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03-01-2007, 02:23 AM
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#1
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Coruscant - Jedi Temple
Screenshots
The download is an 8MB .rar file.
Download this mod (DEATHDISCO's KOTOR MODS)
Download this mod (FileFront)
UPDATE: New patch to make this mod compatible with Stoffe's
Handmaiden Party Member Option For Female Exiles.
Download compatibility patch.
UPDATE: Multi-Language patch.
This does not translate the text. It only makes text visible if your using a different
language version of the game.
Unfortunately I can't actually test it myself, being that I only have the
English version of the game.
Download multi-language patch.
From the readme:
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[TSL]Coruscant - Jedi Temple
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This mod adds a new planet to the galaxy map. The Jedi Temple on Coruscant.
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Features
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This mods create three new areas re-using exiting modules.
1.The Jedi Temple Landing pad.
2.The Jedi Temple itself.
3.The Jedi Council chambers.
You can learn a handful of Jedi power. (Depends on skill/attribute checks)
Learn a bonus Lightsaber form. (Prestige class required)
Learn a bonus Force form. (Prestige class required, excluding Jedi Master/Sith Lord)
Practice your blaster bolt deflection skills.
Acquire high level Jedi related items/upgrades.
Dark Side items also available.
I've added a couple of items I created for previous mods.
I created some new Jedi/Sith items for this mod.
I re-created some K1 items (.uti's only) not available for TSL for this mod.
Some surprises.
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Installation
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Extract the contents of tsljeditemple.rar.
Run the installer and select your game directory. IE: e:\Program Files\Lucasarts\SWKotOR2
The installer will create backups of files it modified. Save these for un-installation.
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Uninstall
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See separate UninstallREADME.txt
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Notes
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This mod is not currently compatible with any other mods that edit the galaxy map.
This mod adds a lighsaber hilt reskin using model w_lghtsbr_151, which
is compatible with USM and The Masters of the Force Hilt pack.
All source files included in the NSS folder.
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Special Thanks
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This mod would not be possible without the modding tools and help (direct or indirect)
of these individuals.
Fred Tetra
TK102
Darth333
Stoffe
Dashus
Darth InSidious
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Contact
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I can be reached at Lucas Forums:
http://www.lucasforums.com/forumdisplay.php?f=321
Last edited by deathdisco; 05-30-2007 at 02:13 AM.
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03-01-2007, 02:42 AM
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#2
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Looks sweet
Seems you got this out quickly!
Looking forward to playing it 
Works-In-Progress
~
Mods Released
~
Website
~
Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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03-01-2007, 02:57 AM
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#3
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Hope you like it.
Quote:
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Seems you got this out quickly!
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Well, I started putting together the models for the main module in December. It took about 2 and a half months, so not that quick.
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03-01-2007, 03:10 AM
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#4
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FileFront Manager
Join Date: May 2002
Location: Vancouver, WA
Posts: 2,818
Current Game: Variations of games
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Quote:
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Originally Posted by deathdisco
I don't know what my bandwidth limit is so if it's down try again later. I've PM'd Shem to try to get it up at FileFront also.
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Your download did time out on me and had to make a couple of attempts, but I was able to get it and then I reviewed and uploaded it to FileFront as you requested.
http://knightsoftheoldrepublic.filef...i_Temple;76316
Interested in hosting a your KOTOR or TSL mod at FileFront? Send your mod HERE and we'll validate it as soon as we can! FileFront is a good way to get publicity for your mod as we get 1000's of visitors everyday. Is my LucasForum PM box full again? If you really need to reach me, PM me at YouTube under the username: JediShemL -- Watch my KOTOR videos! Download my mods from FileFront!
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03-01-2007, 05:12 AM
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#5
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Rookie
Join Date: Dec 2006
Location: Jedi Temple, Coruscant
Posts: 35
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Looks sweet. Looking forward to trying it out next time I play TSL.
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03-01-2007, 09:54 AM
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#6
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Rookie
Join Date: Jan 2004
Location: Tasmania
Posts: 126
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Great mod. Its a pity about the distant scenary (I know its not the modders fault). I know the area was only meant for a cutscene, but they should made it dark (night) like Nar Shadar or reused the Nar Shadar back-drop, then you wouldnt notice the low detail back-drop so much.
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03-01-2007, 12:44 PM
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#7
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Veteran
Join Date: Jan 2005
Location: Elnor
Posts: 864
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Looks sweet.
I'm floating, and something's reaching out.
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03-01-2007, 01:21 PM
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#8
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Rookie
Join Date: Jan 2007
Location: UK
Posts: 128
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Looking forward to trying this one out  , will leave feedback asap. Good job!
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03-01-2007, 02:30 PM
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#9
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,256
Current Game: Skyrim
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Looks great!
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03-01-2007, 03:03 PM
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#10
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Thanks for getting it up at FileFront for me Shem.
Quote:
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Originally Posted by Anach
{snip}but they should made it dark (night) like Nar Shadar or reused the Nar Shadar back-drop{snip}
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The only problem with that is that the Council Chambers backdrop is in full daylight.
