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Planet ORD Mandell Released (New Areas)

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 whitguy
10-15-2004, 11:40 AM
#51
Hey RedHawke i was just wondering if you can make i new looking person on kotor you know because im kind of getting sick of the normal faces that came with the game and i was just wondering if you can make like any new kind of face it would be kind of cool if you made a alian face that would be cool. OH and thanks for telling me what to do to get in the STRONGBOX.
 RedHawke
10-17-2004, 12:41 AM
#52
^^^^
You know whitguy the Holowan Plugin has a ton of new player heads, and if I remember correctly it allows you to play as a Twilek as well. You might want to check that out. :D
 Ferrek
10-17-2004, 6:28 PM
#53
I downloaded and installed this mod a while ago, but I haven't yet visited it - I decided I'd wait 'til I was done on Coriban (which was the last Star Map location for me). Now, when I want to leave for Ord Mandell I can't choose it on the planet map. The icon for it is there but if I click it, nothing happens, just like if I click Dantooine (which at this point in the game isn't accessible).

I tried loading an earlier savegame and I can select it in that, so it seems the planet becomes inaccessible when the Star Forge system is revealed. Any easy way to fix this?

I have almost all your other mods installed, as well as a couple of reskins but nothing that (I think) should conflict with the Ord Mandell mod. Then again, what do I know? ;)
 monkey joe
10-17-2004, 7:42 PM
#54
Great mod!!!

It would be cool (like darkkender posted) if you could have a Taris-Style Battle Area but with jedi, sith, mandalorians, and other stuff like rancors that you could battle. Giving you like some of your mods every time you beat someone. Making people actually work for your great mods, Other modder people could use this too. It change modding like forever!!! But it might not work in some cases.
 RedHawke
10-17-2004, 9:30 PM
#55
Originally posted by Ferrek
I downloaded and installed this mod a while ago, but I haven't yet visited it - I decided I'd wait 'til I was done on Coriban (which was the last Star Map location for me). Now, when I want to leave for Ord Mandell I can't choose it on the planet map. The icon for it is there but if I click it, nothing happens, just like if I click Dantooine (which at this point in the game isn't accessible).
Well Ferrek a big Thank You for confirming what I had hoped would work, but I was waiting until someone confirmed it... yes the planet was supposed to become un-visitable after the Unknown World became available, I put ORD Mandell into what Bioware called "The Creamy Middle" (No Joking!) in the starmap script, so that is supposed to happen, I guess you will have to play it from an earlier savegame.
Originally posted by Ferrek
I tried loading an earlier savegame and I can select it in that, so it seems the planet becomes inaccessible when the Star Forge system is revealed. Any easy way to fix this?
Unfortunately no, this is how it is supposed to be, so as not to mess with the ending of the game. The only way would to be to visit it before getting the last star map.

Sorry about that, but that is what I hoped would happen, so the games end would not be messed with, you can read about that in my first post in this thread. It has been a worry since I released the mod, you are the first to confirm it becomes unavailable after the 5th Star Map.
Originally posted by monkey joe
It would be cool (like darkkender posted) if you could have a Taris-Style Battle Area but with jedi, sith, mandalorians, and other stuff like rancors that you could battle. Giving you like some of your mods every time you beat someone. Making people actually work for your great mods, Other modder people could use this too. It change modding like forever!!!
Unfortunately Arena-like areas don't really intrest me, they just aren't my thing... and there are a couple allready in existance, Maverick187 has a pretty good one allready in game that you can do on Dantooine it is called The Jedi Training Module (http://www.pcgamemods.com/7236/).

I hope this helps! :D
 Ferrek
10-18-2004, 12:35 AM
#56
Ah, ok. I thought the intention was to have it inaccessible when you leave the Unknown World, not before. You can travel to any planet (except Dantooine) once you've found all the four starmaps, which is why I assumed the same was intended to be the case for the Ord Mandell planet.
 Mav
10-18-2004, 1:08 AM
#57
RedHawke,

I finally started a new game and had a chance to test out the new planet, but I visited and unfortunately I had the locked door problem, and yes I did have the latest version installed, I'm going to try deleting all the files and reinstalling the mod I'll get back to you.

