Hobbes

Module NPC and Object Placement

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Hello Deadly Stream Community,

 

Does anyone know if there is a step by step tutorial on object and NPC placements, etc.?  Which method is more practical to achieve this: scripting, or a GFF editor? I am trying to learn about module editing and would like to know how to place NPC's, objects, etc. The tutorials I have found don't seem to be at a novice level, although I do have some background in game scripting, and I enjoy learning about this. Hints and tips are greatly appreciated! Thanks!!

 

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Yeah, we need more tutorials that, to be frank, are written for amateurs; I say this because those tutorials would explain things in detail using basic wording.

 

As for your question, I'll first outline how an NPC (or any object, really) is positioned in-game and then outline the two methods for placing objects in-game and their pros and cons.

 

...

 

An object in-game possesses two things: a vector of three floats containing its XYZ coordinates, and a float containing its directional facing (between 0.0 and 360.0).

 

Scripting:

The first, and most common, way to spawn objects is through scripting, whether the script is launched from a conversation, entering a level, or a reaction to an event. No matter what, it's all the same basic formula:

 

*It should be noted that in all the examples below, the marks are for example only and cannot be there when compiling the scripts*

 

// This is a comment line.

// Directional facing is determined counter-clockwise from East, so 0.0 is East, 90.0 is North, .etc

 

// Valid OBJECT_TYPE_ pieces are: CREATURE, PLACEABLE, ITEM, STORE, and WAYPOINT

CreateObject(OBJECT_TYPE_*, "

 

// An alternate way is to specify the Vector and Location beforehand

vector MyVector;

// You can either give the Vector something in the line above (for example, get the player's XYZ by replacing the ";" with " = GetPosition(GetFirstPC());"), 

// or you can access the Vector's individual pieces like so:

MyVector.x = ;

MyVector.y = ;

MyVector.z = ;

 

location MyLocation = Location(MyVector, );

 

CreateObject(OBJECT_TYPE_*, "

 

 

Pros:

  • Highly adaptable
  • Easy to access
  • Can be used at almost any time
  • Perfect for delayed or conditional placement
  • Simple and universal directional facing

Cons:

  • Cannot spawn doors, triggers, sounds

 

Module-editing (GFF Editor):

Placing or moving objects in the module itself requires a GFF Editor (like K-GFF) and editing the .git file for the module. Each object has its own XYZ coordinates that can all be edited easily, but the directional facing is tricky...

 

Cameras:

A camera's facing is determined by its Orientation field, wherein the first of the four numbers (we don't edit the second or third, normally) is equal to

 

cos( ( - 90.0) / 2)

 

and the fourth number is equal to

 

sin( ( - 90.0) / 2).

 

Placeables and Doors:

Placeables and Doors both use a Bearing field, and this is a radian (everything in regards to facing for everything is a radian), so

 

( + 90) * 0.0174532925.

 

If you're resulting number is greater than 4.7207963267949, then you'd subtract 7.857239039871151612 and use the result.

 

Creatures, Waypoints, and Triggers:
These three all have an XOrientation and a YOrientation field, and the results for both, respectively, are:

 

cos()

 

and

 

sin().

 

Sounds, Encounters, and Stores:

These either don't have orientations, or in the Stores' case, the orientation is thought worthless. However, the Encounters can have spawn points, and these have an Orientation field that is a bearing (like the placeables and doors).

 

Pros:

  • Fine control
  • Ability to place encounters, cameras, sounds, and triggers

Cons:

  • Objects listed spawn the first time you enter the level, and so this is a one-time job
  • Complications in directional facing
  • Like 2

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Hello Fairstrides, 

 

Can the tslpatcher place .utc files within a .mod?

 

Cheers

Please... No thread-hijacking here. :)

 

In short, yes. You'd set the Destination to "modules\" and click the "Set!" button to confirm it.

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Even though I'm not OP, this is really great. Thank you so much Fair Strides!

I also highly agree that more beginner friendly tutorials would be amazing! Even though I'm not actively looking into getting into Kotor Modding atm, I'd definitely be more tempted to do so if I knew that there were a lot of great tutorials.

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Please... No thread-hijacking here.  :D

 

In short, yes. You'd set the Destination to "modules\<module name, no extension>" and click the "Set!" button to confirm it.

 

My bad haha

 

Thanks for the advice!

