Hello there. :wavey:
Some time ago I got to thinking (again) about how much I despise Telos. :xp:
Over the past few days I've been debating with some of you out there over the quality of the planets of KOTOR 2. I never really liked Dantooine or Korriban in either game, but it's Telos that really bothers me, because it actually had some promise. It was supposed to be the planet of the game, as a good portion of the opening and final acts take place there. But, as we all know, KOTOR 2 was rushed by LucasArts, and Obsidian was forced to cut a lot of things, and Telos was hurt pretty bad.
Anyway, long story short, I decided to combine a bunch of small, unrelated mods that I was working on into one big mod to expand Telos. My goal is to add new areas and side quests, as well as to alter the main quest a bit. But I'm going to need help (you saw that one coming, didn't you :p).
But first, what I've got so far...
I'm currently working on a small mod to act as a demo for the Telos Expansion. For the demo, I'm focusing on Residential Module 082 West, where the Medical Unit and Ithorian Compound are. Whether you're playing light or dark, you have to visit that area at some point, though there's not much there.
The medical unit is painfully empty, with an uninhabited room of vacant hospital beds, and an Onderonian diplomat who does absolutely nothing. What's worse is that it's clear that Obsidian had more planned for that area, as there are two completely (and I mean completely) empty rooms that are sealed off and unaccessible through normal gameplay. There's also a set of empty rooms behind Chodo's office, but I'm not going to touch those just yet.
Anyway, back to the medical unit. So far I've opened up the doors to those empty rooms and filled them up with all sorts of shiny things. One room contains a dozen kolto tanks (pictures below), while the other is a storage area (still working on that one). In the kolto room is a computer terminal with which the player can request medical treatment (picture below). The storage area will be part of a new side quest which I won't go into detail about now. And there will be a few new NPCs who you can talk to.
Now, as for the Ithorian compound, I plan to include a new lounge area behind Chodo's office in the final mod, but for now that area will remain sealed off. However, there will be an additional NPC in the Ithorian compound, an Ithorian, of course ;), who you can play pazaak with, and who sells cards as well (all of them, except the double and the tiebraker).
Anyway, that's about it for the demo. Now, back to the full expansion...
Why did I pick Telos? Well, as I mentioned above, Telos was the planet of KOTOR 2. K1 was really spread out evenly over many planets, but K2 had a lot of focus on Telos. Now, first I should mention that I actually like Peragus, but I do not like Telos. A lot of players complain that Peragus was empty, and that you don't really get to do any of the fun stuff--pazaak, swoop racing, side quests--until you reach Telos. And I think that was supposed to be the point. Peragus was designed purely to set up the story, and Obsidian didn't care about side quests or fun stuff. And that's fine with me, because Peragus had an interesting plot. However, this put the pressure on Telos to deliver us all that fun stuff we were promised, and unfortunately Telos did not do that (at least not for me).
I can count on one hand the number of side quests there were. Telos' K1 counterpart, Taris, had a grand total of eleven side quests (I'm excluding the Rapid Transit System here ;)). What's worse is that all five (that's right, five) of Telos' side quests take place on Citadel Station, which is really only half of the planet. For the second half, you're on the surface of the planet, where it's all one linear main quest. The one side quest that actually continues on the surface is the Escaped Criminals quest, which isn't much of a side quest, and it suffers from bugs. Another quest (False Batu) was cut almost completely, and most of it took place outside of Telos. So that leaves three fully functional side quests for an entire planet, followed by one lengthy main quest. And my objective is to change all that.
I'm definitely going to need help with this, I have no doubt about it. I'm new at modding myself, but I'm well aware that--new or no--a mod of this scale is no easy task. So, everything I'm about to list are goals, and just that, because odds are that not everything will be doable. Anyway, my goals for this mod:
Four new areas (new as in reused)
*A new Entertainment Module
*A pazaak den (to take the place of the new EM's cantina)
*A new Residential Module (really two modules)
*And of course Extended Residential Module, as I mentioned before
New side quests
Current ideas:
*A series of bounty quests similar to the ones on Taris in K1
*A large smuggling operation quest to serve as an extension to the one already in the game
*A pazaak tournament similar to the one on Nar Shaddaa.
More will come in the future.
Altered main quest
My main goal is to cut out the underground Czerka base. Yes, you heard that right. ;) Initially, the underground base did not appear at that point of the game; Obsidian planned for Bao-dur to take the player back to Citadel Station, and from there he would work his mojo with the shield network and find the Ebon Hawk. So--you guessed it--I'd like to restore that.
Why? Well, first let me lay out the current main quest for you: there's all the stuff you have to do for Czerka or the Ithorians on Citadel Station, the fight to the landing pad in the Restoration Zone, the battle with all those droids in the underground base ,and then there's Atris' ice hole in the polar regions. Currently, you're forced to do all four in a row, and that's a little tiring. By cutting out the Czerka base and having the player return to Citadel Station after the Restoration Zone, we split the main quest up into three small parts. This is crucial because, as I said before, all the side quests are on Citadel Station. If the player doesn't have access to Citadel Station, they can't do any of the side quests, now can they? :p
With this revised main quest, the player isn't forced to do the whole main quest at once; instead, they can do the first part (helping Czerka or the Ithorians), play a couple rounds of pazaak, then go fight some mercs in the Restoration Zone, play bounty hunter for a bit, and then go get their ship back from that pretentious schutta.
Anyway, I've already rambled on too much. :D I'll just close by saying that if you're interested in helping out in any way--with ideas, voice acting, module editing, scripts, anything--just post here. :)
And expect the demo sometime in the near future.
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Oh, I almost forgot--those pictures I promised you way back when. :D
Here are some shots of the extended medical unit:
http://i243.photobucket.com/albums/ff140/JCarter426/Telos%20Expansion/medunit1.jpg)
http://i243.photobucket.com/albums/ff140/JCarter426/Telos%20Expansion/medunit2.jpg)
And here's a shot the screen of the computer terminal I talked about:
http://i243.photobucket.com/albums/ff140/JCarter426/Telos%20Expansion/medunit3.jpg)
More info about the terminal: When you hack into the system, you can "adjust" the cost of treatment (free healing for everyone! :D), as well as get some chemicals (if you didn't pass the Treat Injury check).