Thanks for the kind words. 
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03-01-2007, 04:16 PM
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#11
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Relax On Air
Join Date: Sep 2006
Location: High In The Sky
Posts: 1,280
Current Game: TR 8: Underworld
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Wow, this looks amazing, I'm downloading it now, like 10/10 deathdisco.
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03-01-2007, 07:43 PM
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#12
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Junior Member
Join Date: Mar 2006
Location: Nathan City
Posts: 363
Current Game: Kotors 1 and 2
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What is the masters of the force pack
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03-01-2007, 10:26 PM
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#13
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Argetlam
Join Date: Oct 2006
Location: Asleep.... shhh DO NOT DISTURB
Posts: 1,268
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Quote:
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Originally Posted by deathdisco
Well, I started putting together the models for the main module in December. It took about 2 and a half months, so not that quick.
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Actually... that is quick... ^_^
I look forward to using it the next time I play TSL...
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03-01-2007, 10:28 PM
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#14
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,256
Current Game: Skyrim
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I assume I do not need to start a new game? Are there any other requirements for starting this mod mid-game?
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03-02-2007, 08:58 AM
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#15
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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@Prime:
As long as your past Telos(academy) It'll be on the gaxaly map.
@jedi7000nathan:
Since that other mod hosting place went belly up, I can't look up who the author is. It's a lightsaber pack including:
Anakin ROTS
Anakin AOTC
Luke ROTJ
Quinlon EU
Unfortunately he forgot to include the Quinlon Vos hilt skin(he seemed to disappear shortly after releasing them).
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03-02-2007, 09:38 AM
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#16
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Flame Imperishable
Join Date: Nov 2003
Location: Karningul
Posts: 1,574
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I love mods that add content deathdisco. 
Not all those who wander are lost.-J.R.R. Tolkien
I believe in Christianity as I believe the sun has risen, not only because I see it but by it I see everything else - C.S. Lewis
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03-02-2007, 12:40 PM
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#17
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Dapper Chimp
Join Date: May 2004
Posts: 8,145
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Quote:
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Originally Posted by deathdisco
@jedi7000nathan:
Since that other mod hosting place went belly up, I can't look up who the author is. It's a lightsaber pack including:
Anakin ROTS
Anakin AOTC
Luke ROTJ
Quinlon EU
Unfortunately he forgot to include the Quinlon Vos hilt skin(he seemed to disappear shortly after releasing them).
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He goes by Hefe and USA Hefe.
He also made a pretty sweet Windu hilt that will crash your game because the texture isn't sized correctly.
His Obi-Wan hilts are also very good.
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03-02-2007, 11:50 PM
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#18
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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I can't wait to play through with this added.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
[TSL]Holowan Plugin
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03-03-2007, 10:42 AM
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#19
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Junior Member
Join Date: Jul 2006
Posts: 268
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I actaully wanted too wait for TSLRP to re-install TSL but with this mod out I will do it sooner.
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03-03-2007, 03:04 PM
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#20
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Rookie
Join Date: Aug 2006
Posts: 64
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Good mod, but there is one thing that bothers me: In the council chambers, you can actually walk THROUGH the chairs and pillar. I know that you can't edit walkmeshes, but isn't it possible to put some invisible placeables in the chairs and pillar so they don't just seem like overly-realistic holograms?
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03-03-2007, 04:55 PM
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#21
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Actually, invisible placeables wouldn't stop you from walking through it.
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03-03-2007, 10:52 PM
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#22
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Rookie
Join Date: Mar 2006
Posts: 118
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okay, i just finish Telos and i want to go to coruscant. I click on it, the Ebon Hawk is in hyperspace then i am in the Hawk again. I want to get out and it says that i cannot leave the ship in transit. I tried to join the jedi temple after i land on another planet and it keeps put me to the same planet.
I can't join the jedi temple.
The only mod i have is the Final Touch of Oldflash.
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03-04-2007, 09:10 AM
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#23
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Have you tried a different save game? You can also try to warp there if you have cheats enabled. At the console type: warp 954cor
If nothing else, could you post the contents of the installlog.rtf file. It's created when you run the installer and will be located in the same directory as the installer. That might help narrow it down.
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03-04-2007, 01:51 PM
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#24
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Rookie
Join Date: Mar 2006
Posts: 118
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it works when i use the cheat. Do you know the command to warp to the ebon hawk? just in case i can't enter it while i am in Coruscant
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03-04-2007, 11:53 PM
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#25
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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You shouldn't have a problem getting back into the Ebon Hawk but just in case:
warp 003ebo
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03-05-2007, 01:12 AM
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#26
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Rookie
Join Date: Mar 2006
Posts: 118
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I had no problem getting into the Ebon Hawk but i am wondering why i couldn't go to the planet normally... btw... good job 
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03-05-2007, 01:25 AM
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#27
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Rookie
Join Date: Jan 2004
Location: Tasmania
Posts: 126
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I like the ideas of the mini quests within this world, but Its a little heavy on the cheat side with the sheer amount of items available and the high level 'end-game' force powers granted.