 

Even though I'm not OP, this is really great. Thank you so much Fair Strides!

I also highly agree that more beginner friendly tutorials would be amazing! Even though I'm not actively looking into getting into Kotor Modding atm, I'd definitely be more tempted to do so if I knew that there were a lot of great tutorials.

 

I concur, there should be more beginner friendly tutorials.

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Thank you all for your replies they were really helpful!

 

I was also wondering if there was any progress made for making new maps for the K-tool module editor? 

if so it would also be a good way to edit modules.

 

I look forward to hearing more about the modding world of Kotor thanks again!

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Objects listed spawn the first time you enter the level, and so this is a one-time job

I figured I'd ask in this thread, rather than start another. Does the addition of placeables via a GIT edit only work if you have not previously entered a level? The same as changing an appearance ID value in a UTC for example? I can get a placeable to spawn via a modified on-enter script, but it doesn't show up when added via a GIT edit for a level I have previously visited.

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Yeah, anything in the GIT file is only spawned the first time you enter the level.

 

This is because the .git file is modified to have all of the file data for every listing (so every field from a .utc, .utd, .utp, .etc) and is then saved in a .sav file. Each level has its own .sav file and they're all added to SAVEGAME.sav (and are then used in place of the .rim/.mod files (except for resources like scripts or dialogs; these are never in the .sav).

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Ah ok, cheers. If only I'd known that before I spent two hours constantly re-editing the GIT and UTP and recompiling the model trying to figure out what was broken....

 

I guess I'll stick to scripts for testing and leave the GIT edit for the final/release version.

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Ah ok, cheers. If only I'd known that before I spent two hours constantly re-editing the GIT and UTP and recompiling the model trying to figure out what was broken....

 

I guess I'll stick to scripts for testing and leave the GIT edit for the final/release version.

You Can put The .git in your Override folder for testing. This Override .git will then overwrite The data from The.sav file and thus reset The mofule rvery time You enter/load, but that's usually find for testing.

 

Just make Sure to properly place The .git in The corresponding .mod for The final mod and delete The override one.

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Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example:

void main()
{
	if ((GetEnteringObject() == GetFirstPC()))
	{
		if( GetObjectByTag( "PLC_abcd1" ) == OBJECT_INVALID )
			{
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd1", Location(Vector(-85.25,19.45,9.66545), 131));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd2", Location(Vector(-55.5,-6.15,9.722), 90));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd3", Location(Vector(5.7,41.65,9.66551), 180));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd4", Location(Vector(38.25,0.00,9.66545), 180));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd5", Location(Vector(0.00,-44.25,10), 90));
			}
		ExecuteScript("on_enter_ORIG", OBJECT_SELF);
    } 	
}

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Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example:

 

Add ".0" to the end of the number at the end of each of the CreateObject lines. Those numbers are the degree facing and need to be a float, not an int.

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Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example:

void main()
{
	if ((GetEnteringObject() == GetFirstPC()))
	{
		if( GetObjectByTag( "PLC_abcd1" ) == OBJECT_INVALID )
			{
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd1", Location(Vector(-85.25,19.45,9.66545), 131));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd2", Location(Vector(-55.5,-6.15,9.722), 90));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd3", Location(Vector(5.7,41.65,9.66551), 180));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd4", Location(Vector(38.25,0.00,9.66545), 180));
			CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd5", Location(Vector(0.00,-44.25,10), 90));
			}
		ExecuteScript("on_enter_ORIG", OBJECT_SELF);
    } 	
}

 

Here's a script from my Kashyyk module mod I'm making (change the OBJECT_TYPE_CREATURE to: OBJECT_TYPE_PLACEABLE)

 
void main()
{
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath01", Location(Vector(122.55, 95.42, 10.27), 0.0)); 
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath02", Location(Vector(112.68, 96.82, 10.21), 180.0));
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath03", Location(Vector(141.95, 64.33, 8.73), 0.0)); 
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath04", Location(Vector(130.02, 26.52, 8.04), 180.0)); 
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath05", Location(Vector(129.33, 28.95, 8.03), 0.0)); 
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath06", Location(Vector(91.01, 82.79, 10.05), 180.0));
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath07", Location(Vector(95.53, 81.52, 10.05), 0.0));    
    CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath08", Location(Vector(102.66, 86.68, 10.08), 180.0));
 
    DestroyObject(OBJECT_SELF);
 
   ExecuteScript("lightningm25ab", OBJECT_SELF);
   ExecuteScript("peoplespawn25ab", OBJECT_SELF);
   ExecuteScript("thingsspawn25ab", OBJECT_SELF);
 
}

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Add ".0" to the end of the number at the end of each of the CreateObject lines. Those numbers are the degree facing and need to be a float, not an int.

