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-   -   [WIP] The Liberation of Manaan (http://www.lucasforums.com/showthread.php?t=212149)

Vindikorr 04-17-2013 01:54 PM

The Liberation of Manaan
 
I always thought Manaan was pretty boring, and I know a lot of people agree with me...

So without further ado I present to you the solution to the problem...

The Liberation of Manaan: A KotOR 1 Mod

After fighting your way through the Sith base, and Hrakert Station, then finding the star map and subduing the beast there (or poisoning it, whatever), your character returns to the surface. Near the Republic Embassy, you will find a Selkath by the name of Gossa. Gossa has a problem with the Sith, and he needs your help. The mod follows the fruition of Gossa's problem into something that could endanger all of Manaan, and give the Sith the upper hand they need to win the war. Beyond this, I cannot say, as that would be telling :)

What this mod includes:

A Brand New Party Member:

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New Areas (retextures only):

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New Story:

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New NPCs:

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I've tried to keep this as spoiler-free as possible, even within the spoiler tags, to give everyone something new when the mod actually gets released.

What does everyone think?

Fair Strides 2 04-17-2013 02:51 PM

Quote:

Originally Posted by Vindikorr (Post 2831095)
What does everyone think?

I think I'd like to know two things:

1. Is Gossa permanent or temporary?

2. How far along is the mod?

Vindikorr 04-17-2013 04:06 PM

Gossa is permanent, I'm working on a few ideas on how to incorporate a choice of who he will replace into the story.

I have got most of the main story written and working (with bugs.) I wouldn't like to estimate a percentage but lets just say it's playable, of course that doesn't mean it's close to completion :)

CptPriceless 04-17-2013 04:52 PM

This looks like a great idea, but the main concern I have is compatibility. Do you plan on having this compatible with BOS:SR, Recruitable Kay - I'm guessing unlikely - and, when it's released, FG's Dantooine Tension - I think this one's the easiest when it comes to compatibility?

logan23 04-17-2013 09:32 PM

Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.

CptPriceless 04-17-2013 09:35 PM

Quote:

Originally Posted by logan23 (Post 2831123)
Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.

He could be hunted by the Genoharadan too; that'll give them more presence in the story. I thought the faction was always interesting, but never really developed.

supreme kotor 04-17-2013 09:39 PM

I like the idea I always did hate Mannan anyways good luck.

Christos K 04-17-2013 10:26 PM

This looks promising. From what I know, Manaan is not a planet that people usually expand on so this should be good. Plus I usually HATE Manaan so this will be something to look forward to next time I play.

Zhaboka 04-18-2013 02:40 AM

Great idea! Hope to see this develop more. If you need any human (or alien, for that matter) VOs, I'd be honored to contribute.

Vindikorr 04-18-2013 11:17 AM

Quote:

Originally Posted by CptPriceless
This looks like a great idea, but the main concern I have is compatibility. Do you plan on having this compatible with BOS:SR, Recruitable Kay - I'm guessing unlikely - and, when it's released, FG's Dantooine Tension - I think this one's the easiest when it comes to compatibility?

Thanks. I intend to do another playthrough of BOS:SR to re-familiarize myself with what happens and where there might be incompatibilities and try to find a way to make them work together. As for Dantooine Tension, there shouldn't be any incompatibilities as the entire thing happens on Dantooine and there's no recruitable characters (as far as I know.)

Quote:

Originally Posted by logan23
Why don't you have Gossa (after his quest with the PC on Manaan) just join you on the ship but doesn't go on quests. He could also be used for access to illegal trade.goods and even a Quest Giver from the ship.

Nice idea, I'll give it some thought. I could even have him join you for his missions and just have him on the ship for the rest of the time.

Quote:

Originally Posted by CptPriceless
He could be hunted by the Genoharadan too; that'll give them more presence in the story. I thought the faction was always interesting, but never really developed.

Again, a nice idea. The way the story works he will leave the Genoharadan, so it makes sense. I agree that they really aren't explored enough, although I think there was a lot of cut content in TSL surrounding them, which is why I wanted to incorporate them.

Quote:

Originally Posted by supreme kotor
I like the idea I always did hate Mannan anyways good luck.

Thanks, I wouldn't go as far as saying I hate Manaan, but I think it would benefit from some more interesting story.

Quote:

Originally Posted by Christos K
This looks promising. From what I know, Manaan is not a planet that people usually expand on so this should be good. Plus I usually HATE Manaan so this will be something to look forward to next time I play.

Thanks, I noticed Manaan was a planet that hadn't really been modded before, and I think it has a lot of potential.

Quote:

Originally Posted by Zhaboka
Great idea! Hope to see this develop more. If you need any human (or alien, for that matter) VOs, I'd be honored to contribute.

Thanks a lot, I hope to add VOs towards the end of production, so I'll contact you then if you're still interested.