Update:
I completely deleted all of the files that are in this mod, used the installer to completely un-install the mod, and then I re-installed the mod, but the door is still locked for me. And once again I am using the 1.01 version. Help???
 monkey joe
10-18-2004, 4:46 AM
#58
Originally posted by RedHawke

Unfortunately Arena-like areas don't really intrest me, they just aren't my thing... and there are a couple allready in existance, Maverick187 has a pretty good one allready in game that you can do on Dantooine it is called The Jedi Training Module (http://www.pcgamemods.com/7236/).

I hope this helps! :D

Man! My computer wont load pcgamemods.com oh well.:( :( :(
 OfficerDonNZ
10-18-2004, 2:42 PM
#59
RedHawke you've done a great job with this mod. :) I had to laugh when i saw the name of the Rancor!! Infact all your mods a very cool. I had to smile when I saw which female PC head you'd used for your RedHawke NPC mode as that's the one I usually use for my PC (minous the red hair and the spooky green eyes) :D Keep up the good work!! Now if I could just fingure out why your Tatooine Jawa store isn't showing up.......
 monkey joe
10-18-2004, 6:02 PM
#60
adding to the arena thing: What's the max amount of enemies you can fight in one area?
Could it be like the matrix when you have to fight like 100 guys.:p :p :p

Comment by Darth333: since this is getting pretty much off topic, and in order not to clutter Redhawkes thread, this post has been answered in the mod requests sticky: http://www.lucasforums.com/showthread.php?s=&postid=1666551#post1666551)
For mod requests, please use the mod requests sticky or if you want to ask someone specifically, then use the PM system or your posts could be erased/moved.
 RedHawke
10-18-2004, 9:00 PM
#61
Originally posted by maverick187
RedHawke,

Update:
I completely deleted all of the files that are in this mod, used the installer to completely un-install the mod, and then I re-installed the mod, but the door is still locked for me. And once again I am using the 1.01 version. Help???

Well you must have loaded the area in your game first with the old version, so simply installing the new version over it won't fix the problem, as the locked door is now in your savegame.

You should try what T7 suggested for a fix to savegames with the locked door problem. (I quoted what T7 said as a solution in the first post of this thread.)

I hope this helps! :D

Originally posted by monkey joe
adding to the arena thing: What's the max amount of enemies you can fight in one area?
Could it be like the matrix when you have to fight like 100 guys.:p :p :p

I already said monkey joe above that arena mods don't intrest me (Read that as I don't really like them at all, or use them!), so how would I know? :confused:

Thanks for diverting this one Darth333! :D
 Mav
10-19-2004, 12:27 AM
#62
^^^
Thanks Redhawke, I'm really looking forward to checking out your new planet. I'll let you know what I think you can be sure about that ;)
 Ghola
10-25-2004, 6:37 AM
#63
Hey Redhawke,

Most excellent work on this mod. I had a lot of fun with it, especially after finding those cool Dark One robes! Another wonderful surprise was the stack of Baragwin Heavy Repeaters all upgraded, as well as the stack of Baragwin Assault Blades. Needless to say, after finishing your little mod, I was QUITE well equipped for the 'endgame'.

That merchant selling the goods Mika would sell if Juhani's sidequest didn't ruin it made my night, no more giving up Mika to get Juhani.

Great work. Fantastic! I'll note here I also am a fan of your Jedi Robes, Kotor did so well in other areas, but I was always a bit disappointed with the bland lifeless robes we Jedi got. You've definitely fixed that little issue. (Mmm, Bastilla looks so good in those golden robes!).

I'll certainly be watching for more from you! Keep at it!

Idaho
 Dr. Jekyll
10-25-2004, 4:24 PM
#64
Hey Redhawke, I downloaded the mod, but when I go to the planet, I can't leave the Ebon Hawk! When I try to walk off the ship, it brings up the party selection screen, but after that the screen just goes black, with no loading screen or anything. All that's left is the mouse pointer. When I hit escape, it brings up all the pause screens, and the map shows me and the other members of my party at the exit of the Ebon Hawk! No matter how much I try to move around to trigger the exit, that's always where it shows us. Please help!
 monkey joe
10-25-2004, 5:18 PM
#65
i was wondering just because i've gone through this game so many times. How far do u have to go in the game to reach the planet.
Are there any warp codes
 ChAiNz.2da
10-25-2004, 10:44 PM
#66
Originally posted by monkey joe
i was wondering just because i've gone through this game so many times. How far do u have to go in the game to reach the planet.
Are there any warp codes

Hey Monkey Joe, I'm currently running a new game and my party just left Dantooine and it's (OrdMandell) is available...BUT considering the difficulty of RedHawke's Jawa Shop mod (the tunnels) I'd advise against warping un-prepared ;) (What are you feeding those Transdoshans RedHawke...youch!...)