Gah, figures it would be something so trivial. I must have tried half a dozen versions and presumably that was the problem every time.... I didn't even notice. Sigh. Thanks for correction.

 

GIT in the Override testing is all well and good for confirming everything works before release, but it's a pain in the ass having it reset the triggers every time. Scripting is far more useful for iterative testing.

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If you want to spam a lot it's generally better to use a loop rather than definite each one individually.

Of course that's better if the location is defined in the .git.

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Guest Qui-Gon Glenn

Sorry to resurrect an old thread, but do we have a list anywhere of KotOR Module Names with their corresponding on_enter scripts?

 

Asking for a friend :P

 

If not, perhaps I'll make a sheet.

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Here's the module list half of it.

 

K1 modules:

 

 

DANM13 Dantooine Jedi Enclave

DANM14AA Dantooine Courtyard

DANM14AB Dantooine Matale Grounds

DANM14AC Dantooine Grove

DANM14AD Dantooine Sandral Grounds

DANM14AE Dantooine Crystal Caves

DANM15 Dantooine Ruins

DANM16 Dantooine Sandral Estate

EBO_M12AA Ebon Hawk

EBO_M46AB Mystery Box

END_M01AA Endar Spire Command Module

END_M01AB Endar Spire Starboard Section

KAS_M22AA Kashyyyk Czerka Landing Port

KAS_M22AB Kashyyyk The Great Walkway

KAS_M23AA Kashyyyk Village of Rwookrrorro

KAS_M23AB Kashyyyk Worrwill's Home

KAS_M23AC Kashyyyk Worrroznor's Home

KAS_M23AD Kashyyyk Chieftain's Hall

KAS_M24AA Kashyyyk Upper Shadowlands

KAS_M25AA Kashyyyk Lower Shadowlands

KORR_M33AA Korriban Dreshdae

KORR_M33AB Korriban Sith Academy Entrance

KORR_M34AA Korriban Shyrack Caves

KORR_M35AA Korriban Sith Academy Entrance

KORR_M36AA Korriban Valley of Dark Lords

KORR_M37AA Korriban Tomb of Ajunta Pall

KORR_M38AA Korriban Tomb of Marka Ragnos

KORR_M38AB Korriban Tomb of Tulak Hord

KORR_M39AA Korriban Tomb of Naga Sadow

LEV_M40AA Leviathan Prison Block

LEV_M40AB Leviathan Command Deck

LEV_M40AC Leviathan Hangar

LEV_M40AD Leviathan Bridge

LIV_M99AA Yavin Station

MANM26AA Manaan Ahto West

MANM26AB Manaan Ahto East

MANM26AC Manaan West Central

MANM26AD Manaan Docking Bay

MANM26AE Manaan East Central

MANM27AA Manaan Sith Base

MANM28AA Manaan Hrakert Station

MANM28AB Manaan Sea Floot

MANM28AC Manaan Kolto Control

MANM28AD Manaan Hrakert Rift

STA_M45AA Star Forge Deck 1

STA_M45AB Star Forge Deck 2

STA_M45AC Star Forge Deck 3

STA_M45AD Star Forge Deck 4

TAR_M02AA Taris South Apartments

TAR_M02AB Taris Upper City North

TAR_M02AC Taris Upper City South

TAR_M02AD Taris North Apartments

TAR_M02AE Taris Upper City Cantina

TAR_M02AF Taris Hideout

TAR_M03AA Taris Lower City

TAR_M03AB Taris Lower City Apartments

TAR_M03AD Taris Lower City Apartments

TAR_M03AE Taris Javyar's Cantina

TAR_M03AF Taris Swoop Platform

TAR_M04AA Taris Undercity

TAR_M05AA Taris Lower Sewers

TAR_M05AB Taris Upper Sewers

TAR_M08AA Taris Davik's Estate

TAR_M09AA Taris Sith Base

TAR_M09AB Taris Sith Base

TAR_M10AA Taris Black Vulkar Base

TAR_M10AB Taris Black Vulkar Base (unused game area)

