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Slums of Telos


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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

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Description:

--Adds 4 New modules

--Two New Quests

--New NPC's to talk to

--A few items

 

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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!!!

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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

 

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Uninstall:

 

Delete the files in the override folder.

Delete:

101slum.mod

102slum.mod

103slum.mod

104slum.mod

from the modules folder

 

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Comments:

If you want to use this mod in one of your mods, ask for permission first.

 

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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!

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Contact:

Contact me at lucasforums, I'm HdVaderII

 

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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.

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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

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  • 3 weeks later...
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  • 2 months later...

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.

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