I can only imagine what OrdMandell is going to be like... :eek:

If I remember correctly around 14th level you'd be able to at least let out a whimper before being pommeled heh of course I'm playing highest difficulty WITH a hardcore mod on top of it...
 RedHawke
10-26-2004, 3:09 AM
#67
Originally posted by Dr. Jekyll
Hey Redhawke, I downloaded the mod, but when I go to the planet, I can't leave the Ebon Hawke! When I try to walk off, it brings up the party selection screen, but after that the screen just goes black, with no loading screen or anything. All that's left is the mouse pointer. Whe I hit escape, it brings up all the pause screens, and the map shows me and the other members of my party at the exit of the Ebon Hawk! No matter how much I try to move around to trigger the exit, that's always where it shows us. Please help!
Did you use the installer exe that Fred Tetra made, or did you download the mod from pcgamemods and unzip it?

It sounds like you don't have the .mod files in your KOTOR modules folder, check your override for any .mod files and move them to your modules folder.

I hope this helps! :D
Originally posted by ChAiNz
I'm playing highest difficulty WITH a hardcore mod on top of it...
That is the only way to play KOTOR! :D
 Dr. Jekyll
10-26-2004, 8:44 AM
#68
I downloaded it off pcgamemods. I thought the .mod files might be missing too, but they're definetly (or however the heck that's spelled) there. I guess I'll try the version with the installler. I assume I can get that from your site?
 monkey joe
10-26-2004, 6:50 PM
#69
Originally posted by RedHawke
Did you use the installer exe that Fred Tetra made, or did you download the mod from pcgamemods and unzip it?

It sounds like you don't have the .mod files in your KOTOR modules folder, check your override for any .mod files and move them to your modules folder.

I hope this helps! :D

I have a problem my computer wont load pcgamemods.com
and it says almost all of the mods i download are "invalid or corrupted" its so frustrating!!!
Ahhhhhhh!!!!!!!:swear:
 Darth333
10-26-2004, 7:23 PM
#70
Originally posted by monkey joe
I have a problem my computer wont load pcgamemods.com
and it says almost all of the mods i download are "invalid or corrupted" its so frustrating!!!
Ahhhhhhh!!!!!!!:swear:
Since this mod was named mod of the week it is also hosted at StarWarsKnights.com ;) click on the banner at the top of the page and follow the "mod of the week" link in the menu. I uploaded the latest version with the installer there.
 RedHawke
10-27-2004, 9:56 PM
#71
Originally posted by Dr. Jekyll
I assume I can get that from your site?
Yes you can Dr. Jekyll the exe that Fred Tetra made is available on my webpage, you can also get it on the Mod of the Week page as Darth333 discribes above.
 DarthBuzzard
10-27-2004, 10:02 PM
#72
Originally posted by monkey joe
I have a problem my computer wont load pcgamemods.com
and it says almost all of the mods i download are "invalid or corrupted" its so frustrating!!!
Ahhhhhhh!!!!!!!:swear:

Get adaware/spysweeper, because I believe your problems in the adaware/spyware.

to RH: just played it, amazing!

(comments from the peanut gallery: more planets!)
 Capt_Nemo
10-30-2004, 9:51 PM
#73
How about more planets that also include more star maps? I really like this mod, but I think it would be neat if someone made a new planet that you have to explore, adding more to the game that is needed for completion.