TAR_M10AC Taris Black Vulkar Base

TAR_M11AA Taris Hidden Bek Base

TAR_M11AB Taris Hidden Bek Base

TAT_M17AA Tatooine Anchorhead

TAT_M17AB Tatooine Docking Bay

TAT_M17AC Tatooine Droid Shop

TAT_M17AD Tatooine Hunting Lodge

TAT_M17AE Tatooine Swoop Registration

TAT_M17AF Tatooine Cantina

TAT_M17AG Tatooine Czerka Office

TAT_M18AA Tatooine Dune Sea

TAT_M18AB Tatooine Sand People Territory

TAT_M18AC Tatooine Eastern Dune Sea

TAT_M20AA Tatooine Sand People Enclave

UNK_M41AA Unknown World Central Beach

UNK_M41AB Unknown World South Beach

UNK_M41AC Unknown World North Beach

UNK_M41AD Unknown World Temple Exterior

UNK_M42AA Unknown World Elder Settlement

UNK_M43AA Unknown World Rakatan Settlement

UNK_M44AA Unknown World Temple Main Floor

UNK_M44AB Unknown World Temple Catacombs

 

 

 

TSL modules:

 

 

001EBO Ebon Hawk Interior Prologue

002EBO Ebon Hawk Exterior Prologue

003EBO Ebon Hawk (normal)

004EBO Ebon Hawk (Red Eclipse)

005EBO Ebon Hawk (leaving Peragus)

006EBO Ebon Hawk

007EBO Ebon Hawk

101PER Peragus Administration Level

102PER Peragus Mining Tunnels

103PER Peragus Fuel Depot

104PER Peragus Asteroid Exterior

105PER Peragus Dormitories

106PER Peragus Hangar Bay

107PER Peragus (leaving)

151HAR Harbinger Command Deck

152HAR Harbinger Crew Quarters

153HAR Harbinger Engine Deck

154HAR Harbinger Command Deck Cutscene

201TEL Citadel Station Dock Module

202TEL Citadel Station Entertainment

203TEL Citadel Station Residential 082 East

204TEL Citadel Station Residential 082 West

205TEL Citadel Station Cutscene with Carth

207TEL Citadel Station Cantina

208TEL Citadel Station Bumani Exchange Corp.

209TEL Citadel Station Czerka Offices

211TEL Citadel Station Swoop Track

220TEL Citadel Station Suburban

221TEL Citadel Station Suburban

222TEL Citadel Station Entertainment Module 081

231TEL Telos Restoration Zone

232TEL Telos Underground Base

233TEL Telos Czerka Site

261TEL Telos Polar Plateau

262TEL Telos Secret Academy

301NAR Refugee Landing Pad

302NAR Refugee Quad

303NAR Docks

304NAR Jekk'Jekk Tarr

305NAR Jekk'Jekk Tunnels

306NAR Entertainment Promenade

351NAR Goto's Yacht

352NAR Goto's Yacht (cutscene)

371NAR Nar Shaddaa Swoop Track

401DXN Dxun Jungle Landing

402DXN Dxun Jungle

403DXN Dxun Mandalorian Ruins

404DXN Dxun Mandalorian Cache

410DXN Dxun Jungle Tomb

411DXN Dxun Sith Tomb

421DXN Dxun Turret Minigame (space battle)

501OND Onderon Spaceport

502OND Onderon Merchant Quarter

503OND Onderon Cantina

504OND Onderon Sky Ramp

505OND Onderon Turret

506OND Onderon Royal Palace

510OND Onderon Swoop Race Track

511OND Onderon Merchant Quarter

512OND Onderon Western Square

601DAN Dantooine Khoonda

602DAN Dantooine Khoonda Plains

603DAN Dantooine Movie Terminal on Khoonda Plains (cutscenes)

604DAN Dantooine Crystal Cave

605DAN Dantooine Enclave Courtyard

610DAN Dantooine Enclave Sublevel

650DAN Dantooine Rebuilt Jedi Enclave

701KOR Korriban Valley of Dark Lords

702KOR Korriban Sith Academy

710KOR Korriban Shyrack Cave

711KOR Korriban Secret Tomb

851NIH Ravager Command Deck

852NIH Ravager Bridge

853NIH Ravager (cutscene)

901MAL Malachor V Surface

902MAL Malachor V Depths

903MAL Malachor V Trayus Academy

904MAL Malachor V Trayus Core

905MAL Malachor V Trayus Crescent

906MAL Malachor V Trayus Proving Grounds

907MAL Malachor V Trayus Core

950COR Coruscant (trial cutscene)

 

 

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Guest Qui-Gon Glenn

Here's the module list half of it.

