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TSL-Korriban Cliffs Balcony-New Area


e-varmint

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This one is pretty simple, now that I figured out my lighting issues. This is a secret balcony mounted on the side of the cliffs of Korriban. You get to it via a "trap door" that you notice while Kreia is telling you about one of the Sith tombs.

 

Screenies:

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KorBalcony02.jpg

KorBalcony01.jpg

 

I hope to have this out this weekend, unless I decide to add a small tomb area to it.

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Great job e...looks fantastic!..nice new area..would like to tt you regarding compatability with my Korriban mod.

 

Rather than the metal grid like floor...maybe a stone or tile floor. Just a suggestion.

 

Yeah, add a tomb!!!

 

Thanks to all for the encouragement!

 

I can trigger this from any of Kreia's dialogs on the surface where she explains the history of the tombs. Something along the lines of:

 

[Awareness] You notice a small lever protruding from a damaged section of ornamental stone. It looks like it may activate some sort of maintenance door.

 

continue

 

Pull the Lever

 

This will deposit you in the small "Minor Functionary's Tomb" that connects to the balcony.

 

The module will be stand-alone, so the only alteration I need to do to Korriban is the dialog.

 

Just let me know if you are using any of these dialogs for your mod, and I'll use another one.

 

or

 

You can take this entire module and just add it to your mod. Even with the small tomb, I may be able to get it out this weekend.

 

I'll also use this to give players the custom Ubese weapons.

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Man-O-Man, is this gonna be wicked! You'll never see the hideous creatures I put in there until they're right in front of you.

 

Gneeeeheeheeheeheeheehee

 

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288tomb01.jpg

288tomb02.jpg

 

Better hope I can't remember how to make a "creature runs to PC" script........

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This mod is getting incorporated into one of Lord Of Hunger's mods. I think it will be even better in the context of his storyline. This gives me more time to tweak the balcony area! I think I'll snatch some railings from Nar Shaddaa and use those. I'll throw up the odd screenie or two, but the rest is hush-hush.

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That has some serious potential. very cool.

 

Thanks! I have big, scary plans for some nasty surprises.

 

New areas are cool!

 

Not much else to add, other than the screens look great, I agree with the grid floor seeming a little out of context, and the green ambient fog is effectively eerie looking :cool:

 

Thanks! There will definitely be some structural and textural changes. I'm debating whether to further disadvantage the player by pulling something like:

 

[Repair] Your map reader was damaged when you fell through the trap door. You won't be able to fix it until you get back to the surface

 

Yikes!

 

It gets worse. You hear, and smell, evidence of some very nasty creatures. Better equip a weapon, and fast.....

 

Whoa! Those are great! And the green fog in the tomb looks pretty good. Also, could it be the tomb of one of the ancient Sith Lords, such as Simus, XoXaan, or Xendor.

 

Thanks! I haven't researched whose tomb it could be yet. I'll check out those names. If it were bigger, I would make it the unfinished tomb for Revan, which would have been started when Malak believed him to be dead.

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New modules! Hooray!

 

Though unfortunately, I hear that walkmeshes end up becoming rather screwed up with the camera being able to clip through walls and whatnot.

 

If you want or require a solution to play with, I may be able to help. ;)

 

Sounds great! I'll PM you.

 

It looks like a perfect place for testing mods or making screenshots

 

It is, indeed. I can do whatever I want without fear of messing up the other parts of the game.

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Hey, that reminds me! If you end up developing characters for inside the tomb and need VOs, hit me up with a PM. I can also do custom beast shriek sounds! :D

 

That sounds promising! I certainly anticipate a great deal of shrieking (although most will be by the player).

 

I'll PM you forthwith.

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Goodness!! :bow: I'm SICK for new areas ... the balcony itself plus the new module with that amazing green tint lightning (yep you definitely solved the lightning issues right?) worths downloading just to take a look at it as abandoned area! :)

 

dude, there's an issue you should consider if using Kreia's arrival dialog, remember that zybl2 mod "Sion vs Vash cutscene on Korriban" uses kreia_kr.dlg to fire that cutscene. Here's the link:

http://knightsoftheoldrepublic.filefront.com/file/Darth_Sion_Versus_Master_Vash_Scene;90663

 

That was a pretty popular mod for many people ... and if I recall that mod edited only few nodes of Kreia's arrival dialog, on a quick look I can see it adds a start_vash_sion.ncs script 3 nodes down from the node that says "{Angry at end}However, even the many traps could not long hold back the curious, the fools, and the weak. And so these tombs fell, spilling their secrets into the hands of those unable to comprehend or preserve them".

 

Shouldn't be hard to make this compatible with zybl2's mod.

 

good luck :thmbup1:

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Goodness!! :bow: I'm SICK for new areas ... the balcony itself plus the new module with that amazing green tint lightning (yep you definitely solved the lightning issues right?) worths downloading just to take a look at it as abandoned area! :)

 

dude, there's an issue you should consider if using Kreia's arrival dialog, remember that zybl2 mod "Sion vs Vash cutscene on Korriban" uses kreia_kr.dlg to fire that cutscene. Here's the link:

http://knightsoftheoldrepublic.filefront.com/file/Darth_Sion_Versus_Master_Vash_Scene;90663

 

That was a pretty popular mod for many people ... and if I recall that mod edited only few nodes of Kreia's arrival dialog, on a quick look I can see it adds a start_vash_sion.ncs script 3 nodes down from the node that says "{Angry at end}However, even the many traps could not long hold back the curious, the fools, and the weak. And so these tombs fell, spilling their secrets into the hands of those unable to comprehend or preserve them".

 

Shouldn't be hard to make this compatible with zybl2's mod.

 

good luck :thmbup1:

 

Thanks for the heads-up! If all else fails, the script can trigger from one of the cave creatures' "on death" fields and have the player enter from there.

 

Oh yeah, and after you figure out a tomb name, might I request the spirit of the deceased Sith Lord (It could spawn after you open its sarcofagus).

 

I think at least one Sith ghost can be easily arranged.

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Balcony Update:

 

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081810.jpg

 

I added railings and a precariously-perched ship off on a distant ledge.

 

I'm still pretty sure that this is a rickety metal balcony that is bolted onto the side of the rock. It was hastily constructed by persons unknown, and may plummet to the bottom of the gorge with little or no warning.

 

In any event, the floor needs work, and the stone columns probably need to go.

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Nice update. I'm not sure about the containers, I'd remove them if I were you. Meaning, it is supposed to be a planet long time abandoned after the Sith were defeated or force to leave or whatever ... who would leave containers there?? :raise:

 

about the perched ship, nice touch I'd like to see it a little farther but that won't be easy right??

 

oh and the stone columns ... I like them!! :)

 

keep it up :thmbup1:

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