This part isn't from the peanut gallery: RedHawke, like some one else mentioned, shouldn't it be that the planet becomes unavailable after you go to the Unknown Planet, instead of when it becomes available? I mean, when a mod is this good is when you really want to strive for perfection, but if it can't be done, than oh well, the mod is still awesome. The planet becoming unavailable at that point also won't really be a concern for me anyway though because I don't have to wait to level up a lot before going there, because I am using an assortment of items I created that all have the word "Special" in front of it, and they are special because they are severely over powered (apparently, the max bonus that you can get from items for your attributes is 20, i.e.: if you have 16 dexterity, the highest it can get is to 36)
 Darkkender
10-30-2004, 10:00 PM
#74
I disagree Capt. Nemo. If you download and play redhawke's recruit redhawke, Redhawke has Str 40 & Dex 50 off the top of my head.
 RedHawke
10-30-2004, 10:21 PM
#75
Originally posted by Capt_Nemo
How about more planets that also include more star maps? I really like this mod, but I think it would be neat if someone made a new planet that you have to explore, adding more to the game that is needed for completion.
More Star Maps aren't possible, due to the way the game is currently set up.
Originally posted by Capt_Nemo
This part isn't from the peanut gallery: RedHawke, like some one else mentioned, shouldn't it be that the planet becomes unavailable after you go to the Unknown Planet, instead of when it becomes available?
Uh... it does become unavailable before you go to the unknown world, this was intended, actually Ferrek confirmed it becomes unavailable after the Leviathan. :confused:
Originally posted by Capt_Nemo
I mean, when a mod is this good is when you really want to strive for perfection, but if it can't be done, than oh well, the mod is still awesome. The planet becoming unavailable at that point also won't really be a concern for me anyway though because I don't have to wait to level up a lot before going there, because I am using an assortment of items I created that all have the word "Special" in front of it, and they are special because they are severely over powered (apparently, the max bonus that you can get from items for your attributes is 20, i.e.: if you have 16 dexterity, the highest it can get is to 36)
You completely lost me here.
 Dr. Jekyll
10-31-2004, 12:54 PM
#76
Once I downloaded the version with an installer, it worked fine. Guess I had messed up! I really, really like it, except that all the mandalorians seem to drop the exact same reamains (which in my opinion results in having waaaaaay too many credits. And really powerful swords). I hate to nitpick, because everything else about it was awesome, and it would take me decades to learn how to do a mod like this, but it just bugged me a little bit.
Oh, and is there any way to get Achilles to talk to you?
 Capt_Nemo
10-31-2004, 1:12 PM
#77
Sorry, I thought it might have been confusing. What I meant is that shouldn't the planet still be available after the Leviathan, because all of the other planets are, except for Dantooine. With the last part I was thinking some people might see it as a problem of it becoming unavailable later in the game because they needed to get more level ups or something in order to be able to survive of those fights, but that problem should never arise for me because I created those over powered items I refered to in the first post. That part was pretty much me rambling on so just ignore it if I lost you.

To darkkender: What I meant by the max it can go is a bonus from items. I believe you can make your stats pretty much what ever you want, like us the save game editor and put them all up at 80, but for bonuses to your stats from items, the most it can increase is by 20. Example: I started a game, edited my stats so they were all at 80 just for fun, and then when i equipped all of the items I made, all of my stats were at 100.

I hope that makes more sense than my first post. Oh, and thanks RedHawke for answeringmmy question about more star maps.
 RedHawke
10-31-2004, 9:06 PM
#78
Originally posted by Dr. Jekyll
Once I downloaded the version with an installer, it worked fine. Guess I had messed up!
I'm glad it worked for you. :D
Originally posted by Dr. Jekyll
I really, really like it, except that all the mandalorians seem to drop the exact same reamains (which in my opinion results in having waaaaaay too many credits. And really powerful swords). I hate to nitpick, but it just bugged me a little bit.
I'm an old-school PnP RPG player, and when you fight an enemy your reward should be what they are carrying, and actually using on you, KOTOR actually irritated me on this point more than anything, many NPC's don't have the equipment they are supposed to have when they are defeated.

You earned what those defeated NPC's had on them, because you faced them in combat, something KOTOR itself does not do too much of.

I hope this addresses your concern. ;)
Originally posted by Dr. Jekyll
because everything else about it was awesome, and it would take me decades to learn how to do a mod like this
Thanks Dr. Jekyll. :D

Though it wouldn't actually take you decades to learn to do a mod like this, probably a few months at most. :D
Originally posted by Dr. Jekyll
Oh, and is there any way to get Achilles to talk to you?
Well I had to give him a voice so he only says the one spoken line, though I might be adding content to ORD Mandell in the near future, so that might change. :D
--------------------------------------------------
Capt_Nemo: When the planet becomes unavailable is really up to the Bioware script, I put it in "The Creamy Middle" (No Joke!) and 'lucky for me' it works as it does, I really have no idea how to go about making it available still after the Leviathan, as the script becomes... well... more complicated, after that part.