 

K1 modules:

 

 

DANM13 Dantooine Jedi Enclave

DANM14AA Dantooine Courtyard

DANM14AB Dantooine Matale Grounds

DANM14AC Dantooine Grove

DANM14AD Dantooine Sandral Grounds

DANM14AE Dantooine Crystal Caves

DANM15 Dantooine Ruins

DANM16 Dantooine Sandral Estate

EBO_M12AA Ebon Hawk

EBO_M46AB Mystery Box

END_M01AA Endar Spire Command Module

END_M01AB Endar Spire Starboard Section

KAS_M22AA Kashyyyk Czerka Landing Port

KAS_M22AB Kashyyyk The Great Walkway

KAS_M23AA Kashyyyk Village of Rwookrrorro

KAS_M23AB Kashyyyk Worrwill's Home

KAS_M23AC Kashyyyk Worrroznor's Home

KAS_M23AD Kashyyyk Chieftain's Hall

KAS_M24AA Kashyyyk Upper Shadowlands

KAS_M25AA Kashyyyk Lower Shadowlands

KORR_M33AA Korriban Dreshdae

KORR_M33AB Korriban Sith Academy Entrance

KORR_M34AA Korriban Shyrack Caves

KORR_M35AA Korriban Sith Academy Entrance

KORR_M36AA Korriban Valley of Dark Lords

KORR_M37AA Korriban Tomb of Ajunta Pall

KORR_M38AA Korriban Tomb of Marka Ragnos

KORR_M38AB Korriban Tomb of Tulak Hord

KORR_M39AA Korriban Tomb of Naga Sadow

LEV_M40AA Leviathan Prison Block

LEV_M40AB Leviathan Command Deck

LEV_M40AC Leviathan Hangar

LEV_M40AD Leviathan Bridge

LIV_M99AA Yavin Station

MANM26AA Manaan Ahto West

MANM26AB Manaan Ahto East

MANM26AC Manaan West Central

MANM26AD Manaan Docking Bay

MANM26AE Manaan East Central

MANM27AA Manaan Sith Base

MANM28AA Manaan Hrakert Station

MANM28AB Manaan Sea Floot

MANM28AC Manaan Kolto Control

MANM28AD Manaan Hrakert Rift

STA_M45AA Star Forge Deck 1

STA_M45AB Star Forge Deck 2

STA_M45AC Star Forge Deck 3

STA_M45AD Star Forge Deck 4

TAR_M02AA Taris South Apartments

TAR_M02AB Taris Upper City North

TAR_M02AC Taris Upper City South

TAR_M02AD Taris North Apartments

TAR_M02AE Taris Upper City Cantina

TAR_M02AF Taris Hideout

TAR_M03AA Taris Lower City

TAR_M03AB Taris Lower City Apartments

TAR_M03AD Taris Lower City Apartments

TAR_M03AE Taris Javyar's Cantina

TAR_M03AF Taris Swoop Platform

TAR_M04AA Taris Undercity

TAR_M05AA Taris Lower Sewers

TAR_M05AB Taris Upper Sewers

TAR_M08AA Taris Davik's Estate

TAR_M09AA Taris Sith Base

TAR_M09AB Taris Sith Base

TAR_M10AA Taris Black Vulkar Base

TAR_M10AB Taris Black Vulkar Base (unused game area)

