl Alt Del Posted May 2, 2008 Share Posted May 2, 2008 It was a pleasure testing that mod for you. And good to see you've fixed all grammatical mistakes. Must have taken some time. Link to comment Share on other sites More sharing options...
correllian_thug Posted May 2, 2008 Share Posted May 2, 2008 awesome work! Telos is the only part i still like about K2 nice to see there even more to do there now Link to comment Share on other sites More sharing options...
MasterWaffle Posted May 15, 2008 Share Posted May 15, 2008 This looks very interesting! I'll have to use it on my next play through. Nice work Link to comment Share on other sites More sharing options...
Mender Posted August 10, 2008 Share Posted August 10, 2008 Nice little content mod; I enjoyed it. However, there are some problems. First, you have a lot of files put into the override with generic names. If you use generic names, pack then in the .mod files, not the override (i noticed that at least some of those files are packed into your .mod files, which means they do not need to be in the override anyway, and that you are actually overriding your own files in your mod). I known at least one major (game breaking) and one minor conflict this causes, and sure i am sure there are others that were not as obvious. Both conflicts I noticed were caused by the n_twilekf001.utc, with is the same file name as the one used by KoTORII for Twinsun1, one the female twilek bounty hunters on Nar Shaddaa. The game breaker conflict is the in the first cutscene with g0t0 and the bounty hunters; twinsun1 does not spawn, causing the the dialog to break after the duros brother first talks. This causes the cutscene to a aburptly end and leaves the PC stranded in the 352NAR module (an unfinished version of g0t0's yacht). Unless you use the warp cheat to 301NAR, your are stuck. I removed the slums mod before going to Nar Shaddaa (with the exception of the .uti files, and the globalcat.2da with had been modified by the TSLpatcher by another mod), and the cutscene ran fine (removing just the n_twilekf001.utc I imagine would have worked, but like i said, I expect there other conflicts elsewhere). The other problem (non-bug) is the Zabrak Battle Armor that all the mercs are wearing. I have no idea why, since it is not very good armor, but the folks at Obsidian gave that armor a value of 10000, which you can sell it for about 5500 or break it down for 500 components (with 20 repair). You get about 20 of these armors in your mod, which means you can end up with more money and/or components than you know what to do with very early in the game. If this was not deliberate, you might want to change the armor type or set most or all of them to undropable. Link to comment Share on other sites More sharing options...
HdVaderII Posted August 18, 2008 Author Share Posted August 18, 2008 Thanks for the feedback! I might make a 2.0 version sometime, and this shows me what I need major work on. Link to comment Share on other sites More sharing options...
Darth Novotnus Posted August 20, 2008 Share Posted August 20, 2008 It could use some reskining - I imagine slums as dirty and not just as any other module of the station. And I don't think a Hutt would just lay on the floor - they need a big bed and a lot of Twi'lek dancers : ) Link to comment Share on other sites More sharing options...
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