:D
 Capt_Nemo
11-01-2004, 5:47 PM
#79
I believe you when you say it is called the Creamy Middle. In a bunch of the Bioware scripts I have looked through, they have odd comments. One of them says something along the lines of "This is a hacked together piece of crap. Do not use unless nessecary" or something like that, and another one said that they noticed a problem when it was too late to try and change, but said that you would get over it. I wonder if Kotor 2 will have such humor in it.
 Oddball_E8
02-07-2005, 5:19 PM
#80
Ive downloaded it and installed it, but got the fright of my life when i realized that i couldnt choose where to install...
thing is, i have a couple of "modded mods" in my override folder... and if one of them is overwritten by the installer id be mightily p*ssed off...

what i usually do with mods using installers is install it to "my documents" and just copy/paste the files... that way i can check that nothing is overwritten... me is not happy now...

please... next time you do something with an installer... give us an option to choose where to install...
 sketch42
02-07-2005, 5:24 PM
#81
Originally posted by Oddball_E8
Ive downloaded it and installed it, but got the fright of my life when i realized that i couldnt choose where to install...
thing is, i have a couple of "modded mods" in my override folder... and if one of them is overwritten by the installer id be mightily p*ssed off...

what i usually do with mods using installers is install it to "my documents" and just copy/paste the files... that way i can check that nothing is overwritten... me is not happy now...

please... next time you do something with an installer... give us an option to choose where to install...

why not just move your override folder to My Documets and make a New folder called Override and install this mod .. than do the compare thing???

btw this is well worth the installation
 RedHawke
02-07-2005, 7:10 PM
#82
Originally posted by Oddball_E8
Ive downloaded it and installed it, but got the fright of my life when i realized that i couldnt choose where to install...
thing is, i have a couple of "modded mods" in my override folder... and if one of them is overwritten by the installer id be mightily p*ssed off...

what i usually do with mods using installers is install it to "my documents" and just copy/paste the files... that way i can check that nothing is overwritten... me is not happy now...
The installer puts the files where they need to go without asking for anything from the user because people consistantly have had problems installing this kind of mod on their own, and if it did what you requested it would completely defeat the purpose of the installer.

The only file in your override which could be used in other new area/recruit mods is the global.jrl file, but then all you would just need to do is use the newest compatable one, from a mod you already had downloaded, I know all of Xavier2's are likely compatable.
Originally posted by Oddball_E8
please... next time you do something with an installer... give us an option to choose where to install...
Sorry... can't do that... as I didn't make the installer Fred Tetra did, and he saved me a ton of headaches too, I personally don't know anything from installers. Also as I said above that would defeat the purpose of the installer.

:D
 Oddball_E8
02-08-2005, 3:49 AM
#83
Originally posted by RedHawke


The only file in your override which could be used in other new area/recruit mods is the global.jrl file, but then all you would just need to do is use the newest compatable one, from a mod you already had downloaded, I know all of Xavier2's are likely compatable.

thank you for the info... maby you could include what files are in the mod in future readmes?

im very happy nothing got overwritten (well... cept global.jrl since i also installed your tatooine mod).

very nice mod by the way... didnt dare try to go everywhere since my current character is only level 11, but ill explore soon enough...

oh and as for defeating the purpose of the mod... not everyone uses the standard installation path you know...
 Darth Smaug
02-08-2005, 9:25 AM
#84
damn!! nice work redhawke !! :p
 RedHawke
02-08-2005, 8:29 PM
#85
Originally posted by Oddball_E8
thank you for the info... maby you could include what files are in the mod in future readmes?
Nope, can't do that because there will be no further future readmes for this mod. :p

Also personally, I don't really see a point in listing a mods contained files... that is kind of silly to me. Some KOTOR mods simply cannot do this anyway... waaay too many files. ;)
Originally posted by Oddball_E8
oh and as for defeating the purpose of the mod... not everyone uses the standard installation path you know...
Yes it would defeat the purpose...

Fred Tetra Made the installer so it auto detects where you installed KOTOR to, very cool I might add. The very purpose of the installer is to put the right files in their correct places without asking for anything from the user, to do otherwise clearly defeats the purpose of the installer, if you could tell it to install files in other places then here would come all the n00b PM's about my mod not working because it didn't install correctly...

As the mod maker I say nay to that option! :D
 sherlockemery
02-18-2005, 7:42 PM
#86
Hey guys,

I had a question. I notice that there is a kmm file with this mod, and I use that particular handy tool. My question is will kmm put the proper files into the override folder. I've been out of the loop in this game for awhile, and if my memory serves me right, kmm wouldn't put files into the override folder.