Zhaboka 04-18-2013 01:02 PM

Quote:

Originally Posted by Vindikorr (Post 2831154)
Thanks a lot, I hope to add VOs towards the end of production, so I'll contact you then if you're still interested.

Sounds great! Best of luck.

Viralfelon 04-18-2013 04:35 PM

Some mods sound so good they should be made canon.
This is one of them

Scorge 04-18-2013 05:38 PM

This is pretty interesting so far, I will keep my eye on this thread.

Fallen Guardian 04-18-2013 06:35 PM

I'm liking the idea. However, I never got the dislike for Manaan. I think making it into a less action-oriented planet paved the way to showing a different side of the Republic-Sith conflict. A more political, tip-toe and espionage side. Anyway, there's my mini-rant. In conclusion, I like the looks of this and will keep my on it.

Quote:

Originally Posted by Vindikorr (Post 2831154)
]As for Dantooine Tension, there shouldn't be any incompatibilities as the entire thing happens on Dantooine and there's no recruitable characters (as far as I know.)

IF (that's a big if) there are any recruitable characters in Dantooine Tension they will only be temporary.

Vindikorr 04-19-2013 11:37 AM

Quote:

Originally Posted by Fallen Guardian
I'm liking the idea. However, I never got the dislike for Manaan. I think making it into a less action-oriented planet paved the way to showing a different side of the Republic-Sith conflict. A more political, tip-toe and espionage side.

Don't get me wrong I enjoy the other side which shows itself in Manaan. In fact, I find it a welcome change from the action but I think the planet in general isn't very interesting.

Quote:

Originally Posted by Viralfelon
Some mods sound so good they should be made canon.
This is one of them

That's high praise indeed, thank you very much :)

Sith Holocron 04-19-2013 12:26 PM

Quote:

Originally Posted by Vindikorr (Post 2831202)
Don't get me wrong I enjoy the other side which shows itself in Manaan. In fact, I find it a welcome change from the action but I think the planet in general isn't very interesting.

I like the idea of expanding this planet which always seemed to be a bit too . . . boring. I think the problem with Manaan might be that it is too large. Perhaps this Gossa character could function somewhat like the Galaxy Droid that was cut out of KotOR1 - but instead of jumping from planet to planet, have Gossa enable you to jump from (above water) module to module.

Vindikorr 04-20-2013 01:55 PM

Some more screenies

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Two new characters and two new locations. Thoughts?

Scorge 04-20-2013 02:17 PM

I really like this. Keep up the good work, and if you need help with textures, contact me. :thmbup1:

LDR 04-20-2013 03:28 PM

Those new areas look awesome! The characters look pretty good too, but the chiss looks a little saturated.

supreme kotor 04-20-2013 05:29 PM

Quote:

Originally Posted by LDR (Post 2831267)
Those new areas look awesome! The characters look pretty good too, but the chiss looks a little saturated.

I completly agree. The reskins of the vulkar base look like they could actually be part of Mannan well done!

-Supreme Kotor

Zhaboka 04-20-2013 06:50 PM

Yeah, the modules look fantastic. LDR's right, bring down the saturation on the blue for the Chiss, and bring up the brightness/intensity of the red in his eyes a little more.

Disturbed205 04-20-2013 07:26 PM

Looking great! Btw, if you need other interesting modules I believe there's a thread with a bunch of free for use modules.

Zhaboka 04-21-2013 02:41 AM

(Disturbed205 might mean this thread...? Lots of professional-quality modules here for use...)

Vindikorr 04-21-2013 02:51 AM

Thanks for the feedback everyone. I'll work on the chiss today. As for the new modules I've seen that thread before and even messed around with some of the modules, I probably won't be using any in this mod though as I can get what I want from reskins. Still, I might find some use for them later in development.

GeorgNihilus 04-21-2013 10:52 AM

VERY impressive concept!
 
Loving the idea so far :golfclap:

However, like CptPriceless and others, I'm also concerned about compatibility with 2 of "my Override" MUST-HAVE mods: BoS Solomon Revenge or the first BoS, and Recruitable Kay.

I wonder if there is some way to remove let's say ... Kay, from the party to later replace her with Gossa WITHOUT losing track of recruitable Kay's mod main quest ... AND later re-join Kay again dismissing Gossa once you are done with "Gossa's quest" ... :raise:

I know I'm asking too much probably ... I know ... :xp:

good luck and keep it up dude :thmbup1:

supreme kotor 04-21-2013 12:58 PM

Quote:

Originally Posted by GeorgNihilus (Post 2831300)
Loving the idea so far :golfclap:

However, like CptPriceless and others, I'm also concerned about compatibility with 2 of "my Override" MUST-HAVE mods: BoS Solomon Revenge or the first BoS, and Recruitable Kay.