TAR_M10AC Taris Black Vulkar Base

TAR_M11AA Taris Hidden Bek Base

TAR_M11AB Taris Hidden Bek Base

TAT_M17AA Tatooine Anchorhead

TAT_M17AB Tatooine Docking Bay

TAT_M17AC Tatooine Droid Shop

TAT_M17AD Tatooine Hunting Lodge

TAT_M17AE Tatooine Swoop Registration

TAT_M17AF Tatooine Cantina

TAT_M17AG Tatooine Czerka Office

TAT_M18AA Tatooine Dune Sea

TAT_M18AB Tatooine Sand People Territory

TAT_M18AC Tatooine Eastern Dune Sea

TAT_M20AA Tatooine Sand People Enclave

UNK_M41AA Unknown World Central Beach

UNK_M41AB Unknown World South Beach

UNK_M41AC Unknown World North Beach

UNK_M41AD Unknown World Temple Exterior

UNK_M42AA Unknown World Elder Settlement

UNK_M43AA Unknown World Rakatan Settlement

UNK_M44AA Unknown World Temple Main Floor

UNK_M44AB Unknown World Temple Catacombs

 

 

 

TSL modules:

 

 

001EBO Ebon Hawk Interior Prologue

002EBO Ebon Hawk Exterior Prologue

003EBO Ebon Hawk (normal)

004EBO Ebon Hawk (Red Eclipse)

005EBO Ebon Hawk (leaving Peragus)

006EBO Ebon Hawk

007EBO Ebon Hawk

101PER Peragus Administration Level

102PER Peragus Mining Tunnels

103PER Peragus Fuel Depot

104PER Peragus Asteroid Exterior

105PER Peragus Dormitories

106PER Peragus Hangar Bay

107PER Peragus (leaving)

151HAR Harbinger Command Deck

152HAR Harbinger Crew Quarters

153HAR Harbinger Engine Deck

154HAR Harbinger Command Deck Cutscene

201TEL Citadel Station Dock Module

202TEL Citadel Station Entertainment

203TEL Citadel Station Residential 082 East

204TEL Citadel Station Residential 082 West

205TEL Citadel Station Cutscene with Carth

207TEL Citadel Station Cantina

208TEL Citadel Station Bumani Exchange Corp.

209TEL Citadel Station Czerka Offices

211TEL Citadel Station Swoop Track

220TEL Citadel Station Suburban

221TEL Citadel Station Suburban

222TEL Citadel Station Entertainment Module 081

231TEL Telos Restoration Zone

232TEL Telos Underground Base

233TEL Telos Czerka Site

261TEL Telos Polar Plateau

262TEL Telos Secret Academy

301NAR Refugee Landing Pad

302NAR Refugee Quad

303NAR Docks

304NAR Jekk'Jekk Tarr

305NAR Jekk'Jekk Tunnels

306NAR Entertainment Promenade

351NAR Goto's Yacht

352NAR Goto's Yacht (cutscene)

371NAR Nar Shaddaa Swoop Track

401DXN Dxun Jungle Landing

402DXN Dxun Jungle

403DXN Dxun Mandalorian Ruins

404DXN Dxun Mandalorian Cache

410DXN Dxun Jungle Tomb

411DXN Dxun Sith Tomb

421DXN Dxun Turret Minigame (space battle)

501OND Onderon Spaceport

502OND Onderon Merchant Quarter

503OND Onderon Cantina

504OND Onderon Sky Ramp

505OND Onderon Turret

506OND Onderon Royal Palace

510OND Onderon Swoop Race Track

511OND Onderon Merchant Quarter

512OND Onderon Western Square

601DAN Dantooine Khoonda

602DAN Dantooine Khoonda Plains

603DAN Dantooine Movie Terminal on Khoonda Plains (cutscenes)

604DAN Dantooine Crystal Cave

605DAN Dantooine Enclave Courtyard

610DAN Dantooine Enclave Sublevel

650DAN Dantooine Rebuilt Jedi Enclave

701KOR Korriban Valley of Dark Lords

702KOR Korriban Sith Academy

710KOR Korriban Shyrack Cave

711KOR Korriban Secret Tomb

851NIH Ravager Command Deck

852NIH Ravager Bridge

853NIH Ravager (cutscene)

901MAL Malachor V Surface

902MAL Malachor V Depths

903MAL Malachor V Trayus Academy

904MAL Malachor V Trayus Core

905MAL Malachor V Trayus Crescent

906MAL Malachor V Trayus Proving Grounds

907MAL Malachor V Trayus Core

950COR Coruscant (trial cutscene)

 

 

LOL!

 

I was just building this same list, as a resource for my fam.

 

Of course it exists! Thank you for sharing!

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