Just curious!
 RedHawke
02-18-2005, 9:57 PM
#87
^^^^
KMM is KOTOR Mod Manger, it is made to put a KOTOR Mods files into a users KOTOR\override or wherever the mod maker denotes that a file should go! :D
 sherlockemery
02-20-2005, 2:32 PM
#88
Jeez, I'm a idiot :D . Not because I don't know what KMM does, but because in my previous post I meant the modules folder, not override. I know it puts the files into the override, and just typed in the wrong thing. I'm a idiot....

But my (corrected) question is will the latest version of KMM put the information into the modules folder? From what I remember, previous versions of it won't do that.
 cchargin
02-20-2005, 4:21 PM
#89
Hello,

KMM has always been able to put files anywhere under the main kotor (and now kotor 2) directory.

By design it can not copy or delete files above the main kotor directory, but anything under is fine.
 sherlockemery
02-20-2005, 4:48 PM
#90
Originally posted by cchargin
Hello,

KMM has always been able to put files anywhere under the main kotor (and now kotor 2) directory.

By design it can not copy or delete files above the main kotor directory, but anything under is fine.

Check out one of my replies to the Exar Kun thread found here (http://www.lucasforums.com/showthread.php?s=&threadid=140210)
where Darth333 corrects me for being wrong in my assumption that KMM would put files into the Modules folder. I have tried some adding/removing and checking to see if files were transferred by KMM for this mod, and they are (including the Module folder files). However, for the Exar Kun mod, they were not transferred. I'm guessing it's because of my version of the KMM file for the EKun mod.
 cchargin
02-20-2005, 5:10 PM
#91
Hello,

If a mod file is not going in the right place it is due to one of the following:
1) the .kmm file that came with the mod puts the file in the wrong place. Please notify the mod creator.
2) the .kmm file has been damaged
3) a mod that did not have a .kmm file was added to KMM and the user did not redirect the particular file in the "add mod" screen.

If the file is still not going to the right place please look at the command prompt that opens up with KMM and look for an error, copy it, and send it to me.
 Darkkender
02-20-2005, 5:12 PM
#92
Originally posted by sherlockemery
Check out one of my replies to the Exar Kun thread found here (http://www.lucasforums.com/showthread.php?s=&threadid=140210)
where Darth333 corrects me for being wrong in my assumption that KMM would put files into the Modules folder. I have tried some adding/removing and checking to see if files were transferred by KMM for this mod, and they are (including the Module folder files). However, for the Exar Kun mod, they were not transferred. I'm guessing it's because of my version of the KMM file for the EKun mod.

KMM does not automatically decide which folder a certain file is supposed to go into. That has to be set by either the mods author or if you are creating the KMM for a mod by you. Many of the early mods either had this missed or forgotten in there creation. The easy way to fix this is choose delete mod in kmm then do an add mod option when it pops up the kmm details for the mod change the destination of the file and choose add & update KMM.

If a file does not belong in overide it has to be manually changed in the KMM management screen for the KMM when you create or update it.
 sherlockemery
02-20-2005, 6:09 PM
#93
Well, it you guys were right that KMM does do the leg work, as long as the KMM file tells it where to put stuff. I'm not usually happy about being wrong, but I'm quite happy to be wrong here, as it makes me a little smarter in how to mess around with this game!

Thanks for straightening me out!:D
 Darkkender
02-20-2005, 10:15 PM
#94
Originally posted by sherlockemery
Well, it you guys were right that KMM does do the leg work, as long as the KMM file tells it where to put stuff. I'm not usually happy about being wrong, but I'm quite happy to be wrong here, as it makes me a little smarter in how to mess around with this game!

Thanks for straightening me out!:D

:p Hardly ever am I wrong, just my aproach.:D

But glad to be of service.
 Bastion
02-21-2005, 8:07 PM
#95
Has anyone ever encounterd this problem? I installed the ord mandel mod into overide and it asked me to overwrite the global.jrl file from the jawa shop mod. I was not sure what this was so i said no however the mod seemed to work fine except for that male republic soldiers were invisible now everytime i enter an area where a male republic soldier is in a cutscene the game crashes can anyone shed some lighht on this?
 sherlockemery
02-21-2005, 9:10 PM
#96
Do you have any other mods installed besides this one?
 Bastion
02-21-2005, 9:38 PM
#97
none that should interfere with this mod and none that have caused this to happen... I have currently active....