I wonder if there is some way to remove let's say ... Kay, from the party to later replace her with Gossa WITHOUT losing track of recruitable Kay's mod main quest ... AND later re-join Kay again dismissing Gossa once you are done with "Gossa's quest" ... :raise:

I know I'm asking too much probably ... I know ... :xp:

good luck and keep it up dude :thmbup1:

Ok AFAIK BoS:SR is kinda hard to be compatible with. But Recruitable Kay dosent seem like a probablem to me

LDR 04-21-2013 01:10 PM

Quote:

Originally Posted by supreme kotor (Post 2831307)
Ok AFAIK BoS:SR is kinda hard to be compatible with. But Recruitable Kay dosent seem like a probablem to me

The only incompatabilities I could see will be with the appearance.2da.

Viralfelon 04-22-2013 04:43 PM

I have an idea: you could include the mysterious guy from the sunry investigation, maybe as an info broker

Fallen Guardian 04-22-2013 04:48 PM

Hey, I don't know why I didn't ask this before, but will Gossa have Selkath voice overs or human ones?

supreme kotor 04-22-2013 05:00 PM

Quote:

Originally Posted by Fallen Guardian (Post 2831360)
Hey, I don't know why I didn't ask this before, but will Gossa have Selkath voice overs or human ones?

May I vote Selkath vo's I dont know why but it just wouldent feel right to me...

Vindikorr 04-22-2013 05:14 PM

Quote:

Originally Posted by Fallen Guardian (Post 2831360)
Hey, I don't know why I didn't ask this before, but will Gossa have Selkath voice overs or human ones?

He is getting Selkath VO's. I think it simply wouldn't make sense for the Selkath speak English, I always felt they would be biologically unable to pronounce 'human speak' because they are effectively fish. Maybe I'm wrong but that's what I always thought.

Just so everyone knows, there will be human VO's for some characters, hopefully voiced by me and Zhaboka, and of course anyone else who is interested. The chiss and the sith above are but two of the voiced characters.

Fallen Guardian 04-22-2013 06:08 PM

Quote:

Originally Posted by Vindikorr (Post 2831365)
He is getting Selkath VO's. I think it simply wouldn't make sense for the Selkath speak English, I always felt they would be biologically unable to pronounce 'human speak' because they are effectively fish. Maybe I'm wrong but that's what I always thought.

Yeah I think Selkath speak makes more sense, I just fear it may get repetitive if he's a full time party member.

GeorgNihilus 04-22-2013 06:21 PM

Agree
 
Quote:

Originally Posted by Fallen Guardian (Post 2831368)
Yeah I think Selkath speak makes more sense, I just fear it may get repetitive if he's a full time party member.

Yup. I second this. Not enough VOs for a fulltime party member IMHO :raise:

Dehno101 04-22-2013 06:51 PM

The reskinned modules look excellent. It makes me think of an extension to the kolto distribution center (Bek base), and maintenence tunnels. (Sewers)

MrBluevelt 04-22-2013 07:57 PM

Quote:

Originally Posted by GeorgNihilus (Post 2831369)
Yup. I second this. Not enough VOs for a fulltime party member IMHO :raise:

Could be an interesting challenge -- recording new Selkath voice-overs for the mod. Would stretch one's talents.

Zhaboka 04-22-2013 08:25 PM

It could be done - it would take not only a... creative voice actor, but a significant amount of processing. It sounds like the original game's Selkath VOs use a combination of a Mechanizer and a Step Filter to get that distinctive sound.

However, I think using the default VOs, even for a full-time-ish party member, would be just fine.

GeorgNihilus 04-23-2013 10:20 PM

yeah
 
Quote:

Originally Posted by Zhaboka (Post 2831372)
It could be done - it would take not only a... creative voice actor, but a significant amount of processing. It sounds like the original game's Selkath VOs use a combination of a Mechanizer and a Step Filter to get that distinctive sound.

However, I think using the default VOs, even for a full-time-ish party member, would be just fine.

Although what I posted before, I have to agree :raise:

Considering the time-needs of this kind of mod, it's better you -hopefully- and the modder focus on the human VO's for the new characters.

I do hate mute dialog ... :disaprove

keep up the good work :wavey:

Vindikorr 04-28-2013 02:16 PM

Just so everyone knows, this mod is still being made but progress is going to be slow for a while, life stuff :rolleyes:

Vindikorr 05-05-2013 02:38 PM

Well it's finally time for an update :)

Here's some screenies from the Sith Base, as you can see I haven't yet reskinned the doors:



And there's a bit of a maths puzzle to get your minds going :)

Show spoiler


Again, progress is going to continue to be slow for a while, but I want everyone to know it's not dead.

Canderis 05-05-2013 02:43 PM

One thing I noticed is it seems like you encounter only one type of enemy at a time. And they all look the same. Other than that looking good!


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