Other than that its great.
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03-05-2007, 02:37 AM
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#28
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Quote:
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Originally Posted by Quatra
I had no problem getting into the Ebon Hawk but i am wondering why i couldn't go to the planet normally... btw... good job 
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Could be something went wrong upon installation.
Quote:
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Originally Posted by Anach
I like the ideas of the mini quests within this world, but Its a little heavy on the cheat side with the sheer amount of items available and the high level 'end-game' force powers granted.
Other than that its great.
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I wanted to make items available that you might not normally get in a regular play through. I figured the Jedi Temple would be a storehouse of good Jedi related items. The Force power you might not get on every play through. There is a prerequisite required to get it so it depends on how you like to build your characters.
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03-05-2007, 06:20 AM
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#29
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Lurker
Join Date: Aug 2006
Location: FL
Posts: 8
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I love it!!
Kudo's to Disco!!!!
Any other secret mod's in the work's?
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03-05-2007, 11:56 AM
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#30
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Rookie
Join Date: Oct 2005
Posts: 180
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great mod!
what's next?
[TSL] Harbinger New Decor~[TSL] Ebon Hawk Reskin ~[TSL] Ravager New Decor ~[TSL] Onderon New Decor ~[TSL] Logan Essex's Ebon Hawk Interior
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03-11-2007, 09:24 PM
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#31
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Rookie
Join Date: Jan 2007
Location: UK
Posts: 128
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Simply THE best mod for TSL that I've ever downloaded. Splendid stuff
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03-13-2007, 09:54 PM
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#32
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Rookie
Join Date: Apr 2006
Location: Illinois
Posts: 39
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I'm Having the same problem as Quatra. the only 2 files that didn't go thru are k_sup_galaxymap.ncs and a .2da file. i tried to reinstall it, but it still won't work. Would the holowan plug-in, recruitable dustil, or imperial knights mods conflict?
Edit: Warping works, and i have to say that this mod is excellent and your hard work is very appreciated.
Last edited by Darth_Eradycus; 03-13-2007 at 10:48 PM.
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03-14-2007, 01:10 AM
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#33
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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Quote:
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Originally Posted by Darth_Eradycus
I'm Having the same problem as Quatra. the only 2 files that didn't go thru are k_sup_galaxymap.ncs and a .2da file. i tried to reinstall it, but it still won't work. Would the holowan plug-in, recruitable dustil, or imperial knights mods conflict?
Edit: Warping works, and i have to say that this mod is excellent and your hard work is very appreciated.
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It's the Holowan Plugin, specifically The Handmaiden Choice Mod. Could you test a patch for me? In your override folder back up k_sup_galaxymap.ncs(re-name it). Download this file HCMPatch.zip and unzip the new k_sup_galaxymap.ncs to your override folder and let me know if that works.
TIA
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03-14-2007, 11:55 AM
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#34
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Rookie
Join Date: Apr 2006
Location: Illinois
Posts: 39
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DeathDisco: Thanks for the patch, it works perfectly! Happy days!!
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03-14-2007, 09:20 PM
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#35
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Aa! Megami-sama!
Join Date: Sep 2006
Location: Tariki Hongan Temple, City of
Posts: 1,797
Current Game: Frozen Throne
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Oh yes...Nice
| Muunilinst 10 | Real Life | Exiled Jedi Weapon Master | Ex-Sith Marauder | Gunslinger |
Killed in a suicide attempt of ramming his own ship, Ravager, onto the surface of Telos IV. --Casualty Report: Order 66
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03-15-2007, 05:31 PM
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#36
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Rookie
Join Date: Nov 2006
Posts: 76
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im using and i loved !! but i want to ask 1 thing : why cant i add the itens from your mod using KSE ???
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03-16-2007, 08:50 AM
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#37
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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The items aren't in the override folder. They reside within the module(952cor). They would have to be extracted and placed in the override folder before you could use KSE to add them to your inventory.
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03-23-2007, 01:39 PM
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#38
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Super Dimension Fortress
Status: Super Moderator
Join Date: Apr 2002
Location: Somewhere by Pluto
Posts: 12,256
Current Game: Skyrim
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What is the way to open up the .mod file? Kotor Tool? I think my KT is out of date.  I wouldn't mind playing around with the files for my own use...
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03-23-2007, 01:59 PM
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#39
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,829
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Quote:
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Originally Posted by Prime
What is the way to open up the .mod file? Kotor Tool? I think my KT is out of date.  I wouldn't mind playing around with the files for my own use...
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You can open MOD files and extract the content with KotorTool if it's placed in the Modules folder (it will show up in KotorTool's treeview), or with any ERF editor that's compatible with the ERF format used by the KOTOR games.
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03-24-2007, 12:00 AM
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#40
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Bastards of Young
Join Date: Jan 2004
Location: Left of the Dial
Posts: 703
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In KT you'll find them under: ERFs->Modules
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