Easy swoop
the jedi training arena mod
holowanacademy
purchasing a droid mod
Exar Kuns tomb mod
the padawan mod that allows you to play a jedi from the start and the roleplaying mod that expands on that story
a force/hp regen mod
and a mod that allows you to wear armor and use force powers

I also had redhawkes jawa shop mod and the ord mandel mod on but i deactivated both of these after the problem started
so can you help me based on this? I posted another topic entitled ord mandel trouble that elaborates more on the problem if you need more information. if you can tell me what the problem is i would be greatful and if you could tell me how to fix it i would be extremely grateful
 RedHawke
02-21-2005, 11:05 PM
#98
Originally posted by Bastion
none that should interfere with this mod and none that have caused this to happen... I have currently active....

Easy swoop
the jedi training arena mod
holowanacademy
purchasing a droid mod
Exar Kuns tomb mod
the padawan mod that allows you to play a jedi from the start and the roleplaying mod that expands on that story
a force/hp regen mod
and a mod that allows you to wear armor and use force powers
Any of these mods use an edited appearance.2da file... check your override for one. If one of these mods has an appearance.2da, I would take a long look at this mod... the problem you are having sounds appearance.2da related to me, having an invisible NPC (Male Republic Soldier) screwing with your cutscenes.

Also none of my new area mods files are accessable outside of their modules, meaning the game only reads those files when you are actually in the new area. So, logically, they can't be causing this problem... note, I said "logically" ;)

Or check your override for any .utc files, look for ones that have n_republicsoldier or the like in their names. I have seen .utc files that have been used that broke cutscenes later on in the game.

Only my Jawa shop uses a .utc file, for the Jawa at the door, and it is uniquely named and tagged to avoid any cutscene problems.
Originally posted by Bastion
I also had redhawkes jawa shop mod and the ord mandel mod on but i deactivated both of these after the problem started
so can you help me based on this? I posted another topic entitled ord mandel trouble that elaborates more on the problem if you need more information. if you can tell me what the problem is i would be greatful and if you could tell me how to fix it i would be extremely grateful
Read my post in that thread...
 Quickshot14
08-10-2005, 9:49 AM
#99
Hello redhawke,

First let me introduce my self, my names Quickshot14 i'm an avid gamer/modder. I 'finnlay' got my hands on kotor and played/finshed it and now i'm taking the next step and modding it. I'm still learning but I do have some experince with nwn modding. Granted without the toolset it's a bit harder/diffrent but it has helped geting me to get more 'comfertiable' with kotor modding.

Now on to my question, first i love your ord mandell mod. Great mod and i'm using it as a steping stone for my first mod. To give you a basic idea of what i'm doing i'm enhancing/adding to what you already have. Of course when I release the mod I will give you full credit. But i'm running into somewhat of a problem or at least a hinderence. I know I saw mentioned in a few other posts (making merchants) that ord mandell is suppsoed to include the source scripts (for the modules and the overrides I assume) problem is I have checked all the .mod files and everything installed in your latest version and found nothing. I've double check your site and the modfiles you link to and still nothing.

I'm asking if i'm missing something or a place they may be or if in your last/latest build you forgot to include them or if they can be gotten from someplace else or what? *heh* having those source will not only help me learn of course but will also make any modfications/changes a make easier since I won't have to rebuild some of the script files. (witch i have already done in one case so far) Unfrounrtly I can't read byte code as many can't and don't really want to take the time too. So any help in this would be appricated.

As for the mod i'm working on i'll gladly givey you more info about it and hopefully have a real post up sometime soon. Thanks again for the great mod and I enjoy you do great work. I look forward to modding yet another great game and making more contributions :) Thanks.
 Det. Bart Lasiter
08-10-2005, 9:54 PM
#100
I believe you when you say it is called the Creamy Middle. In a bunch of the Bioware scripts I have looked through, they have odd comments. One of them says something along the lines of "This is a hacked together piece of crap. Do not use unless nessecary" or something like that, and another one said that they noticed a problem when it was too late to try and change, but said that you would get over it. I wonder if Kotor 2 will have such humor in it.


I believe that was the following:


// 771. YavinHackCloseDoor
// This is an incredibly hacky function to allow the doors to be properly
// closed on Yavin without running into the problems we've had. It is too
// late in development to fix it correctly, so thus we do this. Life is
// hard. You'll get over it.
void YavinHackCloseDoor( object oidDoor );

K2 doesn't seem to have it though, it's mostly things from BioWare, plus 'DJS-OEI' comments.
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